On Fri, Mar 25, 2016 at 7:12 PM, Jason Ekstrand <ja...@jlekstrand.net> wrote: > --- > src/compiler/Makefile.sources | 1 + > src/compiler/nir/Makefile.sources | 1 + > src/compiler/nir/nir.h | 1 + > src/compiler/nir/nir_gather_info.c | 126 > +++++++++++++++++++++++++++++++++++++ > 4 files changed, 129 insertions(+) > create mode 100644 src/compiler/nir/nir_gather_info.c > > diff --git a/src/compiler/Makefile.sources b/src/compiler/Makefile.sources > index 0aee200..b243328 100644 > --- a/src/compiler/Makefile.sources > +++ b/src/compiler/Makefile.sources > @@ -176,6 +176,7 @@ NIR_FILES = \ > nir/nir_control_flow_private.h \ > nir/nir_dominance.c \ > nir/nir_from_ssa.c \ > + nir/nir_gather_info.c \ > nir/nir_gs_count_vertices.c \ > nir/nir_inline_functions.c \ > nir/nir_instr_set.c \ > diff --git a/src/compiler/nir/Makefile.sources > b/src/compiler/nir/Makefile.sources > index 3474302..c920d2c 100644 > --- a/src/compiler/nir/Makefile.sources > +++ b/src/compiler/nir/Makefile.sources > @@ -19,6 +19,7 @@ NIR_FILES = \ > nir_control_flow_private.h \ > nir_dominance.c \ > nir_from_ssa.c \ > + nir_gather_info.c \ > nir_gs_count_vertices.c \ > nir_inline_functions.c \ > nir_instr_set.c \ > diff --git a/src/compiler/nir/nir.h b/src/compiler/nir/nir.h > index 57b1a87..907dc34 100644 > --- a/src/compiler/nir/nir.h > +++ b/src/compiler/nir/nir.h > @@ -2216,6 +2216,7 @@ bool nir_lower_indirect_derefs(nir_shader *shader, > uint32_t mode_mask); > bool nir_lower_locals_to_regs(nir_shader *shader); > > void nir_lower_outputs_to_temporaries(nir_shader *shader); > +void nir_shader_gather_info(nir_shader *shader, nir_function_impl > *entrypoint); > > void nir_assign_var_locations(struct exec_list *var_list, > unsigned *size, > diff --git a/src/compiler/nir/nir_gather_info.c > b/src/compiler/nir/nir_gather_info.c > new file mode 100644 > index 0000000..8f0abd3 > --- /dev/null > +++ b/src/compiler/nir/nir_gather_info.c > @@ -0,0 +1,126 @@ > +/* > + * Copyright © 2015 Intel Corporation > + * > + * Permission is hereby granted, free of charge, to any person obtaining a > + * copy of this software and associated documentation files (the "Software"), > + * to deal in the Software without restriction, including without limitation > + * the rights to use, copy, modify, merge, publish, distribute, sublicense, > + * and/or sell copies of the Software, and to permit persons to whom the > + * Software is furnished to do so, subject to the following conditions: > + * > + * The above copyright notice and this permission notice (including the next > + * paragraph) shall be included in all copies or substantial portions of the > + * Software. > + * > + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR > + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, > + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL > + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER > + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING > + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER > DEALINGS > + * IN THE SOFTWARE. > + */ > + > +#include "nir.h" > + > +static void > +gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader) > +{ > + switch (instr->intrinsic) { > + case nir_intrinsic_discard: > + assert(shader->stage == MESA_SHADER_FRAGMENT); > + shader->info.fs.uses_discard = true; > + break; > + > + case nir_intrinsic_load_front_face: > + case nir_intrinsic_load_vertex_id: > + case nir_intrinsic_load_vertex_id_zero_base: > + case nir_intrinsic_load_base_vertex: > + case nir_intrinsic_load_instance_id: > + case nir_intrinsic_load_sample_id: > + case nir_intrinsic_load_sample_pos: > + case nir_intrinsic_load_sample_mask_in: > + case nir_intrinsic_load_primitive_id: > + case nir_intrinsic_load_invocation_id: > + case nir_intrinsic_load_local_invocation_id: > + case nir_intrinsic_load_work_group_id: > + case nir_intrinsic_load_num_work_groups: > + shader->info.system_values_read |= > + (1 << nir_system_value_from_intrinsic(instr->intrinsic)); > + break; > + > + case nir_intrinsic_end_primitive: > + case nir_intrinsic_end_primitive_with_counter: > + assert(shader->stage == MESA_SHADER_GEOMETRY); > + shader->info.gs.uses_end_primitive = 1; > + break; > + > + default: > + break; > + } > +} > + > +static void > +gather_tex_info(nir_tex_instr *instr, nir_shader *shader) > +{ > + if (instr->op == nir_texop_tg4) > + shader->info.uses_texture_gather = true; > +} > + > +static bool > +gather_info_block(nir_block *block, void *shader) > +{ > + nir_foreach_instr(block, instr) { > + switch (instr->type) { > + case nir_instr_type_intrinsic: > + gather_intrinsic_info(nir_instr_as_intrinsic(instr), shader); > + break; > + case nir_instr_type_tex: > + gather_tex_info(nir_instr_as_tex(instr), shader); > + break; > + case nir_instr_type_call: > + assert(!"nir_shader_gather_info only works if functions are > inlined"); > + break; > + default: > + break; > + } > + } > + > + return true; > +} > + > +void > +nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint) > +{ > + shader->info.inputs_read = 0; > + foreach_list_typed(nir_variable, var, node, &shader->inputs) > + shader->info.inputs_read |= nir_variable_get_io_mask(var, > shader->stage); > + > + /* TODO: Some day we may need to add stream support to NIR */ > + shader->info.outputs_written = 0; > + foreach_list_typed(nir_variable, var, node, &shader->outputs) > + shader->info.outputs_written |= nir_variable_get_io_mask(var, > shader->stage); > + > + shader->info.system_values_read = 0; > + foreach_list_typed(nir_variable, var, node, &shader->system_values) > + shader->info.system_values_read |= nir_variable_get_io_mask(var, > shader->stage); > + > + shader->info.num_textures = 0; > + shader->info.num_images = 0; > + nir_foreach_variable(var, &shader->uniforms) { > + const struct glsl_type *type = var->type; > + unsigned count = 1; > + if (glsl_type_is_array(type)) { > + count = glsl_get_length(type); > + type = glsl_get_array_element(type); > + } > + > + if (glsl_type_is_image(type)) { > + shader->info.num_images += count; > + } else if (glsl_type_is_sampler(type)) { > + shader->info.num_textures += count; > + }
hmm, I probably should fixup ttn some day to create sampler/image uniforms.. so far, ir3 doesn't care so I've ignored it. Not sure if that would catch vc4 by surprise.. Reviewed-by: Rob Clark <robdcl...@gmail.com> > + } > + > + nir_foreach_block(entrypoint, gather_info_block, shader); > +} > -- > 2.5.0.400.gff86faf > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > https://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev