/* * Copyright © 2014 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. * * Authors: * Jason Ekstrand (jason@jlekstrand.net) * */ #include "nir.h" struct locals_to_regs_state { nir_shader *shader; nir_function_impl *impl; /* A hash table mapping derefs to registers */ struct hash_table *regs_table; bool progress; }; /* The following two functions implement a hash and equality check for * variable dreferences. When the hash or equality function encounters an * array, it ignores the offset and whether it is direct or indirect * entirely. */ static uint32_t hash_deref(const void *void_deref) { uint32_t hash = _mesa_fnv32_1a_offset_bias; const nir_deref_var *deref_var = void_deref; hash = _mesa_fnv32_1a_accumulate(hash, deref_var->var); for (const nir_deref *deref = deref_var->deref.child; deref; deref = deref->child) { if (deref->deref_type == nir_deref_type_struct) { const nir_deref_struct *deref_struct = nir_deref_as_struct(deref); hash = _mesa_fnv32_1a_accumulate(hash, deref_struct->index); } } return hash; } static bool derefs_equal(const void *void_a, const void *void_b) { const nir_deref_var *a_var = void_a; const nir_deref_var *b_var = void_b; if (a_var->var != b_var->var) return false; for (const nir_deref *a = a_var->deref.child, *b = b_var->deref.child; a != NULL; a = a->child, b = b->child) { if (a->deref_type != b->deref_type) return false; if (a->deref_type == nir_deref_type_struct) { if (nir_deref_as_struct(a)->index != nir_deref_as_struct(b)->index) return false; } /* Do nothing for arrays. They're all the same. */ assert((a->child == NULL) == (b->child == NULL)); if((a->child == NULL) != (b->child == NULL)) return false; } return true; } static nir_register * get_reg_for_deref(nir_deref_var *deref, struct locals_to_regs_state *state) { uint32_t hash = hash_deref(deref); assert(deref->var->constant_initializer == NULL); struct hash_entry *entry = _mesa_hash_table_search_pre_hashed(state->regs_table, hash, deref); if (entry) return entry->data; unsigned array_size = 1; nir_deref *tail = &deref->deref; while (tail->child) { if (tail->child->deref_type == nir_deref_type_array) array_size *= glsl_get_length(tail->type); tail = tail->child; } assert(glsl_type_is_vector(tail->type) || glsl_type_is_scalar(tail->type)); nir_register *reg = nir_local_reg_create(state->impl); reg->num_components = glsl_get_vector_elements(tail->type); reg->num_array_elems = array_size > 1 ? array_size : 0; reg->bit_size = glsl_get_bit_size(tail->type); _mesa_hash_table_insert_pre_hashed(state->regs_table, hash, deref, reg); return reg; } static nir_src get_deref_reg_src(nir_deref_var *deref, nir_instr *instr, struct locals_to_regs_state *state) { nir_src src; src.is_ssa = false; src.reg.reg = get_reg_for_deref(deref, state); src.reg.base_offset = 0; src.reg.indirect = NULL; /* It is possible for a user to create a shader that has an array with a * single element and then proceed to access it indirectly. Indirectly * accessing a non-array register is not allowed in NIR. In order to * handle this case we just convert it to a direct reference. */ if (src.reg.reg->num_array_elems == 0) return src; nir_deref *tail = &deref->deref; while (tail->child != NULL) { const struct glsl_type *parent_type = tail->type; tail = tail->child; if (tail->deref_type != nir_deref_type_array) continue; nir_deref_array *deref_array = nir_deref_as_array(tail); src.reg.base_offset *= glsl_get_length(parent_type); src.reg.base_offset += deref_array->base_offset; if (src.reg.indirect) { nir_load_const_instr *load_const = nir_load_const_instr_create(state->shader, 1, 32); load_const->value.u32[0] = glsl_get_length(parent_type); nir_instr_insert_before(instr, &load_const->instr); nir_alu_instr *mul = nir_alu_instr_create(state->shader, nir_op_imul); mul->src[0].src = *src.reg.indirect; mul->src[1].src.is_ssa = true; mul->src[1].src.ssa = &load_const->def; mul->dest.write_mask = 1; nir_ssa_dest_init(&mul->instr, &mul->dest.dest, 1, 32, NULL); nir_instr_insert_before(instr, &mul->instr); src.reg.indirect->is_ssa = true; src.reg.indirect->ssa = &mul->dest.dest.ssa; } if (deref_array->deref_array_type == nir_deref_array_type_indirect) { if (src.reg.indirect == NULL) { src.reg.indirect = ralloc(state->shader, nir_src); nir_src_copy(src.reg.indirect, &deref_array->indirect, state->shader); } else { nir_alu_instr *add = nir_alu_instr_create(state->shader, nir_op_iadd); add->src[0].src = *src.reg.indirect; nir_src_copy(&add->src[1].src, &deref_array->indirect, add); add->dest.write_mask = 1; nir_ssa_dest_init(&add->instr, &add->dest.dest, 1, 32, NULL); nir_instr_insert_before(instr, &add->instr); src.reg.indirect->is_ssa = true; src.reg.indirect->ssa = &add->dest.dest.ssa; } } } return src; } static bool lower_locals_to_regs_block(nir_block *block, struct locals_to_regs_state *state) { nir_foreach_instr_safe(instr, block) { if (instr->type != nir_instr_type_intrinsic) continue; nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); switch (intrin->intrinsic) { case nir_intrinsic_load_var: { if (intrin->variables[0]->var->data.mode != nir_var_local) continue; nir_alu_instr *mov = nir_alu_instr_create(state->shader, nir_op_imov); mov->src[0].src = get_deref_reg_src(intrin->variables[0], &intrin->instr, state); mov->dest.write_mask = (1 << intrin->num_components) - 1; if (intrin->dest.is_ssa) { nir_ssa_dest_init(&mov->instr, &mov->dest.dest, intrin->num_components, intrin->dest.ssa.bit_size, NULL); nir_ssa_def_rewrite_uses(&intrin->dest.ssa, nir_src_for_ssa(&mov->dest.dest.ssa)); } else { nir_dest_copy(&mov->dest.dest, &intrin->dest, &mov->instr); } nir_instr_insert_before(&intrin->instr, &mov->instr); nir_instr_remove(&intrin->instr); state->progress = true; break; } case nir_intrinsic_store_var: { if (intrin->variables[0]->var->data.mode != nir_var_local) continue; nir_src reg_src = get_deref_reg_src(intrin->variables[0], &intrin->instr, state); nir_alu_instr *mov = nir_alu_instr_create(state->shader, nir_op_imov); nir_src_copy(&mov->src[0].src, &intrin->src[0], mov); mov->dest.write_mask = nir_intrinsic_write_mask(intrin); mov->dest.dest.is_ssa = false; mov->dest.dest.reg.reg = reg_src.reg.reg; mov->dest.dest.reg.base_offset = reg_src.reg.base_offset; mov->dest.dest.reg.indirect = reg_src.reg.indirect; nir_instr_insert_before(&intrin->instr, &mov->instr); nir_instr_remove(&intrin->instr); state->progress = true; break; } case nir_intrinsic_copy_var: unreachable("There should be no copies whatsoever at this point"); break; default: continue; } } return true; } static bool nir_lower_locals_to_regs_impl(nir_function_impl *impl) { struct locals_to_regs_state state; state.shader = impl->function->shader; state.impl = impl; state.progress = false; state.regs_table = _mesa_hash_table_create(NULL, hash_deref, derefs_equal); nir_metadata_require(impl, nir_metadata_dominance); nir_foreach_block(block, impl) { lower_locals_to_regs_block(block, &state); } nir_metadata_preserve(impl, nir_metadata_block_index | nir_metadata_dominance); _mesa_hash_table_destroy(state.regs_table, NULL); return state.progress; } bool nir_lower_locals_to_regs(nir_shader *shader) { bool progress = false; nir_foreach_function(function, shader) { if (function->impl) progress = nir_lower_locals_to_regs_impl(function->impl) || progress; } return progress; }