/* * Copyright © 2017 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 "anv_nir.h" #include "nir/nir_builder.h" #include "compiler/brw_compiler.h" bool anv_nir_add_base_work_group_id(nir_shader *shader, struct brw_cs_prog_data *prog_data) { assert(shader->info.stage == MESA_SHADER_COMPUTE); nir_builder b; int base_id_offset = -1; bool progress = false; nir_foreach_function(function, shader) { if (!function->impl) continue; nir_builder_init(&b, function->impl); nir_foreach_block(block, function->impl) { nir_foreach_instr_safe(instr, block) { if (instr->type != nir_instr_type_intrinsic) continue; nir_intrinsic_instr *load_id = nir_instr_as_intrinsic(instr); if (load_id->intrinsic != nir_intrinsic_load_work_group_id) continue; b.cursor = nir_after_instr(&load_id->instr); if (base_id_offset < 0) { /* If we don't have a set of BASE_WORK_GROUP_ID params, * add them. */ assert(shader->num_uniforms == prog_data->base.nr_params * 4); uint32_t *param = brw_stage_prog_data_add_params(&prog_data->base, 3); param[0] = BRW_PARAM_BUILTIN_BASE_WORK_GROUP_ID_X; param[1] = BRW_PARAM_BUILTIN_BASE_WORK_GROUP_ID_Y; param[2] = BRW_PARAM_BUILTIN_BASE_WORK_GROUP_ID_Z; base_id_offset = shader->num_uniforms; shader->num_uniforms += 12; } nir_intrinsic_instr *load_base = nir_intrinsic_instr_create(shader, nir_intrinsic_load_uniform); load_base->num_components = 3; load_base->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0)); nir_ssa_dest_init(&load_base->instr, &load_base->dest, 3, 32, NULL); nir_intrinsic_set_base(load_base, base_id_offset); nir_intrinsic_set_range(load_base, 3 * sizeof(uint32_t)); nir_builder_instr_insert(&b, &load_base->instr); nir_ssa_def *id = nir_iadd(&b, &load_id->dest.ssa, &load_base->dest.ssa); nir_ssa_def_rewrite_uses_after(&load_id->dest.ssa, nir_src_for_ssa(id), id->parent_instr); progress = true; } } nir_metadata_preserve(function->impl, nir_metadata_block_index | nir_metadata_dominance); } return progress; }