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/*
* 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.
*/
/*
* Implements a pass that lowers output variables to a temporary plus an
* output variable with a single copy at each exit point of the shader.
* This way the output variable is only ever written.
*/
#include "nir.h"
struct lower_outputs_state {
nir_shader *shader;
struct exec_list old_outputs;
};
static void
emit_output_copies(nir_cursor cursor, struct lower_outputs_state *state)
{
assert(exec_list_length(&state->shader->outputs) ==
exec_list_length(&state->old_outputs));
foreach_two_lists(out_node, &state->shader->outputs,
temp_node, &state->old_outputs) {
nir_variable *output = exec_node_data(nir_variable, out_node, node);
nir_variable *temp = exec_node_data(nir_variable, temp_node, node);
nir_intrinsic_instr *copy =
nir_intrinsic_instr_create(state->shader, nir_intrinsic_copy_var);
copy->variables[0] = nir_deref_var_create(copy, output);
copy->variables[1] = nir_deref_var_create(copy, temp);
nir_instr_insert(cursor, &copy->instr);
}
}
void
nir_lower_outputs_to_temporaries(nir_shader *shader, nir_function *entrypoint)
{
struct lower_outputs_state state;
if (shader->stage == MESA_SHADER_TESS_CTRL)
return;
state.shader = shader;
exec_list_move_nodes_to(&shader->outputs, &state.old_outputs);
/* Walk over all of the outputs turn each output into a temporary and
* make a new variable for the actual output.
*/
nir_foreach_variable(var, &state.old_outputs) {
nir_variable *output = ralloc(shader, nir_variable);
memcpy(output, var, sizeof *output);
/* The orignal is now the temporary */
nir_variable *temp = var;
/* Reparent the name to the new variable */
ralloc_steal(output, output->name);
/* Reparent the constant initializer (if any) */
ralloc_steal(output, output->constant_initializer);
/* Give the output a new name with @out-temp appended */
temp->name = ralloc_asprintf(var, "%s@out-temp", output->name);
temp->data.mode = nir_var_global;
temp->constant_initializer = NULL;
exec_list_push_tail(&shader->outputs, &output->node);
}
nir_foreach_function(function, shader) {
if (function->impl == NULL)
continue;
if (shader->stage == MESA_SHADER_GEOMETRY) {
/* For geometry shaders, we have to emit the output copies right
* before each EmitVertex call.
*/
nir_foreach_block(block, function->impl) {
nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if (intrin->intrinsic == nir_intrinsic_emit_vertex) {
emit_output_copies(nir_before_instr(&intrin->instr),
&state);
}
}
}
} else if (function == entrypoint) {
/* For all other shader types, we need to do the copies right before
* the jumps to the end block.
*/
struct set_entry *block_entry;
set_foreach(function->impl->end_block->predecessors, block_entry) {
struct nir_block *block = (void *)block_entry->key;
emit_output_copies(nir_after_block_before_jump(block), &state);
}
}
nir_metadata_preserve(function->impl, nir_metadata_block_index |
nir_metadata_dominance);
}
exec_list_append(&shader->globals, &state.old_outputs);
}