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/* Copyright (c) 2024 LunarG, Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include <stdint.h>
#include <vector>
#include <memory>
#include <spirv/unified1/spirv.hpp>
#include "containers/custom_containers.h"
#include "instruction.h"
namespace gpuav {
namespace spirv {
class Module;
struct Function;
// Core data structure of module.
// The vector acts as our linked list to iterator and make occasional insertions.
// The unique_ptr allows us to create instructions outside module scope and bring them back.
using InstructionList = std::vector<std::unique_ptr<Instruction>>;
using InstructionIt = InstructionList::iterator;
// Since CFG analysis/manipulation is not a main focus, Blocks/Funcitons are just simple containers for ordering Instructions
struct BasicBlock {
// Used when loading initial SPIR-V
BasicBlock(std::unique_ptr<Instruction> label, Function& function);
BasicBlock(Module& module, Function& function);
void ToBinary(std::vector<uint32_t>& out);
uint32_t GetLabelId();
// "All OpVariable instructions in a function must be the first instructions in the first block"
// So need to get the first valid location in block.
InstructionIt GetFirstInjectableInstrution();
// Finds instruction before the Block Termination Instruction.
InstructionIt GetLastInjectableInstrution();
// Creates instruction and inserts it before the Instruction, updates poistion after new instruciton.
// If no InstructionIt is provided, it will add it to the end of the block.
void CreateInstruction(spv::Op opcode, const std::vector<uint32_t>& words, InstructionIt* inst_it = nullptr);
InstructionList instructions_;
Function& function_;
bool loop_header_ = false;
};
using BasicBlockList = std::vector<std::unique_ptr<BasicBlock>>;
using BasicBlockIt = BasicBlockList::iterator;
struct Function {
Function(Module& module, std::unique_ptr<Instruction> function_inst);
Function(Module& module) : module_(module) {}
void ToBinary(std::vector<uint32_t>& out);
const Instruction& GetDef() { return *pre_block_inst_[0].get(); }
BasicBlock& GetFirstBlock() { return *blocks_[0]; }
// Adds a new block after and returns reference to it
BasicBlockIt InsertNewBlock(BasicBlockIt it);
void InitBlocks(uint32_t count);
void ReplaceAllUsesWith(uint32_t old_word, uint32_t new_word);
Module& module_;
// OpFunction and parameters
InstructionList pre_block_inst_;
// All basic blocks inside this function in specification order
BasicBlockList blocks_;
// normally just OpFunctionEnd, but could be non-semantic
InstructionList post_block_inst_;
vvl::unordered_map<uint32_t, const Instruction*> inst_map_;
const Instruction* FindInstruction(uint32_t id) const;
// A slower version of BasicBlock::CreateInstruction() that will search the entire function for |id| and then inject the
// instruction after. Only to be used if you need to suddenly walk back to find an instruction, but normally instructions should
// be added as you go forward only.
void CreateInstruction(spv::Op opcode, const std::vector<uint32_t>& words, uint32_t id);
// This is the uvec4 most consumers will need
uint32_t stage_info_id_ = 0;
// The individual IDs making up the uvec4
uint32_t stage_info_x_id_ = 0;
uint32_t stage_info_y_id_ = 0;
uint32_t stage_info_z_id_ = 0;
uint32_t stage_info_w_id_ = 0;
};
using FunctionList = std::vector<std::unique_ptr<Function>>;
using FunctionIt = FunctionList::iterator;
} // namespace spirv
} // namespace gpuav