blob: a7c290bb52fdafcb986b698e8bb57dbca0d714f3 [file] [log] [blame]
/*
* 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;
}