1 /*
2  * Copyright © 2014 Intel Corporation
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  *
23  * Authors:
24  *    Jason Ekstrand (jason@jlekstrand.net)
25  *
26  */
27 
28 #include "nir.h"
29 #include "nir_builder.h"
30 
31 /*
32  * Implements "copy splitting" which is similar to structure splitting only
33  * it works on copy operations rather than the datatypes themselves.  The
34  * GLSL language allows you to copy one variable to another an entire
35  * structure (which may contain arrays or other structures) at a time.
36  * Normally, in a language such as C this would be handled by a "structure
37  * splitting" pass that breaks up the structures.  Unfortunately for us,
38  * structures used in inputs or outputs can't be split.  Therefore,
39  * regardlesss of what we do, we have to be able to copy to/from
40  * structures.
41  *
42  * The primary purpose of structure splitting is to allow you to better
43  * optimize variable access and lower things to registers where you can.
44  * The primary issue here is that, if you lower the copy to a bunch of
45  * loads and stores, you loose a lot of information about the copy
46  * operation that you would like to keep around.  To solve this problem, we
47  * have a "copy splitting" pass that, instead of splitting the structures
48  * or lowering the copy into loads and storres, splits the copy operation
49  * into a bunch of copy operations one for each leaf of the structure tree.
50  * If an intermediate array is encountered, it is referenced with a
51  * wildcard reference to indicate that the entire array is to be copied.
52  *
53  * As things become direct, array copies may be able to be losslessly
54  * lowered to having fewer and fewer wildcards.  However, until that
55  * happens we want to keep the information about the arrays intact.
56  *
57  * Prior to the copy splitting pass, there are no wildcard references but
58  * there may be incomplete references where the tail of the deref chain is
59  * an array or a structure and not a specific element.  After the copy
60  * splitting pass has completed, every variable deref will be a full-length
61  * dereference pointing to a single leaf in the structure type tree with
62  * possibly a few wildcard array dereferences.
63  */
64 
65 static void
split_deref_copy_instr(nir_builder * b,nir_deref_instr * dst,nir_deref_instr * src,enum gl_access_qualifier dst_access,enum gl_access_qualifier src_access)66 split_deref_copy_instr(nir_builder *b,
67                        nir_deref_instr *dst, nir_deref_instr *src,
68                        enum gl_access_qualifier dst_access,
69                        enum gl_access_qualifier src_access)
70 {
71    assert(glsl_get_bare_type(dst->type) ==
72           glsl_get_bare_type(src->type));
73    if (glsl_type_is_vector_or_scalar(src->type)) {
74       nir_copy_deref_with_access(b, dst, src, dst_access, src_access);
75    } else if (glsl_type_is_struct_or_ifc(src->type)) {
76       for (unsigned i = 0; i < glsl_get_length(src->type); i++) {
77          split_deref_copy_instr(b, nir_build_deref_struct(b, dst, i),
78                                    nir_build_deref_struct(b, src, i),
79                                    dst_access, src_access);
80       }
81    } else {
82       assert(glsl_type_is_matrix(src->type) || glsl_type_is_array(src->type));
83       split_deref_copy_instr(b, nir_build_deref_array_wildcard(b, dst),
84                                 nir_build_deref_array_wildcard(b, src),
85                                 dst_access, src_access);
86    }
87 }
88 
89 static bool
split_var_copies_impl(nir_function_impl * impl)90 split_var_copies_impl(nir_function_impl *impl)
91 {
92    bool progress = false;
93 
94    nir_builder b;
95    nir_builder_init(&b, impl);
96 
97    nir_foreach_block(block, impl) {
98       nir_foreach_instr_safe(instr, block) {
99          if (instr->type != nir_instr_type_intrinsic)
100             continue;
101 
102          nir_intrinsic_instr *copy = nir_instr_as_intrinsic(instr);
103          if (copy->intrinsic != nir_intrinsic_copy_deref)
104             continue;
105 
106          b.cursor = nir_instr_remove(&copy->instr);
107 
108          nir_deref_instr *dst =
109             nir_instr_as_deref(copy->src[0].ssa->parent_instr);
110          nir_deref_instr *src =
111             nir_instr_as_deref(copy->src[1].ssa->parent_instr);
112          split_deref_copy_instr(&b, dst, src,
113                                 nir_intrinsic_dst_access(copy),
114                                 nir_intrinsic_src_access(copy));
115 
116          progress = true;
117       }
118    }
119 
120    if (progress) {
121       nir_metadata_preserve(impl, nir_metadata_block_index |
122                                   nir_metadata_dominance);
123    } else {
124       nir_metadata_preserve(impl, nir_metadata_all);
125    }
126 
127    return progress;
128 }
129 
130 bool
nir_split_var_copies(nir_shader * shader)131 nir_split_var_copies(nir_shader *shader)
132 {
133    bool progress = false;
134 
135    nir_foreach_function(function, shader) {
136       if (function->impl)
137          progress = split_var_copies_impl(function->impl) || progress;
138    }
139 
140    return progress;
141 }
142