/* * Copyright © 2020 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 "nir_builder.h" static bool lower_vec3_to_vec4_impl(nir_function_impl *impl, nir_variable_mode modes) { bool progress = false; if (modes & nir_var_function_temp) { nir_foreach_function_temp_variable(var, impl) { const struct glsl_type *vec4_type = glsl_type_replace_vec3_with_vec4(var->type); if (var->type != vec4_type) { var->type = vec4_type; progress = true; } } } nir_builder b; nir_builder_init(&b, impl); nir_foreach_block(block, impl) { nir_foreach_instr_safe(instr, block) { switch (instr->type) { case nir_instr_type_deref: { nir_deref_instr *deref = nir_instr_as_deref(instr); if (!nir_deref_mode_is_in_set(deref, modes)) continue; const struct glsl_type *vec4_type = glsl_type_replace_vec3_with_vec4(deref->type); if (deref->type != vec4_type) { deref->type = vec4_type; progress = true; } break; } case nir_instr_type_intrinsic: { nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); switch (intrin->intrinsic) { case nir_intrinsic_load_deref: { if (intrin->num_components != 3) break; nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]); if (!nir_deref_mode_is_in_set(deref, modes)) break; assert(intrin->dest.is_ssa); intrin->num_components = 4; intrin->dest.ssa.num_components = 4; b.cursor = nir_after_instr(&intrin->instr); nir_ssa_def *vec3 = nir_channels(&b, &intrin->dest.ssa, 0x7); nir_ssa_def_rewrite_uses_after(&intrin->dest.ssa, vec3, vec3->parent_instr); progress = true; break; } case nir_intrinsic_store_deref: { if (intrin->num_components != 3) break; nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]); if (!nir_deref_mode_is_in_set(deref, modes)) break; assert(intrin->src[1].is_ssa); nir_ssa_def *data = intrin->src[1].ssa; b.cursor = nir_before_instr(&intrin->instr); unsigned swiz[] = { 0, 1, 2, 2 }; data = nir_swizzle(&b, data, swiz, 4); intrin->num_components = 4; nir_instr_rewrite_src(&intrin->instr, &intrin->src[1], nir_src_for_ssa(data)); progress = true; break; } case nir_intrinsic_copy_deref: { nir_deref_instr *dst = nir_src_as_deref(intrin->src[0]); nir_deref_instr *src = nir_src_as_deref(intrin->src[0]); /* If we convert once side of a copy and not the other, that * would be very bad. */ if (nir_deref_mode_may_be(dst, modes) || nir_deref_mode_may_be(src, modes)) { assert(nir_deref_mode_must_be(dst, modes)); assert(nir_deref_mode_must_be(src, modes)); } break; } default: break; } break; } default: break; } } } if (progress) { nir_metadata_preserve(impl, nir_metadata_block_index | nir_metadata_dominance); } else { nir_metadata_preserve(impl, nir_metadata_all); } return progress; } bool nir_lower_vec3_to_vec4(nir_shader *shader, nir_variable_mode modes) { bool progress = false; if (modes & ~nir_var_function_temp) { nir_foreach_variable_in_shader(var, shader) { if (!(var->data.mode & modes)) continue; const struct glsl_type *vec4_type = glsl_type_replace_vec3_with_vec4(var->type); if (var->type != vec4_type) { var->type = vec4_type; progress = true; } } } nir_foreach_function(function, shader) { if (function->impl && lower_vec3_to_vec4_impl(function->impl, modes)) progress = true; } return progress; }