/* * Copyright © 2021 Advanced Micro Devices, Inc. * * 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.h" #include "nir_builder.h" /** * This pass removes no-op assignment to gl_FragDepth. * * gl_FragDepth implicit value is gl_FragCoord.z, so if a shader only assign * this value to gl_FragDepth, the store instruction is removed. */ static bool ssa_def_is_source_depth(nir_ssa_def *def) { nir_ssa_scalar scalar = nir_ssa_scalar_resolved(def, 0); nir_instr *instr = scalar.def->parent_instr; if (instr->type != nir_instr_type_intrinsic) return false; nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); if (intrin->intrinsic != nir_intrinsic_load_frag_coord) return false; /* Depth is gl_FragCoord.z */ return scalar.comp == 2; } bool nir_opt_fragdepth(nir_shader *shader) { bool progress = false; nir_intrinsic_instr *store_intrin = NULL; if (shader->info.stage != MESA_SHADER_FRAGMENT) goto end; nir_function_impl *impl = nir_shader_get_entrypoint(shader); nir_foreach_block(block, 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_store_deref) continue; nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]); if (!nir_deref_mode_is(deref, nir_var_shader_out)) continue; nir_variable *var = nir_deref_instr_get_variable(deref); if (var->data.location != FRAG_RESULT_DEPTH) continue; /* We found a write to gl_FragDepth */ if (store_intrin) { /* This isn't the only write: give up on this optimization */ goto end; } else { if (ssa_def_is_source_depth(intrin->src[1].ssa)) { /* We're writing gl_FragCoord.z in gl_FragDepth: remember * intrin so we can try to remove it later. */ store_intrin = intrin; } else { /* We're writing something else: give up. */ goto end; } } } } if (store_intrin) { /* Found a single store to gl_FragDepth, and it writes gl_FragCoord.z to it. * Remove it since that's the implicit value of gl_FragDepth. */ nir_instr_remove(&store_intrin->instr); nir_metadata_preserve(impl, nir_metadata_block_index | nir_metadata_dominance | nir_metadata_loop_analysis | nir_metadata_instr_index); progress = true; } end: if (!progress) nir_shader_preserve_all_metadata(shader); return progress; }