--- /dev/null
+/*
+ * Copyright © 2015 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.h"
+
+static void
+gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader)
+{
+ switch (instr->intrinsic) {
+ case nir_intrinsic_discard:
+ case nir_intrinsic_discard_if:
+ assert(shader->stage == MESA_SHADER_FRAGMENT);
+ shader->info.fs.uses_discard = true;
+ break;
+
+ case nir_intrinsic_load_front_face:
+ case nir_intrinsic_load_vertex_id:
+ case nir_intrinsic_load_vertex_id_zero_base:
+ case nir_intrinsic_load_base_vertex:
+ case nir_intrinsic_load_instance_id:
+ case nir_intrinsic_load_sample_id:
+ case nir_intrinsic_load_sample_pos:
+ case nir_intrinsic_load_sample_mask_in:
+ case nir_intrinsic_load_primitive_id:
+ case nir_intrinsic_load_invocation_id:
+ case nir_intrinsic_load_local_invocation_id:
+ case nir_intrinsic_load_work_group_id:
+ case nir_intrinsic_load_num_work_groups:
+ shader->info.system_values_read |=
+ (1 << nir_system_value_from_intrinsic(instr->intrinsic));
+ break;
+
+ case nir_intrinsic_end_primitive:
+ case nir_intrinsic_end_primitive_with_counter:
+ assert(shader->stage == MESA_SHADER_GEOMETRY);
+ shader->info.gs.uses_end_primitive = 1;
+ break;
+
+ default:
+ break;
+ }
+}
+
+static void
+gather_tex_info(nir_tex_instr *instr, nir_shader *shader)
+{
+ if (instr->op == nir_texop_tg4)
+ shader->info.uses_texture_gather = true;
+}
+
+static bool
+gather_info_block(nir_block *block, void *shader)
+{
+ nir_foreach_instr(block, instr) {
+ switch (instr->type) {
+ case nir_instr_type_intrinsic:
+ gather_intrinsic_info(nir_instr_as_intrinsic(instr), shader);
+ break;
+ case nir_instr_type_tex:
+ gather_tex_info(nir_instr_as_tex(instr), shader);
+ break;
+ case nir_instr_type_call:
+ assert(!"nir_shader_gather_info only works if functions are inlined");
+ break;
+ default:
+ break;
+ }
+ }
+
+ return true;
+}
+
+/**
+ * Returns the bits in the inputs_read, outputs_written, or
+ * system_values_read bitfield corresponding to this variable.
+ */
+static inline uint64_t
+get_io_mask(nir_variable *var, gl_shader_stage stage)
+{
+ assert(var->data.mode == nir_var_shader_in ||
+ var->data.mode == nir_var_shader_out ||
+ var->data.mode == nir_var_system_value);
+ assert(var->data.location >= 0);
+
+ const struct glsl_type *var_type = var->type;
+ if (stage == MESA_SHADER_GEOMETRY && var->data.mode == nir_var_shader_in) {
+ /* Most geometry shader inputs are per-vertex arrays */
+ if (var->data.location >= VARYING_SLOT_VAR0)
+ assert(glsl_type_is_array(var_type));
+
+ if (glsl_type_is_array(var_type))
+ var_type = glsl_get_array_element(var_type);
+ }
+
+ bool is_vertex_input = (var->data.mode == nir_var_shader_in &&
+ stage == MESA_SHADER_VERTEX);
+ unsigned slots = glsl_count_attribute_slots(var_type, is_vertex_input);
+ return ((1ull << slots) - 1) << var->data.location;
+}
+
+void
+nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint)
+{
+ /* This pass does not yet support tessellation shaders */
+ assert(shader->stage == MESA_SHADER_VERTEX ||
+ shader->stage == MESA_SHADER_GEOMETRY ||
+ shader->stage == MESA_SHADER_FRAGMENT ||
+ shader->stage == MESA_SHADER_COMPUTE);
+
+ shader->info.inputs_read = 0;
+ foreach_list_typed(nir_variable, var, node, &shader->inputs)
+ shader->info.inputs_read |= get_io_mask(var, shader->stage);
+
+ /* TODO: Some day we may need to add stream support to NIR */
+ shader->info.outputs_written = 0;
+ foreach_list_typed(nir_variable, var, node, &shader->outputs)
+ shader->info.outputs_written |= get_io_mask(var, shader->stage);
+
+ shader->info.system_values_read = 0;
+ foreach_list_typed(nir_variable, var, node, &shader->system_values)
+ shader->info.system_values_read |= get_io_mask(var, shader->stage);
+
+ shader->info.num_textures = 0;
+ shader->info.num_images = 0;
+ nir_foreach_variable(var, &shader->uniforms) {
+ const struct glsl_type *type = var->type;
+ unsigned count = 1;
+ if (glsl_type_is_array(type)) {
+ count = glsl_get_length(type);
+ type = glsl_get_array_element(type);
+ }
+
+ if (glsl_type_is_image(type)) {
+ shader->info.num_images += count;
+ } else if (glsl_type_is_sampler(type)) {
+ shader->info.num_textures += count;
+ }
+ }
+
+ nir_foreach_block(entrypoint, gather_info_block, shader);
+}