1/* 2 * Copyright © 2021 Advanced Micro Devices, Inc. 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 24#include "nir.h" 25#include "nir_builder.h" 26 27/** 28 * This pass removes no-op assignment to gl_FragDepth. 29 * 30 * gl_FragDepth implicit value is gl_FragCoord.z, so if a shader only assign 31 * this value to gl_FragDepth, the store instruction is removed. 32 */ 33 34static bool 35ssa_def_is_source_depth(nir_ssa_def *def) 36{ 37 nir_ssa_scalar scalar = nir_ssa_scalar_resolved(def, 0); 38 nir_instr *instr = scalar.def->parent_instr; 39 if (instr->type != nir_instr_type_intrinsic) 40 return false; 41 42 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); 43 if (intrin->intrinsic != nir_intrinsic_load_frag_coord) 44 return false; 45 46 /* Depth is gl_FragCoord.z */ 47 return scalar.comp == 2; 48} 49 50bool 51nir_opt_fragdepth(nir_shader *shader) 52{ 53 bool progress = false; 54 nir_intrinsic_instr *store_intrin = NULL; 55 56 if (shader->info.stage != MESA_SHADER_FRAGMENT) 57 goto end; 58 59 nir_function_impl *impl = nir_shader_get_entrypoint(shader); 60 nir_foreach_block(block, impl) { 61 nir_foreach_instr(instr, block) { 62 if (instr->type != nir_instr_type_intrinsic) 63 continue; 64 65 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); 66 if (intrin->intrinsic != nir_intrinsic_store_deref) 67 continue; 68 69 nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]); 70 if (!nir_deref_mode_is(deref, nir_var_shader_out)) 71 continue; 72 73 nir_variable *var = nir_deref_instr_get_variable(deref); 74 if (var->data.location != FRAG_RESULT_DEPTH) 75 continue; 76 77 /* We found a write to gl_FragDepth */ 78 if (store_intrin) { 79 /* This isn't the only write: give up on this optimization */ 80 goto end; 81 } else { 82 if (ssa_def_is_source_depth(intrin->src[1].ssa)) { 83 /* We're writing gl_FragCoord.z in gl_FragDepth: remember 84 * intrin so we can try to remove it later. */ 85 store_intrin = intrin; 86 } else { 87 /* We're writing something else: give up. */ 88 goto end; 89 } 90 } 91 } 92 } 93 94 if (store_intrin) { 95 /* Found a single store to gl_FragDepth, and it writes gl_FragCoord.z to it. 96 * Remove it since that's the implicit value of gl_FragDepth. 97 */ 98 nir_instr_remove(&store_intrin->instr); 99 100 nir_metadata_preserve(impl, nir_metadata_block_index | 101 nir_metadata_dominance | 102 nir_metadata_loop_analysis | 103 nir_metadata_instr_index); 104 progress = true; 105 } 106 107end: 108 if (!progress) 109 nir_shader_preserve_all_metadata(shader); 110 return progress; 111} 112