glslang/SPIRV/SpvBuilder.h
John Kessenich fa668dad99 SPV: Reduce spurious type generation by removing intermediate types in the middle of access chains.
This generally simplifies access chain generation, with far fewer  type conversions.
It is particularly important to future SPIR-V changes where there is less aggregate
type uniqueness due to carrying different layout information with the type.
2015-09-13 14:46:30 -06:00

590 lines
24 KiB
C++
Executable File

//
//Copyright (C) 2014 LunarG, Inc.
//
//All rights reserved.
//
//Redistribution and use in source and binary forms, with or without
//modification, are permitted provided that the following conditions
//are met:
//
// Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
//
// Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
//
// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
//"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
//LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
//FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
//COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
//INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
//BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
//CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
//POSSIBILITY OF SUCH DAMAGE.
//
// Author: John Kessenich, LunarG
//
//
// "Builder" is an interface to fully build SPIR-V IR. Allocate one of
// these to build (a thread safe) internal SPIR-V representation (IR),
// and then dump it as a binary stream according to the SPIR-V specification.
//
// A Builder has a 1:1 relationship with a SPIR-V module.
//
#pragma once
#ifndef SpvBuilder_H
#define SpvBuilder_H
#include "spirv.hpp"
#include "spvIR.h"
#include <algorithm>
#include <stack>
#include <map>
namespace spv {
class Builder {
public:
Builder(unsigned int userNumber);
virtual ~Builder();
static const int maxMatrixSize = 4;
void setSource(spv::SourceLanguage lang, int version)
{
source = lang;
sourceVersion = version;
}
void addSourceExtension(const char* ext) { extensions.push_back(ext); }
Id import(const char*);
void setMemoryModel(spv::AddressingModel addr, spv::MemoryModel mem)
{
addressModel = addr;
memoryModel = mem;
}
void addCapability(spv::Capability cap) { capabilities.push_back(cap); }
// To get a new <id> for anything needing a new one.
Id getUniqueId() { return ++uniqueId; }
// To get a set of new <id>s, e.g., for a set of function parameters
Id getUniqueIds(int numIds)
{
Id id = uniqueId + 1;
uniqueId += numIds;
return id;
}
// For creating new types (will return old type if the requested one was already made).
Id makeVoidType();
Id makeBoolType();
Id makePointer(StorageClass, Id type);
Id makeIntegerType(int width, bool hasSign); // generic
Id makeIntType(int width) { return makeIntegerType(width, true); }
Id makeUintType(int width) { return makeIntegerType(width, false); }
Id makeFloatType(int width);
Id makeStructType(std::vector<Id>& members, const char*);
Id makeVectorType(Id component, int size);
Id makeMatrixType(Id component, int cols, int rows);
Id makeArrayType(Id element, unsigned size);
Id makeRuntimeArray(Id element);
Id makeFunctionType(Id returnType, std::vector<Id>& paramTypes);
Id makeImageType(Id sampledType, Dim, bool depth, bool arrayed, bool ms, unsigned sampled, ImageFormat format);
Id makeSampledImageType(Id imageType);
// For querying about types.
Id getTypeId(Id resultId) const { return module.getTypeId(resultId); }
Id getDerefTypeId(Id resultId) const;
Op getOpCode(Id id) const { return module.getInstruction(id)->getOpCode(); }
Op getTypeClass(Id typeId) const { return getOpCode(typeId); }
Op getMostBasicTypeClass(Id typeId) const;
int getNumComponents(Id resultId) const { return getNumTypeComponents(getTypeId(resultId)); }
int getNumTypeComponents(Id typeId) const;
Id getScalarTypeId(Id typeId) const;
Id getContainedTypeId(Id typeId) const;
Id getContainedTypeId(Id typeId, int) const;
bool isPointer(Id resultId) const { return isPointerType(getTypeId(resultId)); }
bool isScalar(Id resultId) const { return isScalarType(getTypeId(resultId)); }
bool isVector(Id resultId) const { return isVectorType(getTypeId(resultId)); }
bool isMatrix(Id resultId) const { return isMatrixType(getTypeId(resultId)); }
bool isAggregate(Id resultId) const { return isAggregateType(getTypeId(resultId)); }
bool isPointerType(Id typeId) const { return getTypeClass(typeId) == OpTypePointer; }
bool isScalarType(Id typeId) const { return getTypeClass(typeId) == OpTypeFloat || getTypeClass(typeId) == OpTypeInt || getTypeClass(typeId) == OpTypeBool; }
bool isVectorType(Id typeId) const { return getTypeClass(typeId) == OpTypeVector; }
bool isMatrixType(Id typeId) const { return getTypeClass(typeId) == OpTypeMatrix; }
bool isStructType(Id typeId) const { return getTypeClass(typeId) == OpTypeStruct; }
bool isArrayType(Id typeId) const { return getTypeClass(typeId) == OpTypeArray; }
bool isAggregateType(Id typeId) const { return isArrayType(typeId) || isStructType(typeId); }
bool isImageType(Id typeId) const { return getTypeClass(typeId) == OpTypeImage; }
bool isSamplerType(Id typeId) const { return getTypeClass(typeId) == OpTypeSampler; }
bool isSampledImageType(Id typeId) const { return getTypeClass(typeId) == OpTypeSampledImage; }
bool isConstantScalar(Id resultId) const { return getOpCode(resultId) == OpConstant; }
unsigned int getConstantScalar(Id resultId) const { return module.getInstruction(resultId)->getImmediateOperand(0); }
int getTypeNumColumns(Id typeId) const
{
assert(isMatrixType(typeId));
return getNumTypeComponents(typeId);
}
int getNumColumns(Id resultId) const { return getTypeNumColumns(getTypeId(resultId)); }
int getTypeNumRows(Id typeId) const
{
assert(isMatrixType(typeId));
return getNumTypeComponents(getContainedTypeId(typeId));
}
int getNumRows(Id resultId) const { return getTypeNumRows(getTypeId(resultId)); }
Dim getTypeDimensionality(Id typeId) const
{
assert(isImageType(typeId));
return (Dim)module.getInstruction(typeId)->getImmediateOperand(1);
}
Id getImageType(Id resultId) const
{
assert(isSampledImageType(getTypeId(resultId)));
return module.getInstruction(getTypeId(resultId))->getIdOperand(0);
}
bool isArrayedImageType(Id typeId) const
{
assert(isImageType(typeId));
return module.getInstruction(typeId)->getImmediateOperand(3) != 0;
}
// For making new constants (will return old constant if the requested one was already made).
Id makeBoolConstant(bool b);
Id makeIntConstant(Id typeId, unsigned value);
Id makeIntConstant(int i) { return makeIntConstant(makeIntType(32), (unsigned)i); }
Id makeUintConstant(unsigned u) { return makeIntConstant(makeUintType(32), u); }
Id makeFloatConstant(float f);
Id makeDoubleConstant(double d);
// Turn the array of constants into a proper spv constant of the requested type.
Id makeCompositeConstant(Id type, std::vector<Id>& comps);
// Methods for adding information outside the CFG.
void addEntryPoint(ExecutionModel, Function*, const char* name);
void addExecutionMode(Function*, ExecutionMode mode, int value = -1);
void addName(Id, const char* name);
void addMemberName(Id, int member, const char* name);
void addLine(Id target, Id fileName, int line, int column);
void addDecoration(Id, Decoration, int num = -1);
void addMemberDecoration(Id, unsigned int member, Decoration, int num = -1);
// At the end of what block do the next create*() instructions go?
void setBuildPoint(Block* bp) { buildPoint = bp; }
Block* getBuildPoint() const { return buildPoint; }
// Make the main function.
Function* makeMain();
// Return from main. Implicit denotes a return at the very end of main.
void makeMainReturn(bool implicit = false) { makeReturn(implicit, 0, true); }
// Close the main function.
void closeMain();
// Make a shader-style function, and create its entry block if entry is non-zero.
// Return the function, pass back the entry.
Function* makeFunctionEntry(Id returnType, const char* name, std::vector<Id>& paramTypes, Block **entry = 0);
// Create a return. Pass whether it is a return form main, and the return
// value (if applicable). In the case of an implicit return, no post-return
// block is inserted.
void makeReturn(bool implicit = false, Id retVal = 0, bool isMain = false);
// Generate all the code needed to finish up a function.
void leaveFunction(bool main);
// Create a discard.
void makeDiscard();
// Create a global or function local or IO variable.
Id createVariable(StorageClass, Id type, const char* name = 0);
// Create an imtermediate with an undefined value.
Id createUndefined(Id type);
// Store into an Id and return the l-value
void createStore(Id rValue, Id lValue);
// Load from an Id and return it
Id createLoad(Id lValue);
// Create an OpAccessChain instruction
Id createAccessChain(StorageClass, Id base, std::vector<Id>& offsets);
// Create an OpCompositeExtract instruction
Id createCompositeExtract(Id composite, Id typeId, unsigned index);
Id createCompositeExtract(Id composite, Id typeId, std::vector<unsigned>& indexes);
Id createCompositeInsert(Id object, Id composite, Id typeId, unsigned index);
Id createCompositeInsert(Id object, Id composite, Id typeId, std::vector<unsigned>& indexes);
Id createVectorExtractDynamic(Id vector, Id typeId, Id componentIndex);
Id createVectorInsertDynamic(Id vector, Id typeId, Id component, Id componentIndex);
void createNoResultOp(Op);
void createNoResultOp(Op, Id operand);
void createControlBarrier(Scope execution, Scope memory, MemorySemanticsMask);
void createMemoryBarrier(unsigned executionScope, unsigned memorySemantics);
Id createUnaryOp(Op, Id typeId, Id operand);
Id createBinOp(Op, Id typeId, Id operand1, Id operand2);
Id createTriOp(Op, Id typeId, Id operand1, Id operand2, Id operand3);
Id createOp(Op, Id typeId, const std::vector<Id>& operands);
Id createFunctionCall(spv::Function*, std::vector<spv::Id>&);
// Take an rvalue (source) and a set of channels to extract from it to
// make a new rvalue, which is returned.
Id createRvalueSwizzle(Id typeId, Id source, std::vector<unsigned>& channels);
// Take a copy of an lvalue (target) and a source of components, and set the
// source components into the lvalue where the 'channels' say to put them.
// An updated version of the target is returned.
// (No true lvalue or stores are used.)
Id createLvalueSwizzle(Id typeId, Id target, Id source, std::vector<unsigned>& channels);
// If the value passed in is an instruction and the precision is not EMpNone,
// it gets tagged with the requested precision.
void setPrecision(Id /* value */, Decoration /* precision */)
{
// TODO
}
// Can smear a scalar to a vector for the following forms:
// - promoteScalar(scalar, vector) // smear scalar to width of vector
// - promoteScalar(vector, scalar) // smear scalar to width of vector
// - promoteScalar(pointer, scalar) // smear scalar to width of what pointer points to
// - promoteScalar(scalar, scalar) // do nothing
// Other forms are not allowed.
//
// Note: One of the arguments will change, with the result coming back that way rather than
// through the return value.
void promoteScalar(Decoration precision, Id& left, Id& right);
// make a value by smearing the scalar to fill the type
Id smearScalar(Decoration precision, Id scalarVal, Id);
// Create a call to a built-in function.
Id createBuiltinCall(Decoration precision, Id resultType, Id builtins, int entryPoint, std::vector<Id>& args);
// List of parameters used to create a texture operation
struct TextureParameters {
Id sampler;
Id coords;
Id bias;
Id lod;
Id Dref;
Id offset;
Id offsets;
Id gradX;
Id gradY;
Id sample;
};
// Select the correct texture operation based on all inputs, and emit the correct instruction
Id createTextureCall(Decoration precision, Id resultType, bool fetch, bool proj, const TextureParameters&);
// Emit the OpTextureQuery* instruction that was passed in.
// Figure out the right return value and type, and return it.
Id createTextureQueryCall(Op, const TextureParameters&);
Id createSamplePositionCall(Decoration precision, Id, Id);
Id createBitFieldExtractCall(Decoration precision, Id, Id, Id, bool isSigned);
Id createBitFieldInsertCall(Decoration precision, Id, Id, Id, Id);
// Reduction comparision for composites: For equal and not-equal resulting in a scalar.
Id createCompare(Decoration precision, Id, Id, bool /* true if for equal, fales if for not-equal */);
// OpCompositeConstruct
Id createCompositeConstruct(Id typeId, std::vector<Id>& constituents);
// vector or scalar constructor
Id createConstructor(Decoration precision, const std::vector<Id>& sources, Id resultTypeId);
// matrix constructor
Id createMatrixConstructor(Decoration precision, const std::vector<Id>& sources, Id constructee);
// Helper to use for building nested control flow with if-then-else.
class If {
public:
If(Id condition, Builder& builder);
~If() {}
void makeBeginElse();
void makeEndIf();
private:
If(const If&);
If& operator=(If&);
Builder& builder;
Id condition;
Function* function;
Block* headerBlock;
Block* thenBlock;
Block* elseBlock;
Block* mergeBlock;
};
// Make a switch statement. A switch has 'numSegments' of pieces of code, not containing
// any case/default labels, all separated by one or more case/default labels. Each possible
// case value v is a jump to the caseValues[v] segment. The defaultSegment is also in this
// number space. How to compute the value is given by 'condition', as in switch(condition).
//
// The SPIR-V Builder will maintain the stack of post-switch merge blocks for nested switches.
//
// Use a defaultSegment < 0 if there is no default segment (to branch to post switch).
//
// Returns the right set of basic blocks to start each code segment with, so that the caller's
// recursion stack can hold the memory for it.
//
void makeSwitch(Id condition, int numSegments, std::vector<int>& caseValues, std::vector<int>& valueToSegment, int defaultSegment,
std::vector<Block*>& segmentBB); // return argument
// Add a branch to the innermost switch's merge block.
void addSwitchBreak();
// Move to the next code segment, passing in the return argument in makeSwitch()
void nextSwitchSegment(std::vector<Block*>& segmentBB, int segment);
// Finish off the innermost switch.
void endSwitch(std::vector<Block*>& segmentBB);
// Start the beginning of a new loop, and prepare the builder to
// generate code for the loop test.
// The loopTestFirst parameter is true when the loop test executes before
// the body. (It is false for do-while loops.)
void makeNewLoop(bool loopTestFirst);
// Add the branch for the loop test, based on the given condition.
// The true branch goes to the first block in the loop body, and
// the false branch goes to the loop's merge block. The builder insertion
// point will be placed at the start of the body.
void createLoopTestBranch(Id condition);
// Generate an unconditional branch to the loop body. The builder insertion
// point will be placed at the start of the body. Use this when there is
// no loop test.
void createBranchToBody();
// Add a branch to the test of the current (innermost) loop.
// The way we generate code, that's also the loop header.
void createLoopContinue();
// Add an exit (e.g. "break") for the innermost loop that you're in
void createLoopExit();
// Close the innermost loop that you're in
void closeLoop();
//
// Access chain design for an R-Value vs. L-Value:
//
// There is a single access chain the builder is building at
// any particular time. Such a chain can be used to either to a load or
// a store, when desired.
//
// Expressions can be r-values, l-values, or both, or only r-values:
// a[b.c].d = .... // l-value
// ... = a[b.c].d; // r-value, that also looks like an l-value
// ++a[b.c].d; // r-value and l-value
// (x + y)[2]; // r-value only, can't possibly be l-value
//
// Computing an r-value means generating code. Hence,
// r-values should only be computed when they are needed, not speculatively.
//
// Computing an l-value means saving away information for later use in the compiler,
// no code is generated until the l-value is later dereferenced. It is okay
// to speculatively generate an l-value, just not okay to speculatively dereference it.
//
// The base of the access chain (the left-most variable or expression
// from which everything is based) can be set either as an l-value
// or as an r-value. Most efficient would be to set an l-value if one
// is available. If an expression was evaluated, the resulting r-value
// can be set as the chain base.
//
// The users of this single access chain can save and restore if they
// want to nest or manage multiple chains.
//
struct AccessChain {
Id base; // for l-values, pointer to the base object, for r-values, the base object
std::vector<Id> indexChain;
Id instr; // the instruction that generates this access chain
std::vector<unsigned> swizzle;
Id component; // a dynamic component index, can coexist with a swizzle, done after the swizzle
Id preSwizzleBaseType; // dereferenced type, before swizzle or component is applied; NoType unless a swizzle or component is present
bool isRValue;
};
//
// the SPIR-V builder maintains a single active chain that
// the following methods operated on
//
// for external save and restore
AccessChain getAccessChain() { return accessChain; }
void setAccessChain(AccessChain newChain) { accessChain = newChain; }
// clear accessChain
void clearAccessChain();
// set new base as an l-value base
void setAccessChainLValue(Id lValue)
{
assert(isPointer(lValue));
accessChain.base = lValue;
}
// set new base value as an r-value
void setAccessChainRValue(Id rValue)
{
accessChain.isRValue = true;
accessChain.base = rValue;
}
// push offset onto the end of the chain
void accessChainPush(Id offset)
{
accessChain.indexChain.push_back(offset);
}
// push new swizzle onto the end of any existing swizzle, merging into a single swizzle
void accessChainPushSwizzle(std::vector<unsigned>& swizzle, Id preSwizzleBaseType);
// push a variable component selection onto the access chain; supporting only one, so unsided
void accessChainPushComponent(Id component, Id preSwizzleBaseType)
{
accessChain.component = component;
if (accessChain.preSwizzleBaseType == NoType)
accessChain.preSwizzleBaseType = preSwizzleBaseType;
}
// use accessChain and swizzle to store value
void accessChainStore(Id rvalue);
// use accessChain and swizzle to load an r-value
Id accessChainLoad(Id ResultType);
// get the direct pointer for an l-value
Id accessChainGetLValue();
void dump(std::vector<unsigned int>&) const;
protected:
Id findScalarConstant(Op typeClass, Id typeId, unsigned value) const;
Id findScalarConstant(Op typeClass, Id typeId, unsigned v1, unsigned v2) const;
Id findCompositeConstant(Op typeClass, std::vector<Id>& comps) const;
Id collapseAccessChain();
void simplifyAccessChainSwizzle();
void mergeAccessChainSwizzle();
void createAndSetNoPredecessorBlock(const char*);
void createBranch(Block* block);
void createMerge(Op, Block*, unsigned int control);
void createConditionalBranch(Id condition, Block* thenBlock, Block* elseBlock);
void dumpInstructions(std::vector<unsigned int>&, const std::vector<Instruction*>&) const;
struct Loop; // Defined below.
void createBranchToLoopHeaderFromInside(const Loop& loop);
SourceLanguage source;
int sourceVersion;
std::vector<const char*> extensions;
AddressingModel addressModel;
MemoryModel memoryModel;
std::vector<spv::Capability> capabilities;
int builderNumber;
Module module;
Block* buildPoint;
Id uniqueId;
Function* mainFunction;
Block* stageExit;
AccessChain accessChain;
// special blocks of instructions for output
std::vector<Instruction*> imports;
std::vector<Instruction*> entryPoints;
std::vector<Instruction*> executionModes;
std::vector<Instruction*> names;
std::vector<Instruction*> lines;
std::vector<Instruction*> decorations;
std::vector<Instruction*> constantsTypesGlobals;
std::vector<Instruction*> externals;
// not output, internally used for quick & dirty canonical (unique) creation
std::vector<Instruction*> groupedConstants[OpConstant]; // all types appear before OpConstant
std::vector<Instruction*> groupedTypes[OpConstant];
// stack of switches
std::stack<Block*> switchMerges;
// Data that needs to be kept in order to properly handle loops.
struct Loop {
// Constructs a default Loop structure containing new header, merge, and
// body blocks for the current function.
// The testFirst argument indicates whether the loop test executes at
// the top of the loop rather than at the bottom. In the latter case,
// also create a phi instruction whose value indicates whether we're on
// the first iteration of the loop. The phi instruction is initialized
// with no values or predecessor operands.
Loop(Builder& builder, bool testFirst);
// The function containing the loop.
Function* const function;
// The header is the first block generated for the loop.
// It dominates all the blocks in the loop, i.e. it is always
// executed before any others.
// If the loop test is executed before the body (as in "while" and
// "for" loops), then the header begins with the test code.
// Otherwise, the loop is a "do-while" loop and the header contains the
// start of the body of the loop (if the body exists).
Block* const header;
// The merge block marks the end of the loop. Control is transferred
// to the merge block when either the loop test fails, or when a
// nested "break" is encountered.
Block* const merge;
// The body block is the first basic block in the body of the loop, i.e.
// the code that is to be repeatedly executed, aside from loop control.
// This member is null until we generate code that references the loop
// body block.
Block* const body;
// True when the loop test executes before the body.
const bool testFirst;
// When the test executes after the body, this is defined as the phi
// instruction that tells us whether we are on the first iteration of
// the loop. Otherwise this is null.
Instruction* const isFirstIteration;
};
// Our loop stack.
std::stack<Loop> loops;
}; // end Builder class
// Use for non-fatal notes about what's not complete
void TbdFunctionality(const char*);
// Use for fatal missing functionality
void MissingFunctionality(const char*);
}; // end spv namespace
#endif // SpvBuilder_H