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https://github.com/KhronosGroup/SPIRV-Tools
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2d2a512691
* Move ProcessFunction* function from pass to the context. There are a few functions that are used to traverse the call tree. They currently live in the Pass class, but they have nothing to do with a pass, and may be needed outside of a pass. They would be better in the ir context, or in a specific call tree class if we ever have a need for it. * Don't inline recursive functions. Inlining does not check if a function is recursive or not. This has been fine as long as the shader was a Vulkan shader, which forbid recursive functions. However, not all shaders are vulkan, so either we limit inlining to Vulkan shaders or we teach it to look for recursive functions. I prefer to keep the passes as general as is reasonable. The change does not require much new code in inlining and gives a reason to refactor some other code. The changes are to add a member function to the Function class that checks if that function is recursive or not. Then this is used in inlining to not inlining a function call if it calls a recursive function. * Add id to function analysis There are a few places that build a map from ids to Function whose result is that id. I decided to add an analysis to the context for this to reduce that code, and simplify some of the functions. * Add missing file.
113 lines
4.1 KiB
C++
113 lines
4.1 KiB
C++
// Copyright (c) 2017 The Khronos Group Inc.
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// Copyright (c) 2017 Valve Corporation
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// Copyright (c) 2017 LunarG Inc.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "source/opt/local_ssa_elim_pass.h"
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#include "source/cfa.h"
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#include "source/opt/iterator.h"
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#include "source/opt/ssa_rewrite_pass.h"
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namespace spvtools {
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namespace opt {
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bool LocalMultiStoreElimPass::AllExtensionsSupported() const {
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// If any extension not in whitelist, return false
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for (auto& ei : get_module()->extensions()) {
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const char* extName =
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reinterpret_cast<const char*>(&ei.GetInOperand(0).words[0]);
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if (extensions_whitelist_.find(extName) == extensions_whitelist_.end())
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return false;
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}
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return true;
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}
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Pass::Status LocalMultiStoreElimPass::ProcessImpl() {
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// Assumes relaxed logical addressing only (see instruction.h)
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// TODO(greg-lunarg): Add support for physical addressing
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if (context()->get_feature_mgr()->HasCapability(SpvCapabilityAddresses))
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return Status::SuccessWithoutChange;
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// Do not process if module contains OpGroupDecorate. Additional
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// support required in KillNamesAndDecorates().
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// TODO(greg-lunarg): Add support for OpGroupDecorate
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for (auto& ai : get_module()->annotations())
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if (ai.opcode() == SpvOpGroupDecorate) return Status::SuccessWithoutChange;
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// Do not process if any disallowed extensions are enabled
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if (!AllExtensionsSupported()) return Status::SuccessWithoutChange;
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// Process functions
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ProcessFunction pfn = [this](Function* fp) {
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return SSARewriter(this).RewriteFunctionIntoSSA(fp);
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};
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bool modified = context()->ProcessEntryPointCallTree(pfn);
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return modified ? Status::SuccessWithChange : Status::SuccessWithoutChange;
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}
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LocalMultiStoreElimPass::LocalMultiStoreElimPass() = default;
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Pass::Status LocalMultiStoreElimPass::Process() {
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// Initialize extension whitelist
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InitExtensions();
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return ProcessImpl();
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}
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void LocalMultiStoreElimPass::InitExtensions() {
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extensions_whitelist_.clear();
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extensions_whitelist_.insert({
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"SPV_AMD_shader_explicit_vertex_parameter",
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"SPV_AMD_shader_trinary_minmax",
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"SPV_AMD_gcn_shader",
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"SPV_KHR_shader_ballot",
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"SPV_AMD_shader_ballot",
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"SPV_AMD_gpu_shader_half_float",
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"SPV_KHR_shader_draw_parameters",
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"SPV_KHR_subgroup_vote",
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"SPV_KHR_16bit_storage",
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"SPV_KHR_device_group",
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"SPV_KHR_multiview",
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"SPV_NVX_multiview_per_view_attributes",
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"SPV_NV_viewport_array2",
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"SPV_NV_stereo_view_rendering",
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"SPV_NV_sample_mask_override_coverage",
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"SPV_NV_geometry_shader_passthrough",
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"SPV_AMD_texture_gather_bias_lod",
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"SPV_KHR_storage_buffer_storage_class",
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// SPV_KHR_variable_pointers
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// Currently do not support extended pointer expressions
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"SPV_AMD_gpu_shader_int16",
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"SPV_KHR_post_depth_coverage",
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"SPV_KHR_shader_atomic_counter_ops",
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"SPV_EXT_shader_stencil_export",
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"SPV_EXT_shader_viewport_index_layer",
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"SPV_AMD_shader_image_load_store_lod",
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"SPV_AMD_shader_fragment_mask",
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"SPV_EXT_fragment_fully_covered",
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"SPV_AMD_gpu_shader_half_float_fetch",
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"SPV_GOOGLE_decorate_string",
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"SPV_GOOGLE_hlsl_functionality1",
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"SPV_NV_shader_subgroup_partitioned",
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"SPV_EXT_descriptor_indexing",
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"SPV_NV_fragment_shader_barycentric",
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"SPV_NV_compute_shader_derivatives",
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"SPV_NV_shader_image_footprint",
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"SPV_NV_shading_rate",
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"SPV_NV_mesh_shader",
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"SPV_NV_ray_tracing",
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"SPV_EXT_fragment_invocation_density",
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});
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}
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} // namespace opt
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} // namespace spvtools
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