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// Copyright 2023 The Tint Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "src/tint/lang/core/ir/transform/demote_to_helper.h"
#include <utility>
#include "src/tint/lang/core/ir/builder.h"
#include "src/tint/lang/core/ir/module.h"
TINT_INSTANTIATE_TYPEINFO(tint::ir::transform::DemoteToHelper);
using namespace tint::builtin::fluent_types; // NOLINT
using namespace tint::number_suffixes; // NOLINT
namespace tint::ir::transform {
DemoteToHelper::DemoteToHelper() = default;
DemoteToHelper::~DemoteToHelper() = default;
/// PIMPL state for the transform.
struct DemoteToHelper::State {
/// The IR module.
Module* ir = nullptr;
/// The IR builder.
Builder b{*ir};
/// The type manager.
type::Manager& ty{ir->Types()};
/// The global "has not discarded" flag.
Var* continue_execution = nullptr;
/// Map from function to a flag that indicates whether it (transitively) contains a discard.
utils::Hashmap<Function*, bool, 4> function_discard_status;
/// Set of functions that have been processed.
utils::Hashset<Function*, 4> processed_functions;
/// Constructor
/// @param mod the module
explicit State(Module* mod) : ir(mod) {}
/// Process the module.
void Process() {
// Check each fragment shader entry point for discard instruction, potentially inside
// functions called (transitively) by the entry point.
utils::Vector<Function*, 4> to_process;
for (auto* func : ir->functions) {
// If the function is a fragment shader that contains a discard, we need to process it.
if (func->Stage() == Function::PipelineStage::kFragment) {
if (HasDiscard(func)) {
to_process.Push(func);
}
}
}
if (to_process.IsEmpty()) {
return;
}
// Create a boolean variable that can be used to check whether the shader has discarded.
continue_execution = b.Var("continue_execution", ty.ptr<private_, bool>());
continue_execution->SetInitializer(b.Constant(true));
b.RootBlock()->Append(continue_execution);
// Process each entry point function that contains a discard.
for (auto* ep : to_process) {
ProcessFunction(ep);
}
}
/// Check if a function (transitively) contains a discard instruction.
/// @param func the function to check
/// @returns true if @p func contains a discard instruction
bool HasDiscard(Function* func) {
return function_discard_status.GetOrCreate(func, [&] { return HasDiscard(func->Block()); });
}
/// Check if a block (transitively) contains a discard instruction.
/// @param block the block to check
/// @returns true if @p block contains a discard instruction
bool HasDiscard(Block* block) {
// Loop over all instructions in the block.
for (auto* inst : *block) {
bool discard = false;
tint::Switch(
inst,
[&](Discard*) {
// Found a discard.
discard = true;
},
[&](UserCall* call) {
// Check if we are calling a function that contains a discard.
discard = HasDiscard(call->Func());
},
[&](ControlInstruction* ctrl) {
// Recurse into control instructions and check their blocks.
ctrl->ForeachBlock([&](Block* blk) { discard = discard || HasDiscard(blk); });
});
if (discard) {
return true;
}
}
return false;
}
/// Process a function to replace its discard instruction and conditionalize its stores.
/// @param func the function to process
void ProcessFunction(Function* func) {
if (processed_functions.Add(func)) {
ProcessBlock(func->Block());
}
}
/// Process a block to replace its discard instruction and conditionalize its stores.
/// @param block the block to process
void ProcessBlock(Block* block) {
// Helper that wraps an instruction in an if statement so that it only executes if the
// invocation has not discarded.
auto conditionalize = [&](Instruction* inst) {
// Create an if instruction in place of the original instruction.
auto* cond = b.Load(continue_execution);
auto* ifelse = b.If(cond);
cond->InsertBefore(inst);
inst->ReplaceWith(ifelse);
// Move the original instruction into the if-true block.
auto* result = ifelse->True()->Append(inst);
TINT_ASSERT(Transform, !inst->HasMultiResults());
if (inst->HasResults() && !inst->Result()->Type()->Is<type::Void>()) {
// The original instruction had a result, so return it from the if instruction.
ifelse->SetResults(utils::Vector{b.InstructionResult(inst->Result()->Type())});
inst->Result()->ReplaceAllUsesWith(ifelse->Result());
ifelse->True()->Append(b.ExitIf(ifelse, result));
} else {
ifelse->True()->Append(b.ExitIf(ifelse));
}
};
// Loop over all instructions in the block.
for (auto* inst = *block->begin(); inst;) {
// As we're (potentially) modifying the block that we're iterating over, grab a pointer
// to the next instruction before we make any changes.
auto* next = inst->next;
TINT_DEFER(inst = next);
tint::Switch(
inst,
[&](Discard* discard) {
// Replace every discard instruction with a store to the global flag.
discard->ReplaceWith(b.Store(continue_execution, false));
discard->Destroy();
},
[&](UserCall* call) {
// Recurse into user functions.
ProcessFunction(call->Func());
},
[&](Store* store) {
// Conditionalize stores to host-visible address spaces.
auto* ptr = store->To()->Type()->As<type::Pointer>();
if (ptr && ptr->AddressSpace() == builtin::AddressSpace::kStorage) {
conditionalize(store);
}
},
[&](CoreBuiltinCall* builtin) {
// Conditionalize calls to builtins that have side effects.
if (builtin::HasSideEffects(builtin->Func())) {
conditionalize(builtin);
}
},
[&](Return* ret) {
// Insert a conditional terminate invocation instruction before each return
// instruction in the entry point function.
if (ret->Func()->Stage() == Function::PipelineStage::kFragment) {
auto* cond = b.Load(continue_execution);
auto* ifelse = b.If(cond);
cond->InsertBefore(ret);
ifelse->InsertBefore(ret);
ifelse->True()->Append(b.TerminateInvocation());
}
},
[&](ControlInstruction* ctrl) {
// Recurse into control instructions.
ctrl->ForeachBlock([&](Block* blk) { ProcessBlock(blk); });
});
}
}
};
void DemoteToHelper::Run(Module* ir, const DataMap&, DataMap&) const {
State{ir}.Process();
}
} // namespace tint::ir::transform