[llvm] [DirectX] Infrastructure to collect shader flags for each function (PR #112967)
S. Bharadwaj Yadavalli via llvm-commits
llvm-commits at lists.llvm.org
Mon Oct 28 19:10:24 PDT 2024
================
@@ -13,36 +13,88 @@
#include "DXILShaderFlags.h"
#include "DirectX.h"
+#include "llvm/ADT/STLExtras.h"
+#include "llvm/IR/DiagnosticInfo.h"
+#include "llvm/IR/DiagnosticPrinter.h"
#include "llvm/IR/Instruction.h"
#include "llvm/IR/Module.h"
#include "llvm/Support/FormatVariadic.h"
+#include "llvm/Support/raw_ostream.h"
using namespace llvm;
using namespace llvm::dxil;
-static void updateFlags(ComputedShaderFlags &Flags, const Instruction &I) {
+namespace {
+/// A simple Wrapper DiagnosticInfo that generates Module-level diagnostic
+/// for ShaderFlagsAnalysis pass
+class DiagnosticInfoShaderFlags : public DiagnosticInfo {
+private:
+ const Twine &Msg;
+ const Module &Mod;
+
+public:
+ /// \p M is the module for which the diagnostic is being emitted. \p Msg is
+ /// the message to show. Note that this class does not copy this message, so
+ /// this reference must be valid for the whole life time of the diagnostic.
+ DiagnosticInfoShaderFlags(const Module &M, const Twine &Msg,
+ DiagnosticSeverity Severity = DS_Error)
+ : DiagnosticInfo(DK_Unsupported, Severity), Msg(Msg), Mod(M) {}
+
+ void print(DiagnosticPrinter &DP) const override {
+ DP << Mod.getName() << ": " << Msg << '\n';
+ }
+};
+} // namespace
+
+static void updateFlags(ComputedShaderFlags &CSF, const Instruction &I) {
Type *Ty = I.getType();
- if (Ty->isDoubleTy()) {
- Flags.Doubles = true;
+ bool DoubleTyInUse = Ty->isDoubleTy();
+ for (Value *Op : I.operands()) {
+ DoubleTyInUse |= Op->getType()->isDoubleTy();
+ }
+
+ if (DoubleTyInUse) {
+ CSF.Doubles = true;
switch (I.getOpcode()) {
case Instruction::FDiv:
case Instruction::UIToFP:
case Instruction::SIToFP:
case Instruction::FPToUI:
case Instruction::FPToSI:
- Flags.DX11_1_DoubleExtensions = true;
+ // TODO: To be set if I is a call to DXIL intrinsic DXIL::Opcode::Fma
+ CSF.DX11_1_DoubleExtensions = true;
break;
}
}
}
-ComputedShaderFlags ComputedShaderFlags::computeFlags(Module &M) {
- ComputedShaderFlags Flags;
- for (const auto &F : M)
+static bool compareFuncSFPairs(const FuncShaderFlagsMask &First,
+ const FuncShaderFlagsMask &Second) {
+ return (First.first->getName().compare(Second.first->getName()) < 0);
+}
+
+static DXILModuleShaderFlagsInfo computeFlags(Module &M) {
+ DXILModuleShaderFlagsInfo MSFI;
+ for (auto &F : M) {
+ if (F.isDeclaration())
+ continue;
+ // Each of the functions in a module are unique. Hence no prior shader flags
+ // mask of the function should be present.
+ if (MSFI.hasShaderFlagsMask(&F)) {
+ M.getContext().diagnose(
+ DiagnosticInfoShaderFlags(M, "Shader Flags mask for Function '" +
+ F.getName() + "' already exists"));
+ }
+ ComputedShaderFlags CSF{};
for (const auto &BB : F)
for (const auto &I : BB)
- updateFlags(Flags, I);
- return Flags;
+ updateFlags(CSF, I);
+ // Insert shader flag mask for function F
+ MSFI.FuncShaderFlagsVec.push_back({&F, CSF});
+ }
+ // Sort MSFI.FuncShaderFlagsVec for later lookup that uses binary search
+ llvm::sort(MSFI.FuncShaderFlagsVec, compareFuncSFPairs);
----------------
bharadwajy wrote:
Changes made to create a pre-sorted vector of functions for shader flag mask collection.
https://github.com/llvm/llvm-project/pull/112967
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