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+// ir-specialize-resources.cpp
+#include "ir-specialize-resources.h"
+
+#include "ir.h"
+#include "ir-insts.h"
+
+namespace Slang
+{
+
+struct ResourceParameterSpecializationContext
+{
+ // This type implements a pass to specialize functions
+ // with resource parameters to ensure that they are
+ // legal for a given target.
+ //
+ // We start with member variables to stand in for
+ // the parameters that were passed to the top-level
+ // `specializeResourceParameters` function.
+ //
+ CompileRequest* compileRequest;
+ TargetRequest* targetRequest;
+ IRModule* module;
+
+ // Our general approach will be to think in terms
+ // of specializing call sites, which amount to
+ // `IRCall` instructions. We will keep a work list
+ // of call sites in the program that may be worth
+ // considering for specialization.
+ //
+ List<IRCall*> workList;
+
+ // Because we may need to generate specialized functions
+ // and generate new calls to those functions, we'll
+ // need some IR building state to get our work done.
+ //
+ SharedIRBuilder sharedBuilderStorage;
+ IRBuilder builderStorage;
+ IRBuilder* getBuilder() { return &builderStorage; }
+
+ // With the basic state out of the way, let's walk
+ // through the overall flow of the pass.
+ //
+ void processModule()
+ {
+ // We will start by initializing our IR building state.
+ //
+ sharedBuilderStorage.module = module;
+ sharedBuilderStorage.session = module->getSession();
+ builderStorage.sharedBuilder = &sharedBuilderStorage;
+
+ // Next we will populate our initial work list by
+ // recursively finding every single call site in the module.
+ //
+ addCallsToWorkListRec(module->getModuleInst());
+
+ // We will process the work list until it goes dry,
+ // treating it like a stack of work items.
+ //
+ while( workList.Count() )
+ {
+ auto call = workList.Last();
+ workList.RemoveLast();
+
+ // At each call site we first check whether it
+ // is something we can (and should) specialize,
+ // and if so, do it. The process of specializing
+ // a function may introduce new call sites that
+ // become candidates for specialization, so
+ // our work list may grow along the way.
+ //
+ if( canSpecializeCall(call) )
+ {
+ specializeCall(call);
+ }
+ }
+ }
+
+ // Setting up the work list is a simple recursive procedure.
+ //
+ void addCallsToWorkListRec(IRInst* inst)
+ {
+ // If we have a call site, then add it to the list.
+ //
+ if( auto call = as<IRCall>(inst) )
+ {
+ workList.Add(call);
+ }
+
+ // Recursively walk through any children, to
+ // see if we uncover more call sites.
+ //
+ for( auto child : inst->getChildren() )
+ {
+ addCallsToWorkListRec(child);
+ }
+ }
+
+ // We need a way to decide for a given call site
+ // whether we can/must specialize it.
+ //
+ bool canSpecializeCall(IRCall* call)
+ {
+ // We can only specialize calls where the callee
+ // func can be statically identified, and where
+ // the callee is a definition (with body) rather
+ // than a declaration. Otherwise there is no
+ // way to generate a specialized callee function.
+ //
+ auto func = as<IRFunc>(call->getCallee());
+ if(!func)
+ return false;
+ if(!func->isDefinition())
+ return false;
+
+ // With the basic checks out of the way, there are
+ // two conditions we care about:
+ //
+ // 1. Should we specialize? This amounts to whether
+ // `func` has any parameters that need specialization.
+ // We will call those "specializable" parameters for
+ // lack of a better name.
+ //
+ // 2. Can we specialize? This amounts to whether the
+ // arguments in `call` that correspond to those
+ // specializable parameters are "suitable" for use
+ // in specialization.
+ //
+ // We are going to answer both of these queries in
+ // a single loop that walks over the parameters of
+ // `func` as well as the arguments to `call`.
+ //
+ // The loop may seem a bit awkward because we are
+ // doing a parallel iteration over a linked list
+ // (the parameters of `func`) and an array (the
+ // arguments of `call`).
+ //
+ bool anySpecializableParam = false;
+ UInt argCounter = 0;
+ for( auto param : func->getParams() )
+ {
+ UInt argIndex = argCounter++;
+ SLANG_ASSERT(argIndex < call->getArgCount());
+ auto arg = call->getArg(argIndex);
+
+ // If the given parameter doesn't need specialization,
+ // then we need to keep looking.
+ //
+ if(!doesParamNeedSpecialization(param))
+ continue;
+
+ // If we have run into a `param` that needs specialization,
+ // then our first condition is met.
+ //
+ anySpecializableParam = true;
+
+ // Now we need to check whether `arg` is actually suitable
+ // for specialization (our second condition). If not, we
+ // can bail out immediately because our second condition
+ // cannot be met.
+ //
+ if(!isArgSuitableForSpecialization(arg))
+ return false;
+ }
+
+ // If we exit the loop, then the second condition must have
+ // been met (all the arguments for specializable parameters
+ // were suitable for specialization), and the result of the
+ // query comes down to the first condition.
+ //
+ return anySpecializableParam;
+ }
+
+ // Of course, now we need to back-fill the predicates that
+ // the above function used to evaluate prameters and arguments.
+
+ bool doesParamNeedSpecialization(IRParam* param)
+ {
+ // Whether or not a parameter needs specialization is really
+ // a function of its type:
+ //
+ IRType* type = param->getDataType();
+
+ // What's more, if a parameter of type `T` would need
+ // specialization, then it seems clear that a parameter
+ // of type "array of `T`" would also need specialization.
+ // We will "unwrap" any outer arrays from the parameter
+ // type before moving on, since they won't affect
+ // our decision.
+ //
+ type = unwrapArray(type);
+
+ // On all of our (current) targets, a function that
+ // takes a `ConstantBuffer<T>` parameter requires
+ // specialization. Surprisingly this includes DXIL
+ // because dxc apparently does not treat `ConstantBuffer<T>`
+ // as a first-class type.
+ //
+ if(as<IRUniformParameterGroupType>(type))
+ return true;
+
+ // For GL/Vulkan targets, we also need to specialize
+ // any parameters that use structured or byte-addressed
+ // buffers.
+ //
+ if( isKhronosTarget(targetRequest) )
+ {
+ if(as<IRHLSLStructuredBufferTypeBase>(type))
+ return true;
+ if(as<IRByteAddressBufferTypeBase>(type))
+ return true;
+ }
+
+ // For now, we will not treat any other parameters as
+ // needing specialization, even if they use resource
+ // types like `Texure2D`, because these are allowed
+ // as function parameters in both HLSL and GLSL.
+ //
+ // TODO: Eventually, if we start generating SPIR-V
+ // directly rather than through glslang, we will need
+ // to specialize *all* resource-type parameters
+ // to follow the restrictions in the spec.
+ //
+ // TODO: We may want to perform more aggressive
+ // specialization in general, especially insofar
+ // as it could simplify the task of supporting
+ // functions with resource-type outputs.
+
+ return false;
+ }
+
+ bool isArgSuitableForSpecialization(IRInst* inArg)
+ {
+ // Determining if an argument is suitable for
+ // specializing a callee function requires
+ // looking at its (recurisve) structure.
+ //
+ // Rather than write a recursively procedure
+ // here, we will be tail-recursive by using
+ // a simple loop.
+ //
+ IRInst* arg = inArg;
+ for(;;)
+ {
+ // The leaf case we care about is when the
+ // argument at the call site is a global
+ // shader parameter, because then we can
+ // specialize a callee to refer to the same
+ // global parameter directly.
+ //
+ if(as<IRGlobalParam>(arg)) return true;
+
+ // As we will see later, we can also
+ // specialize a call when the argument
+ // is the result of indexing into an
+ // array (`base[index]`) *if* the `base`
+ // of the indexing operation is also
+ // suitable for specialization.
+ //
+ if( arg->op == kIROp_getElement )
+ {
+ auto base = arg->getOperand(0);
+
+ // We will "recurse" on the base of
+ // the indexing operation by continuing
+ // our loop with the `base` as our new
+ // argument.
+ //
+ arg = base;
+ continue;
+ }
+
+ // By default, we will *not* consider an argument
+ // suitable for specialization.
+ //
+ // TODO: There may be other cases that are worth
+ // handling here. The current code is based on
+ // observation of what simple shaders do in
+ // practice.
+ //
+ return false;
+ }
+ }
+
+ // Once we'e determined that a given call site can/should
+ // be specialized, we need to perform the actual specialization.
+ // This is where things are going to get more involved.
+ //
+ // There are a few different concerns we need to deal with
+ // that mean we end up having two different passes that walk
+ // over the parameters/arguments of the call (in addition to
+ // the ones we had above for determining if we can/should
+ // specialize in the first place).
+ //
+ // The first of the two passes determines information
+ // relevant to the call site, comprising both the arguments
+ // that will be passed to the specialized function as
+ // well as a "key" to identify the specialized function
+ // that is required.
+ //
+ // The key type is similar to that used for generic specialization
+ // elsewhere in the IR code. It might be worth pulling this
+ // notion out somewhere more centralized, but we are dealing
+ // with the code duplication for now.
+ //
+ struct Key
+ {
+ // The structure of a specialization key will be a list
+ // of instructions starting with the function to be specialized,
+ // and then having one or more entries for each parameter
+ // that is being specialized to indicate the value to which
+ // it is being specialized (e.g. the global shader parameter).
+ //
+ List<IRInst*> vals;
+
+ // In order to use this type as a `Dictionary` key we
+ // need it to support equality and hashing, but the
+ // implementaitons are straightforward.
+ //
+ // TODO: honestly we might consider having `GetHashCode`
+ // and `operator==` defined for `List<T>`.
+
+ bool operator==(Key const& other) const
+ {
+ auto valCount = vals.Count();
+ if(valCount != other.vals.Count()) return false;
+ for( UInt ii = 0; ii < valCount; ++ii )
+ {
+ if(vals[ii] != other.vals[ii]) return false;
+ }
+ return true;
+ }
+
+ int GetHashCode() const
+ {
+ auto valCount = vals.Count();
+ int hash = Slang::GetHashCode(valCount);
+ for( UInt ii = 0; ii < valCount; ++ii )
+ {
+ hash = combineHash(hash, Slang::GetHashCode(vals[ii]));
+ }
+ return hash;
+ }
+ };
+
+ // As indicated above, the information we collect about a call
+ // site consists of the key for the specialized function we
+ // will call, and a list of the arguments that will be passed
+ // to the call.
+ //
+ struct CallSpecializationInfo
+ {
+ Key key;
+ List<IRInst*> newArgs;
+ };
+
+ // Once we've collected the information about a call site
+ // we can use a dictionary to see if we already created
+ // a specialized version of the callee that matches its
+ // requirements.
+ //
+ Dictionary<Key, IRFunc*> specializedFuncs;
+
+ // If the dictionary didn't have a specialized function
+ // suitable for a call site, we need a second information-gathering
+ // pass to decide what the new parameters of the specialized
+ // functions should be, and what instructions the new function
+ // must execute in its body to set up the replacements for the
+ // old parameters.
+ //
+ struct FuncSpecializationInfo
+ {
+ List<IRParam*> newParams;
+ List<IRInst*> newBodyInsts;
+ List<IRInst*> replacementsForOldParameters;
+ };
+
+ // Before diving into how the different passes collect
+ // their information, we will dive into the main
+ // specialization logic first.
+ //
+ void specializeCall(IRCall* oldCall)
+ {
+ // We have an existing call site `oldCall` that
+ // we know can and should be specialized.
+ //
+ // That means the callee should be a known function
+ // definition, or else `canSpecializeCall` didn't
+ // correctly check the preconditions.
+ //
+ auto oldFunc = as<IRFunc>(oldCall->getCallee());
+ SLANG_ASSERT(oldFunc);
+ SLANG_ASSERT(oldFunc->isDefinition());
+
+ // Our first information-gathering pass will
+ // compute the key for the specialized function
+ // we want to call, and the arguments we will
+ // use for that call.
+ //
+ CallSpecializationInfo callInfo;
+ gatherCallInfo(oldCall, oldFunc, callInfo);
+
+ // Once we have gathered information on the call,
+ // we can check if we have an existing specialization
+ // that we generated before (for another call site)
+ // that is suitable to this call site.
+ //
+ IRFunc* newFunc = nullptr;
+ if( !specializedFuncs.TryGetValue(callInfo.key, newFunc) )
+ {
+ // If we didn't find a pre-existing specialized
+ // function, then we will go ahead and create one.
+ //
+ // We start by gathering the infromation from the call
+ // site that is relevant to generating a specialized
+ // callee function, which we avoided doing earlier
+ // because it might have been throwaway work.
+ //
+ FuncSpecializationInfo funcInfo;
+ gatherFuncInfo(oldCall, oldFunc, funcInfo);
+
+ // Now we use the gathered information to generate
+ // a new callee function based on the original
+ // function and the information we gathered.
+ //
+ newFunc = generateSpecializedFunc(oldFunc, funcInfo);
+ specializedFuncs.Add(callInfo.key, newFunc);
+ }
+
+ // Once we've other found or generated a specialized function
+ // we need to generate a call to it, and then use the new
+ // call as a replacement for the old one.
+ //
+ auto newCall = getBuilder()->emitCallInst(
+ oldCall->getFullType(),
+ newFunc,
+ callInfo.newArgs.Count(),
+ callInfo.newArgs.Buffer());
+
+ newCall->insertBefore(oldCall);
+ oldCall->replaceUsesWith(newCall);
+ oldCall->removeAndDeallocate();
+ }
+
+ // Before diving into the details on how we gather information
+ // and specialize callees, lets stop to think about what we'd
+ // like to do in terms of individual parameters and arguments.
+ //
+ // Suppose we are specializing both a call site C and the callee
+ // function F, and we are consisering a particular pair of
+ // a parmeter P of F, and an argument A at the call site.
+ //
+ // The full extent of information we might want to know given
+ // P and A is:
+ //
+ // * What arguments need to be added to the specialized call?
+ // * What parameters need to be added to the specialized callee?
+ // * What instructions are needed in the body of the specialized
+ // callee to synthesize the value that will stand in for P?
+ // * What information, if any, needs to be used to distinguish
+ // this specialized callee from others that might be generated for F?
+ //
+ // An easy case is when P is a parameter that doesn't need
+ // specialization. In that case:
+ //
+ // * The existing argument A shold be used as an argument in
+ // the specialized call.
+ // * A clone P' of the existing parameter P shold be used as a
+ // parameter of the specialized callee.
+ // * No additional instructions are needed in the body of
+ // the callee; the cloned parameter P' should stand in for P.
+ // * No information should be added to the specialization key
+ // based on P and A.
+ //
+ // The more interesting case is when P has a resource type, and
+ // A is some global shader parameter G.
+ //
+ // * No argument should be added at the new call site
+ // * No parameter should be added to the specialized callee
+ // * No additional instructions are needed in the body of
+ // the callee; the global G should stand in for P.
+ // * The global G should be used to distinguish this specialized
+ // callee from those that might be specialized for a different
+ // global shader parameter.
+ //
+ // As a final example, imagine that P is still a resource type,
+ // but A is now an indexing operation into an array: `G[idx]`:
+ //
+ // * An argument for `idx` should be added at the call site
+ // * A parameter `p_idx` with the same type as `idx` should be added
+ // to the specialized callee.
+ // * An instruction should be added to the specialized callee
+ // to compute `G[p_idx]` and use that to stand in for P.
+ // * The global G should still be used to distinguish this specialized
+ // call site from others.
+ //
+ // That's a lot of examples, I know, but hopefully it gives a
+ // sense of the information we are tracking and how it differs
+ // across the various cases. While the example only covered one
+ // level of indexing, the actual implementation will handle the
+ // case of arbitrarily many levels of indexing, which can mean
+ // piping through any number of additional integer parameters
+ // to the callee.
+
+ // The information we gather for a call site (before we know
+ // whether a specialize calle is needed) is just the new
+ // argument list, and the "key" information that distinguishes
+ // what specialized callee we want/need.
+ //
+ void gatherCallInfo(
+ IRCall* oldCall,
+ IRFunc* oldFunc,
+ CallSpecializationInfo& callInfo)
+ {
+ // The specialized callee key always needs to include
+ // the original function, since different functions
+ // will always yield different specializations.
+ //
+ callInfo.key.vals.Add(oldFunc);
+
+ // The rest of the information is gathered by looking
+ // at parameter and argument pairs.
+ //
+ UInt oldArgCounter = 0;
+ for( auto oldParam : oldFunc->getParams() )
+ {
+ UInt oldArgIndex = oldArgCounter++;
+ auto oldArg = oldCall->getArg(oldArgIndex);
+
+ getCallInfoForParam(callInfo, oldParam, oldArg);
+ }
+ }
+
+ void getCallInfoForParam(
+ CallSpecializationInfo& ioInfo,
+ IRParam* oldParam,
+ IRInst* oldArg)
+ {
+ // We know that the case where a parameter
+ // doesn't need specialization is easy.
+ //
+ if( !doesParamNeedSpecialization(oldParam) )
+ {
+ // The new call site will use the same argument
+ // value as the old one, and we don't need
+ // to add any information to distinguish the
+ // specialized callee based on this paramter.
+ //
+ ioInfo.newArgs.Add(oldArg);
+ }
+ else
+ {
+ // If specialization is needed, we need
+ // to inspect the argument value. This
+ // is handled with a different function
+ // because it needs to recurse in some cases.
+ //
+ getCallInfoForArg(ioInfo, oldArg);
+ }
+ }
+
+ void getCallInfoForArg(
+ CallSpecializationInfo& ioInfo,
+ IRInst* oldArg)
+ {
+ // The base case we care about is when the original
+ // argument is a global shader parameter.
+ //
+ if( auto oldGlobalParam = as<IRGlobalParam>(oldArg) )
+ {
+ // In this case we don't need to pass anything
+ // as an argument at the new call site (the
+ // global parameter will get specialized into
+ // the callee), but we *do* need to make sure
+ // that our key for identifying the specialized
+ // callee reflects that we are specializing
+ // to the chosen parameter.
+ //
+ ioInfo.key.vals.Add(oldGlobalParam);
+ }
+ else if( oldArg->op == kIROp_getElement )
+ {
+ // This is the case where the `oldArg` is
+ // in the form `oldBase[oldIndex]`
+ //
+ auto oldBase = oldArg->getOperand(0);
+ auto oldIndex = oldArg->getOperand(1);
+
+ // Effectively, we act as if `oldBase` and
+ // `oldIndex` were passed to the callee separately,
+ // so that `oldBase` is an array-of-resouces and
+ // `oldIndex` is an ordinary integer argument.
+ //
+ // We start by recursively setting up whatever
+ // `oldBase` needs:
+ //
+ getCallInfoForArg(ioInfo, oldBase);
+
+ // Then we process `oldIndex` just like we
+ // would have an ordinary argument that doesn't
+ // involve specialization: add its value to
+ // the arguments at the new call site, and
+ // don't add anything to the specialization key.
+ //
+ ioInfo.newArgs.Add(oldIndex);
+ }
+ else
+ {
+ // If we fail to match any of the cases above
+ // then a precondition was violated in that
+ // `isArgSuitableForSpecialization` is allowing
+ // a case that this routine is not covering.
+ //
+ SLANG_UNEXPECTED("mising case in 'getCallInfoForArg'");
+ }
+ }
+
+ // The remaining information we've discussed is only
+ // gathered once we decide we want to generate a
+ // specialized function, but it follows much the same flow.
+ //
+ void gatherFuncInfo(
+ IRCall* oldCall,
+ IRFunc* oldFunc,
+ FuncSpecializationInfo& funcInfo)
+ {
+ UInt oldArgCounter = 0;
+ for( auto oldParam : oldFunc->getParams() )
+ {
+ UInt oldArgIndex = oldArgCounter++;
+ auto oldArg = oldCall->getArg(oldArgIndex);
+
+ // For each parameter and argument pair we will
+ // frame the main task as producing a value that
+ // will stand in for the parameter in the specialized
+ // function.
+ //
+ auto newVal = getSpecializedValueForParam(funcInfo, oldParam, oldArg);
+
+ // We will collect the replacement value to use
+ // for each of the original parameters in an array.
+ //
+ funcInfo.replacementsForOldParameters.Add(newVal);
+ }
+ }
+
+ IRInst* getSpecializedValueForParam(
+ FuncSpecializationInfo& ioInfo,
+ IRParam* oldParam,
+ IRInst* oldArg)
+ {
+ // As always, the easy case is when the parameter of
+ // the original function doesn't need specialization.
+ //
+ if( !doesParamNeedSpecialization(oldParam) )
+ {
+ // The specialized callee will need a new parameter
+ // that fills the same role as the old one, so we
+ // create it here.
+ //
+ auto newParam = getBuilder()->createParam(oldParam->getFullType());
+ ioInfo.newParams.Add(newParam);
+
+ // The new parameter will be used as the replacement
+ // for the old one in the specialized function.
+ //
+ return newParam;
+ }
+ else
+ {
+ // If the parameter requires specialization, then it
+ // is time to look at the structure of the argument.
+ //
+ return getSpecializedValueForArg(ioInfo, oldArg);
+ }
+ }
+
+ IRInst* getSpecializedValueForArg(
+ FuncSpecializationInfo& ioInfo,
+ IRInst* oldArg)
+ {
+ // The logic here parallels `gatherCallInfoForArg`,
+ // and only differs in what information it is gathering.
+ //
+ // As before, the base case is when we have a global
+ // shader parameter.
+ //
+ if( auto globalParam = as<IRGlobalParam>(oldArg) )
+ {
+ // The specialized function will not need any
+ // parameter in this case, and the global itself
+ // should be used to stand in for the original
+ // parameter in the specialized function.
+ //
+ return globalParam;
+ }
+ else if( oldArg->op == kIROp_getElement )
+ {
+ // This is the case where the argument is
+ // in the form `oldBase[oldIndex]`.
+ //
+ auto oldBase = oldArg->getOperand(0);
+ auto oldIndex = oldArg->getOperand(1);
+
+ // In `gatherCallInfoForArg` this case was
+ // handled by acting as if `oldBase` and
+ // `oldIndex` were being passed as two
+ // separate arguments.
+ //
+ // We'll follow the same structure here,
+ // starting by recursively processing `oldBase`
+ // to get a value that can stand in for it
+ // in the specialized callee.
+ //
+ auto newBase = getSpecializedValueForArg(ioInfo, oldBase);
+
+ // Next we'll process `oldIndex` as if it
+ // was an ordinary argument (not a specialized one),
+ // which means creating a parameter to receive its value,
+ // which will also stand in for `oldIndex` in
+ // the body of the specialized callee.
+ //
+ auto builder = getBuilder();
+ auto newIndex = builder->createParam(oldIndex->getFullType());
+ ioInfo.newParams.Add(newIndex);
+
+ // Finally, we need to compute a value that
+ // can stand in for `oldArg` (which was
+ // `oldBase[oldIndex]`) in the body of the
+ // specialized callee.
+ //
+ // Because we have both a `newBase` and a
+ // `newIndex` it is natural to construct
+ // `newBase[newIndex]` and use that.
+ //
+ // The only complication is that we need
+ // to make sure that our IR builder isn't
+ // set to insert newly created instructions
+ // anywhere, since the `emit*` functions
+ // will try to automatically insert new
+ // instructions if an insertion location
+ // is set.
+ //
+ builder->setInsertInto(nullptr);
+ auto newVal = builder->emitElementExtract(
+ oldArg->getFullType(),
+ newBase,
+ newIndex);
+
+ // Because our new instruction wasn't
+ // actually inserted anywhere, we need to
+ // add it to our gathered list of instructions
+ // that should be inserted into the body of
+ // the specialized callee.
+ //
+ ioInfo.newBodyInsts.Add(newVal);
+
+ return newVal;
+ }
+ else
+ {
+ // If we don't match one of the above cases,
+ // then `isArgSuitableForSpecialization` is
+ // letting through cases that this function
+ // hasn't been updated to handle.
+ //
+ SLANG_UNEXPECTED("mising case in 'getSpecializedValueForArg'");
+ UNREACHABLE_RETURN(nullptr);
+ }
+ }
+
+ // Now that we've covered how all the relevant information
+ // gets gathered, we can turn our attention to the
+ // meat of actually generating a specialized version
+ // of a function.
+ //
+ // For the most part, this is just a matter of *cloning*
+ // the original function, while keeping around a mapping
+ // from original values/instructions to their replacements.
+ //
+ // Because we might perform specialization many times,
+ // it will get is own nested context type.
+ //
+ struct CloneContext
+ {
+ // When cloning, we need an IR builder to use for
+ // making new instructions.
+ //
+ IRBuilder* builder;
+
+ // We also need a mapping from old instruction to their
+ // new equivalents, which will serve double duty:
+ //
+ // * Before we start cloning, this will be used to
+ // register the mapping from things that are to be
+ // replaced entirely (like function parameters to
+ // be specialized away) to their replacements (like
+ // a global shader parameter).
+ //
+ // * During the process of cloning, this will be
+ // updated as we clone instructions so that when
+ // an instruction later in the function refers to
+ // something from earlier, we can look up the
+ // replacement.
+ //
+ Dictionary<IRInst*, IRInst*> mapOldValToNew;
+
+ // Whenever we need to look up an operand value
+ // during the cloning process we'll use `cloneOperand`,
+ // which mostly just uses `mapOldValToNew`.
+ //
+ IRInst* cloneOperand(IRInst* oldOperand)
+ {
+ IRInst* newOperand = nullptr;
+ if(mapOldValToNew.TryGetValue(oldOperand, newOperand))
+ return newOperand;
+
+ // The one wrinkle here, and the place where
+ // this cloning logic differs from some other
+ // IR cloning implementations we have lying around,
+ // is that when we *don't* find an instruction in
+ // our map, we automatically assume it is not
+ // something taht needs to be cloned, so that the old
+ // value is fine to use as-is.
+ //
+ // Note that this puts an ordering constraint on
+ // our work: if we are going to clone some instruction
+ // A, then we had better clone it *before* anything
+ // that uses A as an operand.
+ //
+ return oldOperand;
+ }
+
+ // The SSA property and the way we have structured
+ // our "phi nodes" (block parameters) means that
+ // just going through the children of a function,
+ // and then the children of a block will generally
+ // do the Right Thing and always visit an instruction
+ // before its uses.
+ //
+ // The big exception to this is that branch instructions
+ // can refer to blocks later in the same function.
+ //
+ // We work around this sort of problem in a fairly
+ // general fashion, by splitting the cloning of
+ // an instruction into two steps.
+ //
+ // The first step is just to clone the instruction
+ // and its direct operands, but not any decorations
+ // or children.
+ //
+ IRInst* cloneInstAndOperands(IRInst* oldInst)
+ {
+ // In order to clone an instruction we first
+ // need to map its operands over to their
+ // new values.
+ //
+ List<IRInst*> newOperands;
+ UInt operandCount = oldInst->getOperandCount();
+ for(UInt ii = 0; ii < operandCount; ++ii)
+ {
+ auto oldOperand = oldInst->getOperand(ii);
+ auto newOperand = cloneOperand(oldOperand);
+ newOperands.Add(newOperand);
+ }
+
+ // Now we can just tell the IR builder to
+ // go and create an instruction directly
+ //
+ // Note: this logic would not handle any instructions
+ // with special-case data attached, but that only
+ // applies to `IRConstant`s at this point, and those
+ // should only appear at the global scope rather than
+ // in function bodies.
+ //
+ SLANG_ASSERT(!as<IRConstant>(oldInst));
+ auto newInst = builder->emitIntrinsicInst(
+ oldInst->getFullType(),
+ oldInst->op,
+ newOperands.Count(),
+ newOperands.Buffer());
+
+ return newInst;
+ }
+
+ // The second phase of cloning an instruction is to clone
+ // its decorations and children. This step only needs to
+ // be performed on those instructions that *have* decorations
+ // and/or children.
+ //
+ // The complexity of this step comes from the fact that it
+ // needs to sequence the two phases of cloning for any
+ // child instructions. We will do this by performing the
+ // first phase of cloning, and building up a list of
+ // children that require the second phase of processing.
+ // Each entry in that list will be a pair of an old instruction
+ // and its new clone.
+ //
+ struct OldNewPair
+ {
+ IRInst* oldInst;
+ IRInst* newInst;
+ };
+ void cloneInstDecorationsAndChildren(IRInst* oldInst, IRInst* newInst)
+ {
+ List<OldNewPair> pairs;
+ for( auto oldChild : oldInst->getDecorationsAndChildren() )
+ {
+ // As a very subtle special case, if one of the children
+ // of our `oldInst` already has a registered replacement,
+ // then we don't want to clone it (not least because
+ // the `Dictionary::Add` method would give us an error
+ // when we try to insert a new value for the same key).
+ //
+ // This arises for entries in `mapOldValToNew` that were
+ // seeded before cloning begain (e.g., the function
+ // parameters that are to be replaced).
+ //
+ if(mapOldValToNew.ContainsKey(oldChild))
+ continue;
+
+ // Because we are re-using the same IR builder in
+ // multiple places, we need to make sure to set
+ // its insertion location before creating the
+ // child instruction.
+ //
+ builder->setInsertInto(newInst);
+
+ // Now we can perform the first phase of cloning
+ // on the child, and register it in our map from
+ // old to new values.
+ //
+ auto newChild = cloneInstAndOperands(oldChild);
+ mapOldValToNew.Add(oldChild, newChild);
+
+ // If an only if the old child had decorations
+ // or children, we will register it into our
+ // list for processing in the second phase.
+ //
+ if( oldChild->getFirstDecorationOrChild() )
+ {
+ OldNewPair pair;
+ pair.oldInst = oldChild;
+ pair.newInst = newChild;
+ pairs.Add(pair);
+ }
+ }
+
+ // Once we have done first-phase processing for
+ // all child instructions, we scan through those
+ // in the list that required second-phase processing,
+ // and clone their decorations and/or children recursively.
+ //
+ for( auto pair : pairs )
+ {
+ auto oldChild = pair.oldInst;
+ auto newChild = pair.newInst;
+
+ cloneInstDecorationsAndChildren(oldChild, newChild);
+ }
+ }
+ };
+
+ // With all of that machinery out of the way,
+ // we are now prepared to walk through the process of
+ // specializing a given callee function based on
+ // the information we have gathered.
+ //
+ IRFunc* generateSpecializedFunc(
+ IRFunc* oldFunc,
+ FuncSpecializationInfo const& funcInfo)
+ {
+ // We start by setting up our context for cloning
+ // the blocks and instructions in the old function.
+ //
+ auto builder = getBuilder();
+ CloneContext cloneContext;
+ cloneContext.builder = builder;
+
+ // Next we iterate over the parameters of the old
+ // function, and register each as being mapped
+ // to its replacement in the `funcInfo` that was
+ // already gathered.
+ //
+ UInt paramCounter = 0;
+ for( auto oldParam : oldFunc->getParams() )
+ {
+ UInt paramIndex = paramCounter++;
+ auto newVal = funcInfo.replacementsForOldParameters[paramIndex];
+ cloneContext.mapOldValToNew.Add(oldParam, newVal);
+ }
+
+ // Next we will create the skeleton of the new
+ // specialized function, including its type.
+ //
+ // To get the type of the new function we will
+ // iterate over the collected list of new
+ // parameters (which may differ greatly from the
+ // parameter list of the original) and extract
+ // their types.
+ //
+ List<IRType*> paramTypes;
+ for( auto param : funcInfo.newParams )
+ {
+ paramTypes.Add(param->getFullType());
+ }
+ IRType* funcType = builder->getFuncType(
+ paramTypes.Count(),
+ paramTypes.Buffer(),
+ oldFunc->getResultType());
+
+ IRFunc* newFunc = builder->createFunc();
+ newFunc->setFullType(funcType);
+
+ // The above step has accomplished the "first phase"
+ // of cloning the function (since `IRFunc`s have no
+ // operands).
+ //
+ // We can now call into our `CloneContext` to perform
+ // the second phase of cloning, which will recursively
+ // clone any nested decorations, blocks, and instructions.
+ //
+ cloneContext.cloneInstDecorationsAndChildren(oldFunc, newFunc);
+
+ // We are almost done at this point, except that `newFunc`
+ // is lacking its parameters, as well as any of the body
+ // instructions that we decided were needed during
+ // the information-gathering steps.
+ //
+ // We will insert these instructions into the first block
+ // of the function, before its first ordinary instruction.
+ // We know that these should exist because we had as
+ // a precondition that `oldFunc` was a definition (so it
+ // has at least one block), and in valid IR every block
+ // has at least one ordinary instruction (its terminator).
+ //
+ auto newEntryBlock = newFunc->getFirstBlock();
+ SLANG_ASSERT(newEntryBlock);
+ auto newFirstOrdinary = newEntryBlock->getFirstOrdinaryInst();
+ SLANG_ASSERT(newFirstOrdinary);
+
+ // We simply iterate over the list of parameters and then
+ // body instructions that were produced in the information
+ // gathering step, and insert each before `newFirstOrdinary`,
+ // which has the effect or arranging them in the output
+ // in the order they are enumerated here.
+ //
+ for( auto newParam : funcInfo.newParams )
+ {
+ newParam->insertBefore(newFirstOrdinary);
+ }
+ for( auto newBodyInst : funcInfo.newBodyInsts )
+ {
+ newBodyInst->insertBefore(newFirstOrdinary);
+ }
+
+ // At this point we've created a new specialized function,
+ // and as such it may contain call sites that were not
+ // covered when we built our initial work list.
+ //
+ // Before handing the specialized function back to the
+ // caller, we will make sure to recursively add any
+ // potentially-specializable call sites to our work list.
+ //
+ addCallsToWorkListRec(newFunc);
+
+ return newFunc;
+ }
+};
+
+// The top-level function for invoking the specialization pass
+// is straighforward. We set up the context object
+// and then defer to it for the real work.
+//
+void specializeResourceParameters(
+ CompileRequest* compileRequest,
+ TargetRequest* targetRequest,
+ IRModule* module)
+{
+ ResourceParameterSpecializationContext context;
+ context.compileRequest = compileRequest;
+ context.targetRequest = targetRequest;
+ context.module = module;
+
+ context.processModule();
+}
+
+} // namesapce Slang