blob: 2628746a302fc51e994c8a13b64523dd4b57c116 [file] [log] [blame]
/*
* Copyright (C) 2015 Rob Clark <robclark@freedesktop.org>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* Authors:
* Rob Clark <robclark@freedesktop.org>
*/
#include "util/debug.h"
#include "util/u_math.h"
#include "ir3_nir.h"
#include "ir3_compiler.h"
#include "ir3_shader.h"
static const nir_shader_compiler_options options = {
.lower_fpow = true,
.lower_scmp = true,
.lower_flrp16 = true,
.lower_flrp32 = true,
.lower_flrp64 = true,
.lower_ffract = true,
.lower_fmod = true,
.lower_fdiv = true,
.lower_isign = true,
.lower_ldexp = true,
.lower_uadd_carry = true,
.lower_usub_borrow = true,
.lower_mul_high = true,
.lower_mul_2x32_64 = true,
.fuse_ffma16 = true,
.fuse_ffma32 = true,
.fuse_ffma64 = true,
.vertex_id_zero_based = true,
.lower_extract_byte = true,
.lower_extract_word = true,
.lower_all_io_to_elements = true,
.lower_helper_invocation = true,
.lower_bitfield_insert_to_shifts = true,
.lower_bitfield_extract_to_shifts = true,
.lower_pack_half_2x16 = true,
.lower_pack_snorm_4x8 = true,
.lower_pack_snorm_2x16 = true,
.lower_pack_unorm_4x8 = true,
.lower_pack_unorm_2x16 = true,
.lower_unpack_half_2x16 = true,
.lower_unpack_snorm_4x8 = true,
.lower_unpack_snorm_2x16 = true,
.lower_unpack_unorm_4x8 = true,
.lower_unpack_unorm_2x16 = true,
.lower_pack_split = true,
.use_interpolated_input_intrinsics = true,
.lower_rotate = true,
.lower_to_scalar = true,
.has_imul24 = true,
.lower_wpos_pntc = true,
.lower_cs_local_index_from_id = true,
/* Only needed for the spirv_to_nir() pass done in ir3_cmdline.c
* but that should be harmless for GL since 64b is not
* supported there.
*/
.lower_int64_options = (nir_lower_int64_options)~0,
.lower_uniforms_to_ubo = true,
};
/* we don't want to lower vertex_id to _zero_based on newer gpus: */
static const nir_shader_compiler_options options_a6xx = {
.lower_fpow = true,
.lower_scmp = true,
.lower_flrp16 = true,
.lower_flrp32 = true,
.lower_flrp64 = true,
.lower_ffract = true,
.lower_fmod = true,
.lower_fdiv = true,
.lower_isign = true,
.lower_ldexp = true,
.lower_uadd_carry = true,
.lower_usub_borrow = true,
.lower_mul_high = true,
.lower_mul_2x32_64 = true,
.fuse_ffma16 = true,
.fuse_ffma32 = true,
.fuse_ffma64 = true,
.vertex_id_zero_based = false,
.lower_extract_byte = true,
.lower_extract_word = true,
.lower_all_io_to_elements = true,
.lower_helper_invocation = true,
.lower_bitfield_insert_to_shifts = true,
.lower_bitfield_extract_to_shifts = true,
.lower_pack_half_2x16 = true,
.lower_pack_snorm_4x8 = true,
.lower_pack_snorm_2x16 = true,
.lower_pack_unorm_4x8 = true,
.lower_pack_unorm_2x16 = true,
.lower_unpack_half_2x16 = true,
.lower_unpack_snorm_4x8 = true,
.lower_unpack_snorm_2x16 = true,
.lower_unpack_unorm_4x8 = true,
.lower_unpack_unorm_2x16 = true,
.lower_pack_split = true,
.use_interpolated_input_intrinsics = true,
.lower_rotate = true,
.vectorize_io = true,
.lower_to_scalar = true,
.has_imul24 = true,
.max_unroll_iterations = 32,
.lower_wpos_pntc = true,
.lower_cs_local_index_from_id = true,
/* Only needed for the spirv_to_nir() pass done in ir3_cmdline.c
* but that should be harmless for GL since 64b is not
* supported there.
*/
.lower_int64_options = (nir_lower_int64_options)~0,
.lower_uniforms_to_ubo = true,
};
const nir_shader_compiler_options *
ir3_get_compiler_options(struct ir3_compiler *compiler)
{
if (compiler->gpu_id >= 600)
return &options_a6xx;
return &options;
}
static bool
ir3_nir_should_vectorize_mem(unsigned align_mul, unsigned align_offset,
unsigned bit_size,
unsigned num_components,
nir_intrinsic_instr *low,
nir_intrinsic_instr *high)
{
assert(bit_size >= 8);
if (bit_size != 32)
return false;
unsigned byte_size = bit_size / 8;
int size = num_components * byte_size;
/* Don't care about alignment past vec4. */
assert(util_is_power_of_two_nonzero(align_mul));
align_mul = MIN2(align_mul, 16);
align_offset &= 15;
/* Our offset alignment should aways be at least 4 bytes */
if (align_mul < 4)
return false;
unsigned worst_start_offset = 16 - align_mul + align_offset;
if (worst_start_offset + size > 16)
return false;
return true;
}
#define OPT(nir, pass, ...) ({ \
bool this_progress = false; \
NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
this_progress; \
})
#define OPT_V(nir, pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
void
ir3_optimize_loop(nir_shader *s)
{
bool progress;
unsigned lower_flrp =
(s->options->lower_flrp16 ? 16 : 0) |
(s->options->lower_flrp32 ? 32 : 0) |
(s->options->lower_flrp64 ? 64 : 0);
do {
progress = false;
OPT_V(s, nir_lower_vars_to_ssa);
progress |= OPT(s, nir_opt_copy_prop_vars);
progress |= OPT(s, nir_opt_dead_write_vars);
progress |= OPT(s, nir_lower_alu_to_scalar, NULL, NULL);
progress |= OPT(s, nir_lower_phis_to_scalar);
progress |= OPT(s, nir_copy_prop);
progress |= OPT(s, nir_opt_dce);
progress |= OPT(s, nir_opt_cse);
static int gcm = -1;
if (gcm == -1)
gcm = env_var_as_unsigned("GCM", 0);
if (gcm == 1)
progress |= OPT(s, nir_opt_gcm, true);
else if (gcm == 2)
progress |= OPT(s, nir_opt_gcm, false);
progress |= OPT(s, nir_opt_peephole_select, 16, true, true);
progress |= OPT(s, nir_opt_intrinsics);
progress |= OPT(s, nir_opt_algebraic);
progress |= OPT(s, nir_lower_alu);
progress |= OPT(s, nir_lower_pack);
progress |= OPT(s, nir_opt_constant_folding);
progress |= OPT(s, nir_opt_load_store_vectorize, nir_var_mem_ubo,
ir3_nir_should_vectorize_mem, 0);
if (lower_flrp != 0) {
if (OPT(s, nir_lower_flrp,
lower_flrp,
false /* always_precise */)) {
OPT(s, nir_opt_constant_folding);
progress = true;
}
/* Nothing should rematerialize any flrps, so we only
* need to do this lowering once.
*/
lower_flrp = 0;
}
progress |= OPT(s, nir_opt_dead_cf);
if (OPT(s, nir_opt_trivial_continues)) {
progress |= true;
/* If nir_opt_trivial_continues makes progress, then we need to clean
* things up if we want any hope of nir_opt_if or nir_opt_loop_unroll
* to make progress.
*/
OPT(s, nir_copy_prop);
OPT(s, nir_opt_dce);
}
progress |= OPT(s, nir_opt_if, false);
progress |= OPT(s, nir_opt_loop_unroll, nir_var_all);
progress |= OPT(s, nir_opt_remove_phis);
progress |= OPT(s, nir_opt_undef);
} while (progress);
}
static bool
should_split_wrmask(const nir_instr *instr, const void *data)
{
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
switch (intr->intrinsic) {
case nir_intrinsic_store_ssbo:
case nir_intrinsic_store_shared:
case nir_intrinsic_store_global:
return true;
default:
return false;
}
}
void
ir3_finalize_nir(struct ir3_compiler *compiler, nir_shader *s)
{
struct nir_lower_tex_options tex_options = {
.lower_rect = 0,
.lower_tg4_offsets = true,
};
if (compiler->gpu_id >= 400) {
/* a4xx seems to have *no* sam.p */
tex_options.lower_txp = ~0; /* lower all txp */
} else {
/* a3xx just needs to avoid sam.p for 3d tex */
tex_options.lower_txp = (1 << GLSL_SAMPLER_DIM_3D);
}
if (ir3_shader_debug & IR3_DBG_DISASM) {
debug_printf("----------------------\n");
nir_print_shader(s, stdout);
debug_printf("----------------------\n");
}
if (s->info.stage == MESA_SHADER_GEOMETRY)
NIR_PASS_V(s, ir3_nir_lower_gs);
NIR_PASS_V(s, nir_lower_io_arrays_to_elements_no_indirects, false);
NIR_PASS_V(s, nir_lower_amul, ir3_glsl_type_size);
OPT_V(s, nir_lower_regs_to_ssa);
OPT_V(s, nir_lower_wrmasks, should_split_wrmask, s);
OPT_V(s, nir_lower_tex, &tex_options);
OPT_V(s, nir_lower_load_const_to_scalar);
if (compiler->gpu_id < 500)
OPT_V(s, ir3_nir_lower_tg4_to_tex);
ir3_optimize_loop(s);
/* do idiv lowering after first opt loop to get a chance to propagate
* constants for divide by immed power-of-two:
*/
const bool idiv_progress = OPT(s, nir_lower_idiv, nir_lower_idiv_fast);
if (idiv_progress)
ir3_optimize_loop(s);
OPT_V(s, nir_remove_dead_variables, nir_var_function_temp, NULL);
if (ir3_shader_debug & IR3_DBG_DISASM) {
debug_printf("----------------------\n");
nir_print_shader(s, stdout);
debug_printf("----------------------\n");
}
nir_sweep(s);
}
/**
* Late passes that need to be done after pscreen->finalize_nir()
*/
void
ir3_nir_post_finalize(struct ir3_compiler *compiler, nir_shader *s)
{
NIR_PASS_V(s, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
ir3_glsl_type_size, (nir_lower_io_options)0);
if (s->info.stage == MESA_SHADER_FRAGMENT) {
/* NOTE: lower load_barycentric_at_sample first, since it
* produces load_barycentric_at_offset:
*/
NIR_PASS_V(s, ir3_nir_lower_load_barycentric_at_sample);
NIR_PASS_V(s, ir3_nir_lower_load_barycentric_at_offset);
NIR_PASS_V(s, ir3_nir_move_varying_inputs);
NIR_PASS_V(s, nir_lower_fb_read);
}
if (compiler->gpu_id >= 600 &&
s->info.stage == MESA_SHADER_FRAGMENT &&
!(ir3_shader_debug & IR3_DBG_NOFP16)) {
NIR_PASS_V(s, nir_lower_mediump_outputs);
}
/* we cannot ensure that ir3_finalize_nir() is only called once, so
* we also need to do trig workarounds here:
*/
OPT_V(s, ir3_nir_apply_trig_workarounds);
ir3_optimize_loop(s);
}
static bool
ir3_nir_lower_view_layer_id(nir_shader *nir, bool layer_zero, bool view_zero)
{
unsigned layer_id_loc = ~0, view_id_loc = ~0;
nir_foreach_shader_in_variable(var, nir) {
if (var->data.location == VARYING_SLOT_LAYER)
layer_id_loc = var->data.driver_location;
if (var->data.location == VARYING_SLOT_VIEWPORT)
view_id_loc = var->data.driver_location;
}
assert(!layer_zero || layer_id_loc != ~0);
assert(!view_zero || view_id_loc != ~0);
bool progress = false;
nir_builder b;
nir_foreach_function(func, nir) {
nir_builder_init(&b, func->impl);
nir_foreach_block(block, func->impl) {
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin =
nir_instr_as_intrinsic(instr);
if (intrin->intrinsic != nir_intrinsic_load_input)
continue;
unsigned base = nir_intrinsic_base(intrin);
if (base != layer_id_loc && base != view_id_loc)
continue;
b.cursor = nir_before_instr(&intrin->instr);
nir_ssa_def *zero = nir_imm_int(&b, 0);
nir_ssa_def_rewrite_uses(&intrin->dest.ssa,
nir_src_for_ssa(zero));
nir_instr_remove(&intrin->instr);
progress = true;
}
}
if (progress) {
nir_metadata_preserve(func->impl,
nir_metadata_block_index |
nir_metadata_dominance);
} else {
nir_metadata_preserve(func->impl, nir_metadata_all);
}
}
return progress;
}
void
ir3_nir_lower_variant(struct ir3_shader_variant *so, nir_shader *s)
{
if (ir3_shader_debug & IR3_DBG_DISASM) {
debug_printf("----------------------\n");
nir_print_shader(s, stdout);
debug_printf("----------------------\n");
}
bool progress = false;
if (so->key.has_gs || so->key.tessellation) {
switch (so->shader->type) {
case MESA_SHADER_VERTEX:
NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, so, so->key.tessellation);
progress = true;
break;
case MESA_SHADER_TESS_CTRL:
NIR_PASS_V(s, ir3_nir_lower_tess_ctrl, so, so->key.tessellation);
NIR_PASS_V(s, ir3_nir_lower_to_explicit_input, so->shader->compiler);
progress = true;
break;
case MESA_SHADER_TESS_EVAL:
NIR_PASS_V(s, ir3_nir_lower_tess_eval, so->key.tessellation);
if (so->key.has_gs)
NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, so, so->key.tessellation);
progress = true;
break;
case MESA_SHADER_GEOMETRY:
NIR_PASS_V(s, ir3_nir_lower_to_explicit_input, so->shader->compiler);
progress = true;
break;
default:
break;
}
}
if (s->info.stage == MESA_SHADER_VERTEX) {
if (so->key.ucp_enables)
progress |= OPT(s, nir_lower_clip_vs, so->key.ucp_enables, false, false, NULL);
if (so->key.vclamp_color)
progress |= OPT(s, nir_lower_clamp_color_outputs);
} else if (s->info.stage == MESA_SHADER_FRAGMENT) {
bool layer_zero = so->key.layer_zero && (s->info.inputs_read & VARYING_BIT_LAYER);
bool view_zero = so->key.view_zero && (s->info.inputs_read & VARYING_BIT_VIEWPORT);
if (so->key.ucp_enables)
progress |= OPT(s, nir_lower_clip_fs, so->key.ucp_enables, false);
if (so->key.fclamp_color)
progress |= OPT(s, nir_lower_clamp_color_outputs);
if (layer_zero || view_zero)
progress |= OPT(s, ir3_nir_lower_view_layer_id, layer_zero, view_zero);
}
if (so->key.color_two_side) {
OPT_V(s, nir_lower_two_sided_color, true);
progress = true;
}
struct nir_lower_tex_options tex_options = { };
switch (so->shader->type) {
case MESA_SHADER_FRAGMENT:
tex_options.saturate_s = so->key.fsaturate_s;
tex_options.saturate_t = so->key.fsaturate_t;
tex_options.saturate_r = so->key.fsaturate_r;
break;
case MESA_SHADER_VERTEX:
tex_options.saturate_s = so->key.vsaturate_s;
tex_options.saturate_t = so->key.vsaturate_t;
tex_options.saturate_r = so->key.vsaturate_r;
break;
default:
/* TODO */
break;
}
if (tex_options.saturate_s || tex_options.saturate_t ||
tex_options.saturate_r) {
progress |= OPT(s, nir_lower_tex, &tex_options);
}
if (!so->binning_pass)
OPT_V(s, ir3_nir_analyze_ubo_ranges, so);
progress |= OPT(s, ir3_nir_lower_ubo_loads, so);
/* UBO offset lowering has to come after we've decided what will
* be left as load_ubo
*/
if (so->shader->compiler->gpu_id >= 600)
progress |= OPT(s, nir_lower_ubo_vec4);
OPT_V(s, ir3_nir_lower_io_offsets, so->shader->compiler->gpu_id);
if (progress)
ir3_optimize_loop(s);
/* Do late algebraic optimization to turn add(a, neg(b)) back into
* subs, then the mandatory cleanup after algebraic. Note that it may
* produce fnegs, and if so then we need to keep running to squash
* fneg(fneg(a)).
*/
bool more_late_algebraic = true;
while (more_late_algebraic) {
more_late_algebraic = OPT(s, nir_opt_algebraic_late);
OPT_V(s, nir_opt_constant_folding);
OPT_V(s, nir_copy_prop);
OPT_V(s, nir_opt_dce);
OPT_V(s, nir_opt_cse);
}
OPT_V(s, nir_opt_sink, nir_move_const_undef);
if (ir3_shader_debug & IR3_DBG_DISASM) {
debug_printf("----------------------\n");
nir_print_shader(s, stdout);
debug_printf("----------------------\n");
}
nir_sweep(s);
/* Binning pass variants re-use the const_state of the corresponding
* draw pass shader, so that same const emit can be re-used for both
* passes:
*/
if (!so->binning_pass)
ir3_setup_const_state(s, so, ir3_const_state(so));
}
static void
ir3_nir_scan_driver_consts(nir_shader *shader,
struct ir3_const_state *layout)
{
nir_foreach_function (function, shader) {
if (!function->impl)
continue;
nir_foreach_block (block, function->impl) {
nir_foreach_instr (instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intr =
nir_instr_as_intrinsic(instr);
unsigned idx;
switch (intr->intrinsic) {
case nir_intrinsic_get_ssbo_size:
if (ir3_bindless_resource(intr->src[0]))
break;
idx = nir_src_as_uint(intr->src[0]);
if (layout->ssbo_size.mask & (1 << idx))
break;
layout->ssbo_size.mask |= (1 << idx);
layout->ssbo_size.off[idx] =
layout->ssbo_size.count;
layout->ssbo_size.count += 1; /* one const per */
break;
case nir_intrinsic_image_atomic_add:
case nir_intrinsic_image_atomic_imin:
case nir_intrinsic_image_atomic_umin:
case nir_intrinsic_image_atomic_imax:
case nir_intrinsic_image_atomic_umax:
case nir_intrinsic_image_atomic_and:
case nir_intrinsic_image_atomic_or:
case nir_intrinsic_image_atomic_xor:
case nir_intrinsic_image_atomic_exchange:
case nir_intrinsic_image_atomic_comp_swap:
case nir_intrinsic_image_store:
case nir_intrinsic_image_size:
idx = nir_src_as_uint(intr->src[0]);
if (layout->image_dims.mask & (1 << idx))
break;
layout->image_dims.mask |= (1 << idx);
layout->image_dims.off[idx] =
layout->image_dims.count;
layout->image_dims.count += 3; /* three const per */
break;
case nir_intrinsic_load_base_vertex:
case nir_intrinsic_load_first_vertex:
layout->num_driver_params =
MAX2(layout->num_driver_params, IR3_DP_VTXID_BASE + 1);
break;
case nir_intrinsic_load_base_instance:
layout->num_driver_params =
MAX2(layout->num_driver_params, IR3_DP_INSTID_BASE + 1);
break;
case nir_intrinsic_load_user_clip_plane:
idx = nir_intrinsic_ucp_id(intr);
layout->num_driver_params =
MAX2(layout->num_driver_params, IR3_DP_UCP0_X + (idx + 1) * 4);
break;
case nir_intrinsic_load_num_work_groups:
layout->num_driver_params =
MAX2(layout->num_driver_params, IR3_DP_NUM_WORK_GROUPS_Z + 1);
break;
case nir_intrinsic_load_local_group_size:
layout->num_driver_params =
MAX2(layout->num_driver_params, IR3_DP_LOCAL_GROUP_SIZE_Z + 1);
break;
default:
break;
}
}
}
}
}
/* Sets up the variant-dependent constant state for the ir3_shader. Note
* that it is also used from ir3_nir_analyze_ubo_ranges() to figure out the
* maximum number of driver params that would eventually be used, to leave
* space for this function to allocate the driver params.
*/
void
ir3_setup_const_state(nir_shader *nir, struct ir3_shader_variant *v,
struct ir3_const_state *const_state)
{
struct ir3_compiler *compiler = v->shader->compiler;
memset(&const_state->offsets, ~0, sizeof(const_state->offsets));
ir3_nir_scan_driver_consts(nir, const_state);
if ((compiler->gpu_id < 500) &&
(v->shader->stream_output.num_outputs > 0)) {
const_state->num_driver_params =
MAX2(const_state->num_driver_params, IR3_DP_VTXCNT_MAX + 1);
}
const_state->num_ubos = nir->info.num_ubos;
/* num_driver_params is scalar, align to vec4: */
const_state->num_driver_params = align(const_state->num_driver_params, 4);
debug_assert((const_state->ubo_state.size % 16) == 0);
unsigned constoff = const_state->ubo_state.size / 16;
unsigned ptrsz = ir3_pointer_size(compiler);
if (const_state->num_ubos > 0) {
const_state->offsets.ubo = constoff;
constoff += align(const_state->num_ubos * ptrsz, 4) / 4;
}
if (const_state->ssbo_size.count > 0) {
unsigned cnt = const_state->ssbo_size.count;
const_state->offsets.ssbo_sizes = constoff;
constoff += align(cnt, 4) / 4;
}
if (const_state->image_dims.count > 0) {
unsigned cnt = const_state->image_dims.count;
const_state->offsets.image_dims = constoff;
constoff += align(cnt, 4) / 4;
}
if (const_state->num_driver_params > 0) {
/* offset cannot be 0 for vs params loaded by CP_DRAW_INDIRECT_MULTI */
if (v->type == MESA_SHADER_VERTEX && compiler->gpu_id >= 600)
constoff = MAX2(constoff, 1);
const_state->offsets.driver_param = constoff;
}
constoff += const_state->num_driver_params / 4;
if ((v->type == MESA_SHADER_VERTEX) &&
(compiler->gpu_id < 500) &&
v->shader->stream_output.num_outputs > 0) {
const_state->offsets.tfbo = constoff;
constoff += align(IR3_MAX_SO_BUFFERS * ptrsz, 4) / 4;
}
switch (v->type) {
case MESA_SHADER_VERTEX:
const_state->offsets.primitive_param = constoff;
constoff += 1;
break;
case MESA_SHADER_TESS_CTRL:
case MESA_SHADER_TESS_EVAL:
constoff = align(constoff - 1, 4) + 3;
const_state->offsets.primitive_param = constoff;
const_state->offsets.primitive_map = constoff + 5;
constoff += 5 + DIV_ROUND_UP(nir->num_inputs, 4);
break;
case MESA_SHADER_GEOMETRY:
const_state->offsets.primitive_param = constoff;
const_state->offsets.primitive_map = constoff + 1;
constoff += 1 + DIV_ROUND_UP(nir->num_inputs, 4);
break;
default:
break;
}
const_state->offsets.immediate = constoff;
assert(constoff <= ir3_max_const(v));
}