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/*
* 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 void ir3_setup_const_state(struct ir3_shader *shader, nir_shader *nir);
static const nir_shader_compiler_options options = {
.lower_fpow = true,
.lower_scmp = 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_mul_high = true,
.fuse_ffma = 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,
.use_interpolated_input_intrinsics = true,
.lower_rotate = 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_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_mul_high = true,
.fuse_ffma = 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,
.use_interpolated_input_intrinsics = true,
.lower_rotate = true,
};
const nir_shader_compiler_options *
ir3_get_compiler_options(struct ir3_compiler *compiler)
{
if (compiler->gpu_id >= 600)
return &options_a6xx;
return &options;
}
/* for given shader key, are any steps handled in nir? */
bool
ir3_key_lowers_nir(const struct ir3_shader_key *key)
{
return key->fsaturate_s | key->fsaturate_t | key->fsaturate_r |
key->vsaturate_s | key->vsaturate_t | key->vsaturate_r |
key->ucp_enables | key->color_two_side |
key->fclamp_color | key->vclamp_color;
}
#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__)
static 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);
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_opt_constant_folding);
if (lower_flrp != 0) {
if (OPT(s, nir_lower_flrp,
lower_flrp,
false /* always_precise */,
s->options->lower_ffma)) {
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_remove_phis);
progress |= OPT(s, nir_opt_undef);
} while (progress);
}
void
ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s,
const struct ir3_shader_key *key)
{
struct nir_lower_tex_options tex_options = {
.lower_rect = 0,
.lower_tg4_offsets = true,
};
if (key) {
switch (shader->type) {
case MESA_SHADER_FRAGMENT:
tex_options.saturate_s = key->fsaturate_s;
tex_options.saturate_t = key->fsaturate_t;
tex_options.saturate_r = key->fsaturate_r;
break;
case MESA_SHADER_VERTEX:
tex_options.saturate_s = key->vsaturate_s;
tex_options.saturate_t = key->vsaturate_t;
tex_options.saturate_r = key->vsaturate_r;
break;
default:
/* TODO */
break;
}
}
if (shader->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");
}
OPT_V(s, nir_lower_regs_to_ssa);
OPT_V(s, ir3_nir_lower_io_offsets);
if (key) {
if (s->info.stage == MESA_SHADER_VERTEX) {
OPT_V(s, nir_lower_clip_vs, key->ucp_enables, false);
if (key->vclamp_color)
OPT_V(s, nir_lower_clamp_color_outputs);
} else if (s->info.stage == MESA_SHADER_FRAGMENT) {
OPT_V(s, nir_lower_clip_fs, key->ucp_enables);
if (key->fclamp_color)
OPT_V(s, nir_lower_clamp_color_outputs);
}
if (key->color_two_side) {
OPT_V(s, nir_lower_two_sided_color);
}
} else {
/* only want to do this the first time (when key is null)
* and not again on any potential 2nd variant lowering pass:
*/
OPT_V(s, ir3_nir_apply_trig_workarounds);
/* This wouldn't hurt to run multiple times, but there is
* no need to:
*/
if (shader->type == MESA_SHADER_FRAGMENT)
OPT_V(s, nir_lower_fb_read);
}
OPT_V(s, nir_lower_tex, &tex_options);
OPT_V(s, nir_lower_load_const_to_scalar);
if (shader->compiler->gpu_id < 500)
OPT_V(s, ir3_nir_lower_tg4_to_tex);
ir3_optimize_loop(s);
/* do ubo load and idiv lowering after first opt loop to get a chance to
* propagate constants for divide by immed power-of-two and constant ubo
* block/offsets:
*
* NOTE that UBO analysis pass should only be done once, before variants
*/
const bool ubo_progress = !key && OPT(s, ir3_nir_analyze_ubo_ranges, shader);
const bool idiv_progress = OPT(s, nir_lower_idiv);
if (ubo_progress || idiv_progress)
ir3_optimize_loop(s);
OPT_V(s, nir_remove_dead_variables, nir_var_function_temp);
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);
/* The first time thru, when not creating variant, do the one-time
* const_state layout setup. This should be done after ubo range
* analysis.
*/
if (!key) {
ir3_setup_const_state(shader, s);
}
}
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_buffer_size:
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_deref_atomic_add:
case nir_intrinsic_image_deref_atomic_min:
case nir_intrinsic_image_deref_atomic_max:
case nir_intrinsic_image_deref_atomic_and:
case nir_intrinsic_image_deref_atomic_or:
case nir_intrinsic_image_deref_atomic_xor:
case nir_intrinsic_image_deref_atomic_exchange:
case nir_intrinsic_image_deref_atomic_comp_swap:
case nir_intrinsic_image_deref_store:
case nir_intrinsic_image_deref_size:
idx = nir_intrinsic_get_var(intr, 0)->data.driver_location;
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_ubo:
if (nir_src_is_const(intr->src[0])) {
layout->num_ubos = MAX2(layout->num_ubos,
nir_src_as_uint(intr->src[0]) + 1);
} else {
layout->num_ubos = shader->info.num_ubos;
}
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_user_clip_plane:
layout->num_driver_params =
MAX2(layout->num_driver_params, IR3_DP_UCP7_W + 1);
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;
}
}
}
}
}
static void
ir3_setup_const_state(struct ir3_shader *shader, nir_shader *nir)
{
struct ir3_compiler *compiler = shader->compiler;
struct ir3_const_state *const_state = &shader->const_state;
memset(&const_state->offsets, ~0, sizeof(const_state->offsets));
ir3_nir_scan_driver_consts(nir, const_state);
if ((compiler->gpu_id < 500) &&
(shader->stream_output.num_outputs > 0)) {
const_state->num_driver_params =
MAX2(const_state->num_driver_params, IR3_DP_VTXCNT_MAX + 1);
}
/* num_driver_params is scalar, align to vec4: */
const_state->num_driver_params = align(const_state->num_driver_params, 4);
debug_assert((shader->ubo_state.size % 16) == 0);
unsigned constoff = align(shader->ubo_state.size / 16, 8);
unsigned ptrsz = ir3_pointer_size(compiler);
if (const_state->num_ubos > 0) {
const_state->offsets.ubo = constoff;
constoff += align(nir->info.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)
const_state->offsets.driver_param = constoff;
constoff += const_state->num_driver_params / 4;
if ((shader->type == MESA_SHADER_VERTEX) &&
(compiler->gpu_id < 500) &&
shader->stream_output.num_outputs > 0) {
const_state->offsets.tfbo = constoff;
constoff += align(IR3_MAX_SO_BUFFERS * ptrsz, 4) / 4;
}
const_state->offsets.immediate = constoff;
}