| /* |
| * Copyright © 2014 Intel Corporation |
| * |
| * 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. |
| */ |
| |
| #include "brw_nir.h" |
| #include "brw_shader.h" |
| #include "dev/gen_debug.h" |
| #include "compiler/glsl_types.h" |
| #include "compiler/nir/nir_builder.h" |
| #include "util/u_math.h" |
| |
| static bool |
| is_input(nir_intrinsic_instr *intrin) |
| { |
| return intrin->intrinsic == nir_intrinsic_load_input || |
| intrin->intrinsic == nir_intrinsic_load_per_vertex_input || |
| intrin->intrinsic == nir_intrinsic_load_interpolated_input; |
| } |
| |
| static bool |
| is_output(nir_intrinsic_instr *intrin) |
| { |
| return intrin->intrinsic == nir_intrinsic_load_output || |
| intrin->intrinsic == nir_intrinsic_load_per_vertex_output || |
| intrin->intrinsic == nir_intrinsic_store_output || |
| intrin->intrinsic == nir_intrinsic_store_per_vertex_output; |
| } |
| |
| /** |
| * In many cases, we just add the base and offset together, so there's no |
| * reason to keep them separate. Sometimes, combining them is essential: |
| * if a shader only accesses part of a compound variable (such as a matrix |
| * or array), the variable's base may not actually exist in the VUE map. |
| * |
| * This pass adds constant offsets to instr->const_index[0], and resets |
| * the offset source to 0. Non-constant offsets remain unchanged - since |
| * we don't know what part of a compound variable is accessed, we allocate |
| * storage for the entire thing. |
| */ |
| |
| static bool |
| add_const_offset_to_base_block(nir_block *block, nir_builder *b, |
| nir_variable_mode mode) |
| { |
| nir_foreach_instr_safe(instr, block) { |
| if (instr->type != nir_instr_type_intrinsic) |
| continue; |
| |
| nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); |
| |
| if ((mode == nir_var_shader_in && is_input(intrin)) || |
| (mode == nir_var_shader_out && is_output(intrin))) { |
| nir_src *offset = nir_get_io_offset_src(intrin); |
| |
| if (nir_src_is_const(*offset)) { |
| intrin->const_index[0] += nir_src_as_uint(*offset); |
| b->cursor = nir_before_instr(&intrin->instr); |
| nir_instr_rewrite_src(&intrin->instr, offset, |
| nir_src_for_ssa(nir_imm_int(b, 0))); |
| } |
| } |
| } |
| return true; |
| } |
| |
| static void |
| add_const_offset_to_base(nir_shader *nir, nir_variable_mode mode) |
| { |
| nir_foreach_function(f, nir) { |
| if (f->impl) { |
| nir_builder b; |
| nir_builder_init(&b, f->impl); |
| nir_foreach_block(block, f->impl) { |
| add_const_offset_to_base_block(block, &b, mode); |
| } |
| } |
| } |
| } |
| |
| static bool |
| remap_tess_levels(nir_builder *b, nir_intrinsic_instr *intr, |
| GLenum primitive_mode) |
| { |
| const int location = nir_intrinsic_base(intr); |
| const unsigned component = nir_intrinsic_component(intr); |
| bool out_of_bounds; |
| |
| if (location == VARYING_SLOT_TESS_LEVEL_INNER) { |
| switch (primitive_mode) { |
| case GL_QUADS: |
| /* gl_TessLevelInner[0..1] lives at DWords 3-2 (reversed). */ |
| nir_intrinsic_set_base(intr, 0); |
| nir_intrinsic_set_component(intr, 3 - component); |
| out_of_bounds = false; |
| break; |
| case GL_TRIANGLES: |
| /* gl_TessLevelInner[0] lives at DWord 4. */ |
| nir_intrinsic_set_base(intr, 1); |
| out_of_bounds = component > 0; |
| break; |
| case GL_ISOLINES: |
| out_of_bounds = true; |
| break; |
| default: |
| unreachable("Bogus tessellation domain"); |
| } |
| } else if (location == VARYING_SLOT_TESS_LEVEL_OUTER) { |
| if (primitive_mode == GL_ISOLINES) { |
| /* gl_TessLevelOuter[0..1] lives at DWords 6-7 (in order). */ |
| nir_intrinsic_set_base(intr, 1); |
| nir_intrinsic_set_component(intr, 2 + nir_intrinsic_component(intr)); |
| out_of_bounds = component > 1; |
| } else { |
| /* Triangles use DWords 7-5 (reversed); Quads use 7-4 (reversed) */ |
| nir_intrinsic_set_base(intr, 1); |
| nir_intrinsic_set_component(intr, 3 - nir_intrinsic_component(intr)); |
| out_of_bounds = component == 3 && primitive_mode == GL_TRIANGLES; |
| } |
| } else { |
| return false; |
| } |
| |
| if (out_of_bounds) { |
| if (nir_intrinsic_infos[intr->intrinsic].has_dest) { |
| b->cursor = nir_before_instr(&intr->instr); |
| nir_ssa_def *undef = nir_ssa_undef(b, 1, 32); |
| nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(undef)); |
| } |
| nir_instr_remove(&intr->instr); |
| } |
| |
| return true; |
| } |
| |
| static bool |
| remap_patch_urb_offsets(nir_block *block, nir_builder *b, |
| const struct brw_vue_map *vue_map, |
| GLenum tes_primitive_mode) |
| { |
| const bool is_passthrough_tcs = b->shader->info.name && |
| strcmp(b->shader->info.name, "passthrough") == 0; |
| |
| nir_foreach_instr_safe(instr, block) { |
| if (instr->type != nir_instr_type_intrinsic) |
| continue; |
| |
| nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); |
| |
| gl_shader_stage stage = b->shader->info.stage; |
| |
| if ((stage == MESA_SHADER_TESS_CTRL && is_output(intrin)) || |
| (stage == MESA_SHADER_TESS_EVAL && is_input(intrin))) { |
| |
| if (!is_passthrough_tcs && |
| remap_tess_levels(b, intrin, tes_primitive_mode)) |
| continue; |
| |
| int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]]; |
| assert(vue_slot != -1); |
| intrin->const_index[0] = vue_slot; |
| |
| nir_src *vertex = nir_get_io_vertex_index_src(intrin); |
| if (vertex) { |
| if (nir_src_is_const(*vertex)) { |
| intrin->const_index[0] += nir_src_as_uint(*vertex) * |
| vue_map->num_per_vertex_slots; |
| } else { |
| b->cursor = nir_before_instr(&intrin->instr); |
| |
| /* Multiply by the number of per-vertex slots. */ |
| nir_ssa_def *vertex_offset = |
| nir_imul(b, |
| nir_ssa_for_src(b, *vertex, 1), |
| nir_imm_int(b, |
| vue_map->num_per_vertex_slots)); |
| |
| /* Add it to the existing offset */ |
| nir_src *offset = nir_get_io_offset_src(intrin); |
| nir_ssa_def *total_offset = |
| nir_iadd(b, vertex_offset, |
| nir_ssa_for_src(b, *offset, 1)); |
| |
| nir_instr_rewrite_src(&intrin->instr, offset, |
| nir_src_for_ssa(total_offset)); |
| } |
| } |
| } |
| } |
| return true; |
| } |
| |
| void |
| brw_nir_lower_vs_inputs(nir_shader *nir, |
| const uint8_t *vs_attrib_wa_flags) |
| { |
| /* Start with the location of the variable's base. */ |
| foreach_list_typed(nir_variable, var, node, &nir->inputs) { |
| var->data.driver_location = var->data.location; |
| } |
| |
| /* Now use nir_lower_io to walk dereference chains. Attribute arrays are |
| * loaded as one vec4 or dvec4 per element (or matrix column), depending on |
| * whether it is a double-precision type or not. |
| */ |
| nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0); |
| |
| /* This pass needs actual constants */ |
| nir_opt_constant_folding(nir); |
| |
| add_const_offset_to_base(nir, nir_var_shader_in); |
| |
| brw_nir_apply_attribute_workarounds(nir, vs_attrib_wa_flags); |
| |
| /* The last step is to remap VERT_ATTRIB_* to actual registers */ |
| |
| /* Whether or not we have any system generated values. gl_DrawID is not |
| * included here as it lives in its own vec4. |
| */ |
| const bool has_sgvs = |
| nir->info.system_values_read & |
| (BITFIELD64_BIT(SYSTEM_VALUE_FIRST_VERTEX) | |
| BITFIELD64_BIT(SYSTEM_VALUE_BASE_INSTANCE) | |
| BITFIELD64_BIT(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) | |
| BITFIELD64_BIT(SYSTEM_VALUE_INSTANCE_ID)); |
| |
| const unsigned num_inputs = util_bitcount64(nir->info.inputs_read); |
| |
| nir_foreach_function(function, nir) { |
| if (!function->impl) |
| continue; |
| |
| nir_builder b; |
| nir_builder_init(&b, function->impl); |
| |
| nir_foreach_block(block, function->impl) { |
| nir_foreach_instr_safe(instr, block) { |
| if (instr->type != nir_instr_type_intrinsic) |
| continue; |
| |
| nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); |
| |
| switch (intrin->intrinsic) { |
| case nir_intrinsic_load_first_vertex: |
| case nir_intrinsic_load_base_instance: |
| case nir_intrinsic_load_vertex_id_zero_base: |
| case nir_intrinsic_load_instance_id: |
| case nir_intrinsic_load_is_indexed_draw: |
| case nir_intrinsic_load_draw_id: { |
| b.cursor = nir_after_instr(&intrin->instr); |
| |
| /* gl_VertexID and friends are stored by the VF as the last |
| * vertex element. We convert them to load_input intrinsics at |
| * the right location. |
| */ |
| nir_intrinsic_instr *load = |
| nir_intrinsic_instr_create(nir, nir_intrinsic_load_input); |
| load->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0)); |
| |
| nir_intrinsic_set_base(load, num_inputs); |
| switch (intrin->intrinsic) { |
| case nir_intrinsic_load_first_vertex: |
| nir_intrinsic_set_component(load, 0); |
| break; |
| case nir_intrinsic_load_base_instance: |
| nir_intrinsic_set_component(load, 1); |
| break; |
| case nir_intrinsic_load_vertex_id_zero_base: |
| nir_intrinsic_set_component(load, 2); |
| break; |
| case nir_intrinsic_load_instance_id: |
| nir_intrinsic_set_component(load, 3); |
| break; |
| case nir_intrinsic_load_draw_id: |
| case nir_intrinsic_load_is_indexed_draw: |
| /* gl_DrawID and IsIndexedDraw are stored right after |
| * gl_VertexID and friends if any of them exist. |
| */ |
| nir_intrinsic_set_base(load, num_inputs + has_sgvs); |
| if (intrin->intrinsic == nir_intrinsic_load_draw_id) |
| nir_intrinsic_set_component(load, 0); |
| else |
| nir_intrinsic_set_component(load, 1); |
| break; |
| default: |
| unreachable("Invalid system value intrinsic"); |
| } |
| |
| load->num_components = 1; |
| nir_ssa_dest_init(&load->instr, &load->dest, 1, 32, NULL); |
| nir_builder_instr_insert(&b, &load->instr); |
| |
| nir_ssa_def_rewrite_uses(&intrin->dest.ssa, |
| nir_src_for_ssa(&load->dest.ssa)); |
| nir_instr_remove(&intrin->instr); |
| break; |
| } |
| |
| case nir_intrinsic_load_input: { |
| /* Attributes come in a contiguous block, ordered by their |
| * gl_vert_attrib value. That means we can compute the slot |
| * number for an attribute by masking out the enabled attributes |
| * before it and counting the bits. |
| */ |
| int attr = nir_intrinsic_base(intrin); |
| int slot = util_bitcount64(nir->info.inputs_read & |
| BITFIELD64_MASK(attr)); |
| nir_intrinsic_set_base(intrin, slot); |
| break; |
| } |
| |
| default: |
| break; /* Nothing to do */ |
| } |
| } |
| } |
| } |
| } |
| |
| void |
| brw_nir_lower_vue_inputs(nir_shader *nir, |
| const struct brw_vue_map *vue_map) |
| { |
| foreach_list_typed(nir_variable, var, node, &nir->inputs) { |
| var->data.driver_location = var->data.location; |
| } |
| |
| /* Inputs are stored in vec4 slots, so use type_size_vec4(). */ |
| nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0); |
| |
| /* This pass needs actual constants */ |
| nir_opt_constant_folding(nir); |
| |
| add_const_offset_to_base(nir, nir_var_shader_in); |
| |
| nir_foreach_function(function, nir) { |
| 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 *intrin = nir_instr_as_intrinsic(instr); |
| |
| if (intrin->intrinsic == nir_intrinsic_load_input || |
| intrin->intrinsic == nir_intrinsic_load_per_vertex_input) { |
| /* Offset 0 is the VUE header, which contains |
| * VARYING_SLOT_LAYER [.y], VARYING_SLOT_VIEWPORT [.z], and |
| * VARYING_SLOT_PSIZ [.w]. |
| */ |
| int varying = nir_intrinsic_base(intrin); |
| int vue_slot; |
| switch (varying) { |
| case VARYING_SLOT_PSIZ: |
| nir_intrinsic_set_base(intrin, 0); |
| nir_intrinsic_set_component(intrin, 3); |
| break; |
| |
| default: |
| vue_slot = vue_map->varying_to_slot[varying]; |
| assert(vue_slot != -1); |
| nir_intrinsic_set_base(intrin, vue_slot); |
| break; |
| } |
| } |
| } |
| } |
| } |
| } |
| |
| void |
| brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map) |
| { |
| foreach_list_typed(nir_variable, var, node, &nir->inputs) { |
| var->data.driver_location = var->data.location; |
| } |
| |
| nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0); |
| |
| /* This pass needs actual constants */ |
| nir_opt_constant_folding(nir); |
| |
| add_const_offset_to_base(nir, nir_var_shader_in); |
| |
| nir_foreach_function(function, nir) { |
| if (function->impl) { |
| nir_builder b; |
| nir_builder_init(&b, function->impl); |
| nir_foreach_block(block, function->impl) { |
| remap_patch_urb_offsets(block, &b, vue_map, |
| nir->info.tess.primitive_mode); |
| } |
| } |
| } |
| } |
| |
| void |
| brw_nir_lower_fs_inputs(nir_shader *nir, |
| const struct gen_device_info *devinfo, |
| const struct brw_wm_prog_key *key) |
| { |
| foreach_list_typed(nir_variable, var, node, &nir->inputs) { |
| var->data.driver_location = var->data.location; |
| |
| /* Apply default interpolation mode. |
| * |
| * Everything defaults to smooth except for the legacy GL color |
| * built-in variables, which might be flat depending on API state. |
| */ |
| if (var->data.interpolation == INTERP_MODE_NONE) { |
| const bool flat = key->flat_shade && |
| (var->data.location == VARYING_SLOT_COL0 || |
| var->data.location == VARYING_SLOT_COL1); |
| |
| var->data.interpolation = flat ? INTERP_MODE_FLAT |
| : INTERP_MODE_SMOOTH; |
| } |
| |
| /* On Ironlake and below, there is only one interpolation mode. |
| * Centroid interpolation doesn't mean anything on this hardware -- |
| * there is no multisampling. |
| */ |
| if (devinfo->gen < 6) { |
| var->data.centroid = false; |
| var->data.sample = false; |
| } |
| } |
| |
| nir_lower_io_options lower_io_options = 0; |
| if (key->persample_interp) |
| lower_io_options |= nir_lower_io_force_sample_interpolation; |
| |
| nir_lower_io(nir, nir_var_shader_in, type_size_vec4, lower_io_options); |
| |
| /* This pass needs actual constants */ |
| nir_opt_constant_folding(nir); |
| |
| add_const_offset_to_base(nir, nir_var_shader_in); |
| } |
| |
| void |
| brw_nir_lower_vue_outputs(nir_shader *nir) |
| { |
| nir_foreach_variable(var, &nir->outputs) { |
| var->data.driver_location = var->data.location; |
| } |
| |
| nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0); |
| } |
| |
| void |
| brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map, |
| GLenum tes_primitive_mode) |
| { |
| nir_foreach_variable(var, &nir->outputs) { |
| var->data.driver_location = var->data.location; |
| } |
| |
| nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0); |
| |
| /* This pass needs actual constants */ |
| nir_opt_constant_folding(nir); |
| |
| add_const_offset_to_base(nir, nir_var_shader_out); |
| |
| nir_foreach_function(function, nir) { |
| if (function->impl) { |
| nir_builder b; |
| nir_builder_init(&b, function->impl); |
| nir_foreach_block(block, function->impl) { |
| remap_patch_urb_offsets(block, &b, vue_map, tes_primitive_mode); |
| } |
| } |
| } |
| } |
| |
| void |
| brw_nir_lower_fs_outputs(nir_shader *nir) |
| { |
| nir_foreach_variable(var, &nir->outputs) { |
| var->data.driver_location = |
| SET_FIELD(var->data.index, BRW_NIR_FRAG_OUTPUT_INDEX) | |
| SET_FIELD(var->data.location, BRW_NIR_FRAG_OUTPUT_LOCATION); |
| } |
| |
| nir_lower_io(nir, nir_var_shader_out, type_size_dvec4, 0); |
| } |
| |
| #define OPT(pass, ...) ({ \ |
| bool this_progress = false; \ |
| NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \ |
| if (this_progress) \ |
| progress = true; \ |
| this_progress; \ |
| }) |
| |
| static nir_variable_mode |
| brw_nir_no_indirect_mask(const struct brw_compiler *compiler, |
| gl_shader_stage stage) |
| { |
| nir_variable_mode indirect_mask = 0; |
| |
| if (compiler->glsl_compiler_options[stage].EmitNoIndirectInput) |
| indirect_mask |= nir_var_shader_in; |
| if (compiler->glsl_compiler_options[stage].EmitNoIndirectOutput) |
| indirect_mask |= nir_var_shader_out; |
| if (compiler->glsl_compiler_options[stage].EmitNoIndirectTemp) |
| indirect_mask |= nir_var_function_temp; |
| |
| return indirect_mask; |
| } |
| |
| nir_shader * |
| brw_nir_optimize(nir_shader *nir, const struct brw_compiler *compiler, |
| bool is_scalar, bool allow_copies) |
| { |
| nir_variable_mode indirect_mask = |
| brw_nir_no_indirect_mask(compiler, nir->info.stage); |
| |
| bool progress; |
| unsigned lower_flrp = |
| (nir->options->lower_flrp16 ? 16 : 0) | |
| (nir->options->lower_flrp32 ? 32 : 0) | |
| (nir->options->lower_flrp64 ? 64 : 0); |
| |
| do { |
| progress = false; |
| OPT(nir_split_array_vars, nir_var_function_temp); |
| OPT(nir_shrink_vec_array_vars, nir_var_function_temp); |
| OPT(nir_opt_deref); |
| OPT(nir_lower_vars_to_ssa); |
| if (allow_copies) { |
| /* Only run this pass in the first call to brw_nir_optimize. Later |
| * calls assume that we've lowered away any copy_deref instructions |
| * and we don't want to introduce any more. |
| */ |
| OPT(nir_opt_find_array_copies); |
| } |
| OPT(nir_opt_copy_prop_vars); |
| OPT(nir_opt_dead_write_vars); |
| OPT(nir_opt_combine_stores, nir_var_all); |
| |
| if (is_scalar) { |
| OPT(nir_lower_alu_to_scalar); |
| } |
| |
| OPT(nir_copy_prop); |
| |
| if (is_scalar) { |
| OPT(nir_lower_phis_to_scalar); |
| } |
| |
| OPT(nir_copy_prop); |
| OPT(nir_opt_dce); |
| OPT(nir_opt_cse); |
| OPT(nir_opt_combine_stores, nir_var_all); |
| |
| /* Passing 0 to the peephole select pass causes it to convert |
| * if-statements that contain only move instructions in the branches |
| * regardless of the count. |
| * |
| * Passing 1 to the peephole select pass causes it to convert |
| * if-statements that contain at most a single ALU instruction (total) |
| * in both branches. Before Gen6, some math instructions were |
| * prohibitively expensive and the results of compare operations need an |
| * extra resolve step. For these reasons, this pass is more harmful |
| * than good on those platforms. |
| * |
| * For indirect loads of uniforms (push constants), we assume that array |
| * indices will nearly always be in bounds and the cost of the load is |
| * low. Therefore there shouldn't be a performance benefit to avoid it. |
| * However, in vec4 tessellation shaders, these loads operate by |
| * actually pulling from memory. |
| */ |
| const bool is_vec4_tessellation = !is_scalar && |
| (nir->info.stage == MESA_SHADER_TESS_CTRL || |
| nir->info.stage == MESA_SHADER_TESS_EVAL); |
| OPT(nir_opt_peephole_select, 0, !is_vec4_tessellation, false); |
| OPT(nir_opt_peephole_select, 1, !is_vec4_tessellation, |
| compiler->devinfo->gen >= 6); |
| |
| OPT(nir_opt_intrinsics); |
| OPT(nir_opt_idiv_const, 32); |
| OPT(nir_opt_algebraic); |
| OPT(nir_opt_constant_folding); |
| |
| if (lower_flrp != 0) { |
| /* To match the old behavior, set always_precise only for scalar |
| * shader stages. |
| */ |
| if (OPT(nir_lower_flrp, |
| lower_flrp, |
| false /* always_precise */, |
| compiler->devinfo->gen >= 6)) { |
| OPT(nir_opt_constant_folding); |
| } |
| |
| /* Nothing should rematerialize any flrps, so we only need to do this |
| * lowering once. |
| */ |
| lower_flrp = 0; |
| } |
| |
| OPT(nir_opt_dead_cf); |
| if (OPT(nir_opt_trivial_continues)) { |
| /* 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(nir_copy_prop); |
| OPT(nir_opt_dce); |
| } |
| OPT(nir_opt_if, false); |
| if (nir->options->max_unroll_iterations != 0) { |
| OPT(nir_opt_loop_unroll, indirect_mask); |
| } |
| OPT(nir_opt_remove_phis); |
| OPT(nir_opt_undef); |
| OPT(nir_lower_pack); |
| } while (progress); |
| |
| /* Workaround Gfxbench unused local sampler variable which will trigger an |
| * assert in the opt_large_constants pass. |
| */ |
| OPT(nir_remove_dead_variables, nir_var_function_temp); |
| |
| return nir; |
| } |
| |
| static unsigned |
| lower_bit_size_callback(const nir_alu_instr *alu, UNUSED void *data) |
| { |
| assert(alu->dest.dest.is_ssa); |
| if (alu->dest.dest.ssa.bit_size >= 32) |
| return 0; |
| |
| const struct brw_compiler *compiler = (const struct brw_compiler *) data; |
| |
| switch (alu->op) { |
| case nir_op_idiv: |
| case nir_op_imod: |
| case nir_op_irem: |
| case nir_op_udiv: |
| case nir_op_umod: |
| case nir_op_fceil: |
| case nir_op_ffloor: |
| case nir_op_ffract: |
| case nir_op_fround_even: |
| case nir_op_ftrunc: |
| return 32; |
| case nir_op_frcp: |
| case nir_op_frsq: |
| case nir_op_fsqrt: |
| case nir_op_fpow: |
| case nir_op_fexp2: |
| case nir_op_flog2: |
| case nir_op_fsin: |
| case nir_op_fcos: |
| return compiler->devinfo->gen < 9 ? 32 : 0; |
| default: |
| return 0; |
| } |
| } |
| |
| /* Does some simple lowering and runs the standard suite of optimizations |
| * |
| * This is intended to be called more-or-less directly after you get the |
| * shader out of GLSL or some other source. While it is geared towards i965, |
| * it is not at all generator-specific except for the is_scalar flag. Even |
| * there, it is safe to call with is_scalar = false for a shader that is |
| * intended for the FS backend as long as nir_optimize is called again with |
| * is_scalar = true to scalarize everything prior to code gen. |
| */ |
| nir_shader * |
| brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir, |
| const nir_shader *softfp64) |
| { |
| const struct gen_device_info *devinfo = compiler->devinfo; |
| UNUSED bool progress; /* Written by OPT */ |
| |
| const bool is_scalar = compiler->scalar_stage[nir->info.stage]; |
| |
| if (is_scalar) { |
| OPT(nir_lower_alu_to_scalar); |
| } |
| |
| if (nir->info.stage == MESA_SHADER_GEOMETRY) |
| OPT(nir_lower_gs_intrinsics); |
| |
| /* See also brw_nir_trig_workarounds.py */ |
| if (compiler->precise_trig && |
| !(devinfo->gen >= 10 || devinfo->is_kabylake)) |
| OPT(brw_nir_apply_trig_workarounds); |
| |
| static const nir_lower_tex_options tex_options = { |
| .lower_txp = ~0, |
| .lower_txf_offset = true, |
| .lower_rect_offset = true, |
| .lower_tex_without_implicit_lod = true, |
| .lower_txd_cube_map = true, |
| .lower_txb_shadow_clamp = true, |
| .lower_txd_shadow_clamp = true, |
| .lower_txd_offset_clamp = true, |
| .lower_tg4_offsets = true, |
| }; |
| |
| OPT(nir_lower_tex, &tex_options); |
| OPT(nir_normalize_cubemap_coords); |
| |
| OPT(nir_lower_global_vars_to_local); |
| |
| OPT(nir_split_var_copies); |
| OPT(nir_split_struct_vars, nir_var_function_temp); |
| |
| nir = brw_nir_optimize(nir, compiler, is_scalar, true); |
| |
| bool lowered_64bit_ops = false; |
| do { |
| progress = false; |
| |
| OPT(nir_lower_int64, nir->options->lower_int64_options); |
| OPT(nir_lower_doubles, softfp64, nir->options->lower_doubles_options); |
| |
| /* Necessary to lower add -> sub and div -> mul/rcp */ |
| OPT(nir_opt_algebraic); |
| |
| lowered_64bit_ops |= progress; |
| } while (progress); |
| |
| /* This needs to be run after the first optimization pass but before we |
| * lower indirect derefs away |
| */ |
| if (compiler->supports_shader_constants) { |
| OPT(nir_opt_large_constants, NULL, 32); |
| } |
| |
| OPT(nir_lower_bit_size, lower_bit_size_callback, (void *)compiler); |
| |
| if (is_scalar) { |
| OPT(nir_lower_load_const_to_scalar); |
| } |
| |
| /* Lower a bunch of stuff */ |
| OPT(nir_lower_var_copies); |
| |
| OPT(nir_lower_system_values); |
| |
| const nir_lower_subgroups_options subgroups_options = { |
| .subgroup_size = BRW_SUBGROUP_SIZE, |
| .ballot_bit_size = 32, |
| .lower_to_scalar = true, |
| .lower_subgroup_masks = true, |
| .lower_vote_trivial = !is_scalar, |
| .lower_shuffle = true, |
| }; |
| OPT(nir_lower_subgroups, &subgroups_options); |
| |
| OPT(nir_lower_clip_cull_distance_arrays); |
| |
| nir_variable_mode indirect_mask = |
| brw_nir_no_indirect_mask(compiler, nir->info.stage); |
| OPT(nir_lower_indirect_derefs, indirect_mask); |
| |
| /* Lower array derefs of vectors for SSBO and UBO loads. For both UBOs and |
| * SSBOs, our back-end is capable of loading an entire vec4 at a time and |
| * we would like to take advantage of that whenever possible regardless of |
| * whether or not the app gives us full loads. This should allow the |
| * optimizer to combine UBO and SSBO load operations and save us some send |
| * messages. |
| */ |
| OPT(nir_lower_array_deref_of_vec, |
| nir_var_mem_ubo | nir_var_mem_ssbo, |
| nir_lower_direct_array_deref_of_vec_load); |
| |
| /* Get rid of split copies */ |
| nir = brw_nir_optimize(nir, compiler, is_scalar, false); |
| |
| return nir; |
| } |
| |
| void |
| brw_nir_link_shaders(const struct brw_compiler *compiler, |
| nir_shader **producer, nir_shader **consumer) |
| { |
| nir_lower_io_arrays_to_elements(*producer, *consumer); |
| nir_validate_shader(*producer, "after nir_lower_io_arrays_to_elements"); |
| nir_validate_shader(*consumer, "after nir_lower_io_arrays_to_elements"); |
| |
| const bool p_is_scalar = |
| compiler->scalar_stage[(*producer)->info.stage]; |
| const bool c_is_scalar = |
| compiler->scalar_stage[(*consumer)->info.stage]; |
| |
| if (p_is_scalar && c_is_scalar) { |
| NIR_PASS_V(*producer, nir_lower_io_to_scalar_early, nir_var_shader_out); |
| NIR_PASS_V(*consumer, nir_lower_io_to_scalar_early, nir_var_shader_in); |
| *producer = brw_nir_optimize(*producer, compiler, p_is_scalar, false); |
| *consumer = brw_nir_optimize(*consumer, compiler, c_is_scalar, false); |
| } |
| |
| if (nir_link_opt_varyings(*producer, *consumer)) |
| *consumer = brw_nir_optimize(*consumer, compiler, c_is_scalar, false); |
| |
| NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out); |
| NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in); |
| |
| if (nir_remove_unused_varyings(*producer, *consumer)) { |
| NIR_PASS_V(*producer, nir_lower_global_vars_to_local); |
| NIR_PASS_V(*consumer, nir_lower_global_vars_to_local); |
| |
| /* The backend might not be able to handle indirects on |
| * temporaries so we need to lower indirects on any of the |
| * varyings we have demoted here. |
| */ |
| NIR_PASS_V(*producer, nir_lower_indirect_derefs, |
| brw_nir_no_indirect_mask(compiler, (*producer)->info.stage)); |
| NIR_PASS_V(*consumer, nir_lower_indirect_derefs, |
| brw_nir_no_indirect_mask(compiler, (*consumer)->info.stage)); |
| |
| *producer = brw_nir_optimize(*producer, compiler, p_is_scalar, false); |
| *consumer = brw_nir_optimize(*consumer, compiler, c_is_scalar, false); |
| } |
| |
| NIR_PASS_V(*producer, nir_lower_io_to_vector, nir_var_shader_out); |
| NIR_PASS_V(*producer, nir_opt_combine_stores, nir_var_shader_out); |
| NIR_PASS_V(*consumer, nir_lower_io_to_vector, nir_var_shader_in); |
| |
| if ((*producer)->info.stage != MESA_SHADER_TESS_CTRL) { |
| /* Calling lower_io_to_vector creates output variable writes with |
| * write-masks. On non-TCS outputs, the back-end can't handle it and we |
| * need to call nir_lower_io_to_temporaries to get rid of them. This, |
| * in turn, creates temporary variables and extra copy_deref intrinsics |
| * that we need to clean up. |
| */ |
| NIR_PASS_V(*producer, nir_lower_io_to_temporaries, |
| nir_shader_get_entrypoint(*producer), true, false); |
| NIR_PASS_V(*producer, nir_lower_global_vars_to_local); |
| NIR_PASS_V(*producer, nir_split_var_copies); |
| NIR_PASS_V(*producer, nir_lower_var_copies); |
| } |
| } |
| |
| /* Prepare the given shader for codegen |
| * |
| * This function is intended to be called right before going into the actual |
| * backend and is highly backend-specific. Also, once this function has been |
| * called on a shader, it will no longer be in SSA form so most optimizations |
| * will not work. |
| */ |
| nir_shader * |
| brw_postprocess_nir(nir_shader *nir, const struct brw_compiler *compiler, |
| bool is_scalar) |
| { |
| const struct gen_device_info *devinfo = compiler->devinfo; |
| bool debug_enabled = |
| (INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->info.stage)); |
| |
| UNUSED bool progress; /* Written by OPT */ |
| |
| OPT(brw_nir_lower_mem_access_bit_sizes); |
| OPT(nir_lower_int64, nir->options->lower_int64_options); |
| |
| do { |
| progress = false; |
| OPT(nir_opt_algebraic_before_ffma); |
| } while (progress); |
| |
| nir = brw_nir_optimize(nir, compiler, is_scalar, false); |
| |
| if (devinfo->gen >= 6) { |
| /* Try and fuse multiply-adds */ |
| OPT(brw_nir_opt_peephole_ffma); |
| } |
| |
| if (OPT(nir_opt_comparison_pre)) { |
| OPT(nir_copy_prop); |
| OPT(nir_opt_dce); |
| OPT(nir_opt_cse); |
| |
| /* Do the select peepehole again. nir_opt_comparison_pre (combined with |
| * the other optimization passes) will have removed at least one |
| * instruction from one of the branches of the if-statement, so now it |
| * might be under the threshold of conversion to bcsel. |
| * |
| * See brw_nir_optimize for the explanation of is_vec4_tessellation. |
| */ |
| const bool is_vec4_tessellation = !is_scalar && |
| (nir->info.stage == MESA_SHADER_TESS_CTRL || |
| nir->info.stage == MESA_SHADER_TESS_EVAL); |
| OPT(nir_opt_peephole_select, 0, is_vec4_tessellation, false); |
| OPT(nir_opt_peephole_select, 1, is_vec4_tessellation, |
| compiler->devinfo->gen >= 6); |
| } |
| |
| OPT(nir_opt_algebraic_late); |
| |
| OPT(brw_nir_lower_conversions); |
| |
| OPT(nir_lower_to_source_mods, nir_lower_all_source_mods); |
| OPT(nir_copy_prop); |
| OPT(nir_opt_dce); |
| OPT(nir_opt_move_comparisons); |
| |
| OPT(nir_lower_bool_to_int32); |
| |
| OPT(nir_lower_locals_to_regs); |
| |
| if (unlikely(debug_enabled)) { |
| /* Re-index SSA defs so we print more sensible numbers. */ |
| nir_foreach_function(function, nir) { |
| if (function->impl) |
| nir_index_ssa_defs(function->impl); |
| } |
| |
| fprintf(stderr, "NIR (SSA form) for %s shader:\n", |
| _mesa_shader_stage_to_string(nir->info.stage)); |
| nir_print_shader(nir, stderr); |
| } |
| |
| OPT(nir_convert_from_ssa, true); |
| |
| if (!is_scalar) { |
| OPT(nir_move_vec_src_uses_to_dest); |
| OPT(nir_lower_vec_to_movs); |
| } |
| |
| OPT(nir_opt_dce); |
| |
| /* This is the last pass we run before we start emitting stuff. It |
| * determines when we need to insert boolean resolves on Gen <= 5. We |
| * run it last because it stashes data in instr->pass_flags and we don't |
| * want that to be squashed by other NIR passes. |
| */ |
| if (devinfo->gen <= 5) |
| brw_nir_analyze_boolean_resolves(nir); |
| |
| nir_sweep(nir); |
| |
| if (unlikely(debug_enabled)) { |
| fprintf(stderr, "NIR (final form) for %s shader:\n", |
| _mesa_shader_stage_to_string(nir->info.stage)); |
| nir_print_shader(nir, stderr); |
| } |
| |
| return nir; |
| } |
| |
| nir_shader * |
| brw_nir_apply_sampler_key(nir_shader *nir, |
| const struct brw_compiler *compiler, |
| const struct brw_sampler_prog_key_data *key_tex, |
| bool is_scalar) |
| { |
| const struct gen_device_info *devinfo = compiler->devinfo; |
| nir_lower_tex_options tex_options = { |
| .lower_txd_clamp_bindless_sampler = true, |
| .lower_txd_clamp_if_sampler_index_not_lt_16 = true, |
| }; |
| |
| /* Iron Lake and prior require lowering of all rectangle textures */ |
| if (devinfo->gen < 6) |
| tex_options.lower_rect = true; |
| |
| /* Prior to Broadwell, our hardware can't actually do GL_CLAMP */ |
| if (devinfo->gen < 8) { |
| tex_options.saturate_s = key_tex->gl_clamp_mask[0]; |
| tex_options.saturate_t = key_tex->gl_clamp_mask[1]; |
| tex_options.saturate_r = key_tex->gl_clamp_mask[2]; |
| } |
| |
| /* Prior to Haswell, we have to fake texture swizzle */ |
| for (unsigned s = 0; s < MAX_SAMPLERS; s++) { |
| if (key_tex->swizzles[s] == SWIZZLE_NOOP) |
| continue; |
| |
| tex_options.swizzle_result |= (1 << s); |
| for (unsigned c = 0; c < 4; c++) |
| tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c); |
| } |
| |
| /* Prior to Haswell, we have to lower gradients on shadow samplers */ |
| tex_options.lower_txd_shadow = devinfo->gen < 8 && !devinfo->is_haswell; |
| |
| tex_options.lower_y_uv_external = key_tex->y_uv_image_mask; |
| tex_options.lower_y_u_v_external = key_tex->y_u_v_image_mask; |
| tex_options.lower_yx_xuxv_external = key_tex->yx_xuxv_image_mask; |
| tex_options.lower_xy_uxvx_external = key_tex->xy_uxvx_image_mask; |
| tex_options.lower_ayuv_external = key_tex->ayuv_image_mask; |
| tex_options.lower_xyuv_external = key_tex->xyuv_image_mask; |
| |
| /* Setup array of scaling factors for each texture. */ |
| memcpy(&tex_options.scale_factors, &key_tex->scale_factors, |
| sizeof(tex_options.scale_factors)); |
| |
| if (nir_lower_tex(nir, &tex_options)) { |
| nir_validate_shader(nir, "after nir_lower_tex"); |
| nir = brw_nir_optimize(nir, compiler, is_scalar, false); |
| } |
| |
| return nir; |
| } |
| |
| enum brw_reg_type |
| brw_type_for_nir_type(const struct gen_device_info *devinfo, nir_alu_type type) |
| { |
| switch (type) { |
| case nir_type_uint: |
| case nir_type_uint32: |
| return BRW_REGISTER_TYPE_UD; |
| case nir_type_bool: |
| case nir_type_int: |
| case nir_type_bool32: |
| case nir_type_int32: |
| return BRW_REGISTER_TYPE_D; |
| case nir_type_float: |
| case nir_type_float32: |
| return BRW_REGISTER_TYPE_F; |
| case nir_type_float16: |
| return BRW_REGISTER_TYPE_HF; |
| case nir_type_float64: |
| return BRW_REGISTER_TYPE_DF; |
| case nir_type_int64: |
| return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_Q; |
| case nir_type_uint64: |
| return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_UQ; |
| case nir_type_int16: |
| return BRW_REGISTER_TYPE_W; |
| case nir_type_uint16: |
| return BRW_REGISTER_TYPE_UW; |
| case nir_type_int8: |
| return BRW_REGISTER_TYPE_B; |
| case nir_type_uint8: |
| return BRW_REGISTER_TYPE_UB; |
| default: |
| unreachable("unknown type"); |
| } |
| |
| return BRW_REGISTER_TYPE_F; |
| } |
| |
| /* Returns the glsl_base_type corresponding to a nir_alu_type. |
| * This is used by both brw_vec4_nir and brw_fs_nir. |
| */ |
| enum glsl_base_type |
| brw_glsl_base_type_for_nir_type(nir_alu_type type) |
| { |
| switch (type) { |
| case nir_type_float: |
| case nir_type_float32: |
| return GLSL_TYPE_FLOAT; |
| |
| case nir_type_float16: |
| return GLSL_TYPE_FLOAT16; |
| |
| case nir_type_float64: |
| return GLSL_TYPE_DOUBLE; |
| |
| case nir_type_int: |
| case nir_type_int32: |
| return GLSL_TYPE_INT; |
| |
| case nir_type_uint: |
| case nir_type_uint32: |
| return GLSL_TYPE_UINT; |
| |
| case nir_type_int16: |
| return GLSL_TYPE_INT16; |
| |
| case nir_type_uint16: |
| return GLSL_TYPE_UINT16; |
| |
| default: |
| unreachable("bad type"); |
| } |
| } |
| |
| nir_shader * |
| brw_nir_create_passthrough_tcs(void *mem_ctx, const struct brw_compiler *compiler, |
| const nir_shader_compiler_options *options, |
| const struct brw_tcs_prog_key *key) |
| { |
| nir_builder b; |
| nir_builder_init_simple_shader(&b, mem_ctx, MESA_SHADER_TESS_CTRL, |
| options); |
| nir_shader *nir = b.shader; |
| nir_variable *var; |
| nir_intrinsic_instr *load; |
| nir_intrinsic_instr *store; |
| nir_ssa_def *zero = nir_imm_int(&b, 0); |
| nir_ssa_def *invoc_id = nir_load_invocation_id(&b); |
| |
| nir->info.inputs_read = key->outputs_written & |
| ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER); |
| nir->info.outputs_written = key->outputs_written; |
| nir->info.tess.tcs_vertices_out = key->input_vertices; |
| nir->info.name = ralloc_strdup(nir, "passthrough"); |
| nir->num_uniforms = 8 * sizeof(uint32_t); |
| |
| var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_0"); |
| var->data.location = 0; |
| var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_1"); |
| var->data.location = 1; |
| |
| /* Write the patch URB header. */ |
| for (int i = 0; i <= 1; i++) { |
| load = nir_intrinsic_instr_create(nir, nir_intrinsic_load_uniform); |
| load->num_components = 4; |
| load->src[0] = nir_src_for_ssa(zero); |
| nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL); |
| nir_intrinsic_set_base(load, i * 4 * sizeof(uint32_t)); |
| nir_builder_instr_insert(&b, &load->instr); |
| |
| store = nir_intrinsic_instr_create(nir, nir_intrinsic_store_output); |
| store->num_components = 4; |
| store->src[0] = nir_src_for_ssa(&load->dest.ssa); |
| store->src[1] = nir_src_for_ssa(zero); |
| nir_intrinsic_set_base(store, VARYING_SLOT_TESS_LEVEL_INNER - i); |
| nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW); |
| nir_builder_instr_insert(&b, &store->instr); |
| } |
| |
| /* Copy inputs to outputs. */ |
| uint64_t varyings = nir->info.inputs_read; |
| |
| while (varyings != 0) { |
| const int varying = ffsll(varyings) - 1; |
| |
| load = nir_intrinsic_instr_create(nir, |
| nir_intrinsic_load_per_vertex_input); |
| load->num_components = 4; |
| load->src[0] = nir_src_for_ssa(invoc_id); |
| load->src[1] = nir_src_for_ssa(zero); |
| nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL); |
| nir_intrinsic_set_base(load, varying); |
| nir_builder_instr_insert(&b, &load->instr); |
| |
| store = nir_intrinsic_instr_create(nir, |
| nir_intrinsic_store_per_vertex_output); |
| store->num_components = 4; |
| store->src[0] = nir_src_for_ssa(&load->dest.ssa); |
| store->src[1] = nir_src_for_ssa(invoc_id); |
| store->src[2] = nir_src_for_ssa(zero); |
| nir_intrinsic_set_base(store, varying); |
| nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW); |
| nir_builder_instr_insert(&b, &store->instr); |
| |
| varyings &= ~BITFIELD64_BIT(varying); |
| } |
| |
| nir_validate_shader(nir, "in brw_nir_create_passthrough_tcs"); |
| |
| nir = brw_preprocess_nir(compiler, nir, NULL); |
| |
| return nir; |
| } |