1Welcome to Mesa's GLSL compiler. A brief overview of how things flow: 2 31) lex and yacc-based preprocessor takes the incoming shader string 4and produces a new string containing the preprocessed shader. This 5takes care of things like #if, #ifdef, #define, and preprocessor macro 6invocations. Note that #version, #extension, and some others are 7passed straight through. See glcpp/* 8 92) lex and yacc-based parser takes the preprocessed string and 10generates the AST (abstract syntax tree). Almost no checking is 11performed in this stage. See glsl_lexer.ll and glsl_parser.yy. 12 133) The AST is converted to "HIR". This is the intermediate 14representation of the compiler. Constructors are generated, function 15calls are resolved to particular function signatures, and all the 16semantic checking is performed. See ast_*.cpp for the conversion, and 17ir.h for the IR structures. 18 194) The driver (Mesa, or main.cpp for the standalone binary) performs 20optimizations. These include copy propagation, dead code elimination, 21constant folding, and others. Generally the driver will call 22optimizations in a loop, as each may open up opportunities for other 23optimizations to do additional work. See most files called ir_*.cpp 24 255) linking is performed. This does checking to ensure that the 26outputs of the vertex shader match the inputs of the fragment shader, 27and assigns locations to uniforms, attributes, and varyings. See 28linker.cpp. 29 306) The driver may perform additional optimization at this point, as 31for example dead code elimination previously couldn't remove functions 32or global variable usage when we didn't know what other code would be 33linked in. 34 357) The driver performs code generation out of the IR, taking a linked 36shader program and producing a compiled program for each stage. See 37../mesa/program/ir_to_mesa.cpp for Mesa IR code generation. 38 39FAQ: 40 41Q: What is HIR versus IR versus LIR? 42 43A: The idea behind the naming was that ast_to_hir would produce a 44high-level IR ("HIR"), with things like matrix operations, structure 45assignments, etc., present. A series of lowering passes would occur 46that do things like break matrix multiplication into a series of dot 47products/MADs, make structure assignment be a series of assignment of 48components, flatten if statements into conditional moves, and such, 49producing a low level IR ("LIR"). 50 51However, it now appears that each driver will have different 52requirements from a LIR. A 915-generation chipset wants all functions 53inlined, all loops unrolled, all ifs flattened, no variable array 54accesses, and matrix multiplication broken down. The Mesa IR backend 55for swrast would like matrices and structure assignment broken down, 56but it can support function calls and dynamic branching. A 965 vertex 57shader IR backend could potentially even handle some matrix operations 58without breaking them down, but the 965 fragment shader IR backend 59would want to break to have (almost) all operations down channel-wise 60and perform optimization on that. As a result, there's no single 61low-level IR that will make everyone happy. So that usage has fallen 62out of favor, and each driver will perform a series of lowering passes 63to take the HIR down to whatever restrictions it wants to impose 64before doing codegen. 65 66Q: How is the IR structured? 67 68A: The best way to get started seeing it would be to run the 69standalone compiler against a shader: 70 71./glsl_compiler --dump-lir \ 72 ~/src/piglit/tests/shaders/glsl-orangebook-ch06-bump.frag 73 74So for example one of the ir_instructions in main() contains: 75 76(assign (constant bool (1)) (var_ref litColor) (expression vec3 * (var_ref Surf 77aceColor) (var_ref __retval) ) ) 78 79Or more visually: 80 (assign) 81 / | \ 82 (var_ref) (expression *) (constant bool 1) 83 / / \ 84(litColor) (var_ref) (var_ref) 85 / \ 86 (SurfaceColor) (__retval) 87 88which came from: 89 90litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0); 91 92(the max call is not represented in this expression tree, as it was a 93function call that got inlined but not brought into this expression 94tree) 95 96Each of those nodes is a subclass of ir_instruction. A particular 97ir_instruction instance may only appear once in the whole IR tree with 98the exception of ir_variables, which appear once as variable 99declarations: 100 101(declare () vec3 normDelta) 102 103and multiple times as the targets of variable dereferences: 104... 105(assign (constant bool (1)) (var_ref __retval) (expression float dot 106 (var_ref normDelta) (var_ref LightDir) ) ) 107... 108(assign (constant bool (1)) (var_ref __retval) (expression vec3 - 109 (var_ref LightDir) (expression vec3 * (constant float (2.000000)) 110 (expression vec3 * (expression float dot (var_ref normDelta) (var_ref 111 LightDir) ) (var_ref normDelta) ) ) ) ) 112... 113 114Each node has a type. Expressions may involve several different types: 115(declare (uniform ) mat4 gl_ModelViewMatrix) 116((assign (constant bool (1)) (var_ref constructor_tmp) (expression 117 vec4 * (var_ref gl_ModelViewMatrix) (var_ref gl_Vertex) ) ) 118 119An expression tree can be arbitrarily deep, and the compiler tries to 120keep them structured like that so that things like algebraic 121optimizations ((color * 1.0 == color) and ((mat1 * mat2) * vec == mat1 122* (mat2 * vec))) or recognizing operation patterns for code generation 123(vec1 * vec2 + vec3 == mad(vec1, vec2, vec3)) are easier. This comes 124at the expense of additional trickery in implementing some 125optimizations like CSE where one must navigate an expression tree. 126 127Q: Why no SSA representation? 128 129A: Converting an IR tree to SSA form makes dead code elimination, 130common subexpression elimination, and many other optimizations much 131easier. However, in our primarily vector-based language, there's some 132major questions as to how it would work. Do we do SSA on the scalar 133or vector level? If we do it at the vector level, we're going to end 134up with many different versions of the variable when encountering code 135like: 136 137(assign (constant bool (1)) (swiz x (var_ref __retval) ) (var_ref a) ) 138(assign (constant bool (1)) (swiz y (var_ref __retval) ) (var_ref b) ) 139(assign (constant bool (1)) (swiz z (var_ref __retval) ) (var_ref c) ) 140 141If every masked update of a component relies on the previous value of 142the variable, then we're probably going to be quite limited in our 143dead code elimination wins, and recognizing common expressions may 144just not happen. On the other hand, if we operate channel-wise, then 145we'll be prone to optimizing the operation on one of the channels at 146the expense of making its instruction flow different from the other 147channels, and a vector-based GPU would end up with worse code than if 148we didn't optimize operations on that channel! 149 150Once again, it appears that our optimization requirements are driven 151significantly by the target architecture. For now, targeting the Mesa 152IR backend, SSA does not appear to be that important to producing 153excellent code, but we do expect to do some SSA-based optimizations 154for the 965 fragment shader backend when that is developed. 155 156Q: How should I expand instructions that take multiple backend instructions? 157 158Sometimes you'll have to do the expansion in your code generation. 159However, in many cases you'll want to do a pass over the IR to convert 160non-native instructions to a series of native instructions. For 161example, for the Mesa backend we have ir_div_to_mul_rcp.cpp because 162Mesa IR (and many hardware backends) only have a reciprocal 163instruction, not a divide. Implementing non-native instructions this 164way gives the chance for constant folding to occur, so (a / 2.0) 165becomes (a * 0.5) after codegen instead of (a * (1.0 / 2.0)) 166 167Q: How shoud I handle my special hardware instructions with respect to IR? 168 169Our current theory is that if multiple targets have an instruction for 170some operation, then we should probably be able to represent that in 171the IR. Generally this is in the form of an ir_{bin,un}op expression 172type. For example, we initially implemented fract() using (a - 173floor(a)), but both 945 and 965 have instructions to give that result, 174and it would also simplify the implementation of mod(), so 175ir_unop_fract was added. The following areas need updating to add a 176new expression type: 177 178ir.h (new enum) 179ir.cpp:operator_strs (used for ir_reader) 180ir_constant_expression.cpp (you probably want to be able to constant fold) 181ir_validate.cpp (check users have the right types) 182 183You may also need to update the backends if they will see the new expr type: 184 185../mesa/program/ir_to_mesa.cpp 186 187You can then use the new expression from builtins (if all backends 188would rather see it), or scan the IR and convert to use your new 189expression type (see ir_mod_to_floor, for example). 190 191Q: How is memory management handled in the compiler? 192 193The hierarchical memory allocator "talloc" developed for the Samba 194project is used, so that things like optimization passes don't have to 195worry about their garbage collection so much. It has a few nice 196features, including low performance overhead and good debugging 197support that's trivially available. 198 199Generally, each stage of the compile creates a talloc context and 200allocates its memory out of that or children of it. At the end of the 201stage, the pieces still live are stolen to a new context and the old 202one freed, or the whole context is kept for use by the next stage. 203 204For IR transformations, a temporary context is used, then at the end 205of all transformations, reparent_ir reparents all live nodes under the 206shader's IR list, and the old context full of dead nodes is freed. 207When developing a single IR transformation pass, this means that you 208want to allocate instruction nodes out of the temporary context, so if 209it becomes dead it doesn't live on as the child of a live node. At 210the moment, optimization passes aren't passed that temporary context, 211so they find it by calling talloc_parent() on a nearby IR node. The 212talloc_parent() call is expensive, so many passes will cache the 213result of the first talloc_parent(). Cleaning up all the optimization 214passes to take a context argument and not call talloc_parent() is left 215as an exercise. 216 217Q: What is the file naming convention in this directory? 218 219Initially, there really wasn't one. We have since adopted one: 220 221 - Files that implement code lowering passes should be named lower_* 222 (e.g., lower_builtins.cpp). 223 - Files that implement optimization passes should be named opt_*. 224 - Files that implement a class that is used throught the code should 225 take the name of that class (e.g., ir_hierarchical_visitor.cpp). 226 - Files that contain code not fitting in one of the previous 227 categories should have a sensible name (e.g., glsl_parser.yy). 228