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1 /*
2  * Copyright © 2015 Rob Clark <robclark@freedesktop.org>
3  * SPDX-License-Identifier: MIT
4  *
5  * Authors:
6  *    Rob Clark <robclark@freedesktop.org>
7  */
8 
9 #include "util/u_debug.h"
10 #include "util/u_math.h"
11 
12 #include "ir3_compiler.h"
13 #include "ir3_nir.h"
14 #include "ir3_shader.h"
15 
16 /* For use by binning_pass shaders, where const_state is const, but expected
17  * to be already set up when we compiled the corresponding non-binning variant
18  */
19 nir_def *
ir3_get_shared_driver_ubo(nir_builder * b,const struct ir3_driver_ubo * ubo)20 ir3_get_shared_driver_ubo(nir_builder *b, const struct ir3_driver_ubo *ubo)
21 {
22    assert(ubo->idx > 0);
23 
24    /* Binning shader shared ir3_driver_ubo definitions but not shader info */
25    b->shader->info.num_ubos = MAX2(b->shader->info.num_ubos, ubo->idx + 1);
26    return nir_imm_int(b, ubo->idx);
27 }
28 
29 nir_def *
ir3_get_driver_ubo(nir_builder * b,struct ir3_driver_ubo * ubo)30 ir3_get_driver_ubo(nir_builder *b, struct ir3_driver_ubo *ubo)
31 {
32    /* Pick a UBO index to use as our constant data.  Skip UBO 0 since that's
33     * reserved for gallium's cb0.
34     */
35    if (ubo->idx == -1) {
36       if (b->shader->info.num_ubos == 0)
37          b->shader->info.num_ubos++;
38       ubo->idx = b->shader->info.num_ubos++;
39       return nir_imm_int(b, ubo->idx);
40    }
41 
42    return ir3_get_shared_driver_ubo(b, ubo);
43 }
44 
45 nir_def *
ir3_get_driver_consts_ubo(nir_builder * b,struct ir3_shader_variant * v)46 ir3_get_driver_consts_ubo(nir_builder *b, struct ir3_shader_variant *v)
47 {
48    if (v->binning_pass)
49       return ir3_get_shared_driver_ubo(b, &ir3_const_state(v)->consts_ubo);
50    return ir3_get_driver_ubo(b, &ir3_const_state_mut(v)->consts_ubo);
51 }
52 
53 static const struct glsl_type *
get_driver_ubo_type(const struct ir3_driver_ubo * ubo)54 get_driver_ubo_type(const struct ir3_driver_ubo *ubo)
55 {
56    return glsl_array_type(glsl_uint_type(), ubo->size, 0);
57 }
58 
59 /* Create or update the size of a driver-ubo: */
60 void
ir3_update_driver_ubo(nir_shader * nir,const struct ir3_driver_ubo * ubo,const char * name)61 ir3_update_driver_ubo(nir_shader *nir, const struct ir3_driver_ubo *ubo, const char *name)
62 {
63    if (ubo->idx < 0)
64       return;
65 
66 
67    nir_foreach_variable_in_shader(var, nir) {
68       if (var->data.mode != nir_var_mem_ubo)
69          continue;
70       if (var->data.binding != ubo->idx)
71          continue;
72 
73       /* UBO already exists, make sure it is big enough: */
74       if (glsl_array_size(var->type) < ubo->size)
75          var->type = get_driver_ubo_type(ubo);
76    }
77 
78    /* UBO variable does not exist yet, so create it: */
79    nir_variable *var =
80       nir_variable_create(nir, nir_var_mem_ubo, get_driver_ubo_type(ubo), name);
81    var->data.driver_location = ubo->idx;
82 }
83 
84 static nir_def *
load_driver_ubo(nir_builder * b,unsigned components,nir_def * ubo,unsigned offset)85 load_driver_ubo(nir_builder *b, unsigned components, nir_def *ubo, unsigned offset)
86 {
87    return nir_load_ubo(b, components, 32, ubo,
88                        nir_imm_int(b, offset * sizeof(uint32_t)),
89                        .align_mul = 16,
90                        .align_offset = (offset % 4) * sizeof(uint32_t),
91                        .range_base = offset * sizeof(uint32_t),
92                        .range = components * sizeof(uint32_t));
93 }
94 
95 /* For use by binning_pass shaders, where const_state is const, but expected
96  * to be already set up when we compiled the corresponding non-binning variant
97  */
98 nir_def *
ir3_load_shared_driver_ubo(nir_builder * b,unsigned components,const struct ir3_driver_ubo * ubo,unsigned offset)99 ir3_load_shared_driver_ubo(nir_builder *b, unsigned components,
100                            const struct ir3_driver_ubo *ubo,
101                            unsigned offset)
102 {
103    assert(ubo->size >= MAX2(ubo->size, offset + components));
104 
105    return load_driver_ubo(b, components, ir3_get_shared_driver_ubo(b, ubo), offset);
106 }
107 
108 nir_def *
ir3_load_driver_ubo(nir_builder * b,unsigned components,struct ir3_driver_ubo * ubo,unsigned offset)109 ir3_load_driver_ubo(nir_builder *b, unsigned components,
110                     struct ir3_driver_ubo *ubo,
111                     unsigned offset)
112 {
113    ubo->size = MAX2(ubo->size, offset + components);
114 
115    return load_driver_ubo(b, components, ir3_get_driver_ubo(b, ubo), offset);
116 }
117 
118 nir_def *
ir3_load_driver_ubo_indirect(nir_builder * b,unsigned components,struct ir3_driver_ubo * ubo,unsigned base,nir_def * offset,unsigned range)119 ir3_load_driver_ubo_indirect(nir_builder *b, unsigned components,
120                              struct ir3_driver_ubo *ubo,
121                              unsigned base, nir_def *offset,
122                              unsigned range)
123 {
124    assert(range > 0);
125    ubo->size = MAX2(ubo->size, base + components + (range - 1) * 4);
126 
127    return nir_load_ubo(b, components, 32, ir3_get_driver_ubo(b, ubo),
128                        nir_iadd(b, nir_imul24(b, offset, nir_imm_int(b, 16)),
129                                 nir_imm_int(b, base * sizeof(uint32_t))),
130                        .align_mul = 16,
131                        .align_offset = (base % 4) * sizeof(uint32_t),
132                        .range_base = base * sizeof(uint32_t),
133                        .range = components * sizeof(uint32_t) +
134                         (range - 1) * 16);
135 }
136 
137 static bool
ir3_nir_should_scalarize_mem(const nir_instr * instr,const void * data)138 ir3_nir_should_scalarize_mem(const nir_instr *instr, const void *data)
139 {
140    const struct ir3_compiler *compiler = data;
141    const nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
142 
143    /* Scalarize load_ssbo's that we could otherwise lower to isam,
144     * as the tex cache benefit outweighs the benefit of vectorizing
145     * Don't do this if (vectorized) isam.v is supported.
146     */
147    if ((intrin->intrinsic == nir_intrinsic_load_ssbo) &&
148        (nir_intrinsic_access(intrin) & ACCESS_CAN_REORDER) &&
149        compiler->has_isam_ssbo && !compiler->has_isam_v) {
150       return true;
151    }
152 
153    if ((intrin->intrinsic == nir_intrinsic_load_ssbo &&
154         intrin->def.bit_size == 8) ||
155        (intrin->intrinsic == nir_intrinsic_store_ssbo &&
156         intrin->src[0].ssa->bit_size == 8)) {
157       return true;
158    }
159 
160    return false;
161 }
162 
163 static bool
ir3_nir_should_vectorize_mem(unsigned align_mul,unsigned align_offset,unsigned bit_size,unsigned num_components,int64_t hole_size,nir_intrinsic_instr * low,nir_intrinsic_instr * high,void * data)164 ir3_nir_should_vectorize_mem(unsigned align_mul, unsigned align_offset,
165                              unsigned bit_size, unsigned num_components,
166                              int64_t hole_size, nir_intrinsic_instr *low,
167                              nir_intrinsic_instr *high, void *data)
168 {
169    if (hole_size > 0 || !nir_num_components_valid(num_components))
170       return false;
171 
172    struct ir3_compiler *compiler = data;
173    unsigned byte_size = bit_size / 8;
174 
175    if (low->intrinsic == nir_intrinsic_load_const_ir3)
176       return bit_size <= 32 && num_components <= 4;
177 
178    if (low->intrinsic == nir_intrinsic_store_const_ir3)
179       return bit_size == 32 && num_components <= 4;
180 
181    /* Don't vectorize load_ssbo's that we could otherwise lower to isam,
182     * as the tex cache benefit outweighs the benefit of vectorizing. If we
183     * support isam.v, we can vectorize this though.
184     */
185    if ((low->intrinsic == nir_intrinsic_load_ssbo) &&
186        (nir_intrinsic_access(low) & ACCESS_CAN_REORDER) &&
187        compiler->has_isam_ssbo && !compiler->has_isam_v) {
188       return false;
189    }
190 
191    if (low->intrinsic != nir_intrinsic_load_ubo) {
192       return bit_size <= 32 && align_mul >= byte_size &&
193          align_offset % byte_size == 0 &&
194          num_components <= 4;
195    }
196 
197    assert(bit_size >= 8);
198    if (bit_size != 32)
199       return false;
200 
201    int size = num_components * byte_size;
202 
203    /* Don't care about alignment past vec4. */
204    assert(util_is_power_of_two_nonzero(align_mul));
205    align_mul = MIN2(align_mul, 16);
206    align_offset &= 15;
207 
208    /* Our offset alignment should aways be at least 4 bytes */
209    if (align_mul < 4)
210       return false;
211 
212    unsigned worst_start_offset = 16 - align_mul + align_offset;
213    if (worst_start_offset + size > 16)
214       return false;
215 
216    return true;
217 }
218 
219 static unsigned
ir3_lower_bit_size(const nir_instr * instr,UNUSED void * data)220 ir3_lower_bit_size(const nir_instr *instr, UNUSED void *data)
221 {
222    if (instr->type == nir_instr_type_intrinsic) {
223       nir_intrinsic_instr *intrinsic = nir_instr_as_intrinsic(instr);
224       switch (intrinsic->intrinsic) {
225       case nir_intrinsic_exclusive_scan:
226       case nir_intrinsic_inclusive_scan:
227       case nir_intrinsic_quad_broadcast:
228       case nir_intrinsic_quad_swap_diagonal:
229       case nir_intrinsic_quad_swap_horizontal:
230       case nir_intrinsic_quad_swap_vertical:
231       case nir_intrinsic_reduce:
232          return intrinsic->def.bit_size == 8 ? 16 : 0;
233       default:
234          break;
235       }
236    }
237 
238    if (instr->type == nir_instr_type_alu) {
239       nir_alu_instr *alu = nir_instr_as_alu(instr);
240       switch (alu->op) {
241       case nir_op_iabs:
242       case nir_op_iadd_sat:
243       case nir_op_imax:
244       case nir_op_imin:
245       case nir_op_ineg:
246       case nir_op_ishl:
247       case nir_op_ishr:
248       case nir_op_isub_sat:
249       case nir_op_uadd_sat:
250       case nir_op_umax:
251       case nir_op_umin:
252       case nir_op_ushr:
253          return alu->def.bit_size == 8 ? 16 : 0;
254       case nir_op_ieq:
255       case nir_op_ige:
256       case nir_op_ilt:
257       case nir_op_ine:
258       case nir_op_uge:
259       case nir_op_ult:
260          return nir_src_bit_size(alu->src[0].src) == 8 ? 16 : 0;
261       default:
262          break;
263       }
264    }
265 
266    return 0;
267 }
268 
269 static void
ir3_get_variable_size_align_bytes(const glsl_type * type,unsigned * size,unsigned * align)270 ir3_get_variable_size_align_bytes(const glsl_type *type, unsigned *size, unsigned *align)
271 {
272    switch (type->base_type) {
273    case GLSL_TYPE_ARRAY:
274    case GLSL_TYPE_INTERFACE:
275    case GLSL_TYPE_STRUCT:
276       glsl_size_align_handle_array_and_structs(type, ir3_get_variable_size_align_bytes,
277                                                size, align);
278       break;
279    case GLSL_TYPE_UINT8:
280    case GLSL_TYPE_INT8:
281       /* 8-bit values are handled through 16-bit half-registers, so the resulting size
282        * and alignment value has to be doubled to reflect the actual variable size
283        * requirement.
284        */
285       *size = 2 * glsl_get_components(type);
286       *align = 2;
287       break;
288    default:
289       glsl_get_natural_size_align_bytes(type, size, align);
290       break;
291    }
292 }
293 
294 #define OPT(nir, pass, ...)                                                    \
295    ({                                                                          \
296       bool this_progress = false;                                              \
297       NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__);                       \
298       this_progress;                                                           \
299    })
300 
301 #define OPT_V(nir, pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
302 
303 bool
ir3_optimize_loop(struct ir3_compiler * compiler,const struct ir3_shader_nir_options * options,nir_shader * s)304 ir3_optimize_loop(struct ir3_compiler *compiler,
305                   const struct ir3_shader_nir_options *options,
306                   nir_shader *s)
307 {
308    MESA_TRACE_FUNC();
309 
310    bool progress;
311    bool did_progress = false;
312    unsigned lower_flrp = (s->options->lower_flrp16 ? 16 : 0) |
313                          (s->options->lower_flrp32 ? 32 : 0) |
314                          (s->options->lower_flrp64 ? 64 : 0);
315 
316    do {
317       progress = false;
318 
319       OPT_V(s, nir_lower_vars_to_ssa);
320       progress |= OPT(s, nir_lower_alu_to_scalar, NULL, NULL);
321       progress |= OPT(s, nir_lower_phis_to_scalar, false);
322 
323       progress |= OPT(s, nir_copy_prop);
324       progress |= OPT(s, nir_opt_deref);
325       progress |= OPT(s, nir_opt_dce);
326       progress |= OPT(s, nir_opt_cse);
327 
328       progress |= OPT(s, nir_opt_find_array_copies);
329       progress |= OPT(s, nir_opt_copy_prop_vars);
330       progress |= OPT(s, nir_opt_dead_write_vars);
331       progress |= OPT(s, nir_split_struct_vars, nir_var_function_temp);
332 
333       static int gcm = -1;
334       if (gcm == -1)
335          gcm = debug_get_num_option("GCM", 0);
336       if (gcm == 1)
337          progress |= OPT(s, nir_opt_gcm, true);
338       else if (gcm == 2)
339          progress |= OPT(s, nir_opt_gcm, false);
340       progress |= OPT(s, nir_opt_peephole_select, 16, true, true);
341       progress |= OPT(s, nir_opt_intrinsics);
342       /* NOTE: GS lowering inserts an output var with varying slot that
343        * is larger than VARYING_SLOT_MAX (ie. GS_VERTEX_FLAGS_IR3),
344        * which triggers asserts in nir_shader_gather_info().  To work
345        * around that skip lowering phi precision for GS.
346        *
347        * Calling nir_shader_gather_info() late also seems to cause
348        * problems for tess lowering, for now since we only enable
349        * fp16/int16 for frag and compute, skip phi precision lowering
350        * for other stages.
351        */
352       if ((s->info.stage == MESA_SHADER_FRAGMENT) ||
353           (s->info.stage == MESA_SHADER_COMPUTE) ||
354           (s->info.stage == MESA_SHADER_KERNEL)) {
355          progress |= OPT(s, nir_opt_phi_precision);
356       }
357       progress |= OPT(s, nir_opt_algebraic);
358       progress |= OPT(s, nir_lower_alu);
359       progress |= OPT(s, nir_lower_pack);
360       progress |= OPT(s, nir_lower_bit_size, ir3_lower_bit_size, NULL);
361       progress |= OPT(s, nir_opt_constant_folding);
362 
363       const nir_opt_offsets_options offset_options = {
364          /* How large an offset we can encode in the instr's immediate field.
365           */
366          .uniform_max = (1 << 9) - 1,
367 
368          /* STL/LDL have 13b for offset with MSB being a sign bit, but this opt
369           * doesn't deal with negative offsets.
370           */
371          .shared_max = (1 << 12) - 1,
372 
373          .buffer_max = 0,
374          .max_offset_cb = ir3_nir_max_imm_offset,
375          .max_offset_data = compiler,
376          .allow_offset_wrap = true,
377       };
378       progress |= OPT(s, nir_opt_offsets, &offset_options);
379 
380       nir_load_store_vectorize_options vectorize_opts = {
381          .modes = nir_var_mem_ubo | nir_var_mem_ssbo | nir_var_uniform,
382          .callback = ir3_nir_should_vectorize_mem,
383          .robust_modes = options->robust_modes,
384          .cb_data = compiler,
385       };
386       progress |= OPT(s, nir_opt_load_store_vectorize, &vectorize_opts);
387 
388       if (lower_flrp != 0) {
389          if (OPT(s, nir_lower_flrp, lower_flrp, false /* always_precise */)) {
390             OPT(s, nir_opt_constant_folding);
391             progress = true;
392          }
393 
394          /* Nothing should rematerialize any flrps, so we only
395           * need to do this lowering once.
396           */
397          lower_flrp = 0;
398       }
399 
400       progress |= OPT(s, nir_opt_dead_cf);
401       if (OPT(s, nir_opt_loop)) {
402          progress |= true;
403          /* If nir_opt_loop makes progress, then we need to clean
404           * things up if we want any hope of nir_opt_if or nir_opt_loop_unroll
405           * to make progress.
406           */
407          OPT(s, nir_copy_prop);
408          OPT(s, nir_opt_dce);
409       }
410       progress |= OPT(s, nir_opt_if, nir_opt_if_optimize_phi_true_false);
411       progress |= OPT(s, nir_opt_loop_unroll);
412       progress |= OPT(s, nir_opt_remove_phis);
413       progress |= OPT(s, nir_opt_undef);
414       did_progress |= progress;
415    } while (progress);
416 
417    OPT(s, nir_lower_var_copies);
418    return did_progress;
419 }
420 
421 static bool
should_split_wrmask(const nir_instr * instr,const void * data)422 should_split_wrmask(const nir_instr *instr, const void *data)
423 {
424    nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
425 
426    switch (intr->intrinsic) {
427    case nir_intrinsic_store_ssbo:
428    case nir_intrinsic_store_shared:
429    case nir_intrinsic_store_global:
430    case nir_intrinsic_store_scratch:
431       return true;
432    default:
433       return false;
434    }
435 }
436 
437 static bool
ir3_nir_lower_ssbo_size_filter(const nir_instr * instr,const void * data)438 ir3_nir_lower_ssbo_size_filter(const nir_instr *instr, const void *data)
439 {
440    return instr->type == nir_instr_type_intrinsic &&
441           nir_instr_as_intrinsic(instr)->intrinsic ==
442              nir_intrinsic_get_ssbo_size;
443 }
444 
445 static nir_def *
ir3_nir_lower_ssbo_size_instr(nir_builder * b,nir_instr * instr,void * data)446 ir3_nir_lower_ssbo_size_instr(nir_builder *b, nir_instr *instr, void *data)
447 {
448    uint8_t ssbo_size_to_bytes_shift = *(uint8_t *) data;
449    nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
450    return nir_ishl_imm(b, &intr->def, ssbo_size_to_bytes_shift);
451 }
452 
453 static bool
ir3_nir_lower_ssbo_size(nir_shader * s,uint8_t ssbo_size_to_bytes_shift)454 ir3_nir_lower_ssbo_size(nir_shader *s, uint8_t ssbo_size_to_bytes_shift)
455 {
456    return nir_shader_lower_instructions(s, ir3_nir_lower_ssbo_size_filter,
457                                         ir3_nir_lower_ssbo_size_instr,
458                                         &ssbo_size_to_bytes_shift);
459 }
460 
461 void
ir3_nir_lower_io_to_temporaries(nir_shader * s)462 ir3_nir_lower_io_to_temporaries(nir_shader *s)
463 {
464    /* Outputs consumed by the VPC, VS inputs, and FS outputs are all handled
465     * by the hardware pre-loading registers at the beginning and then reading
466     * them at the end, so we can't access them indirectly except through
467     * normal register-indirect accesses, and therefore ir3 doesn't support
468     * indirect accesses on those. Other i/o is lowered in ir3_nir_lower_tess,
469     * and indirects work just fine for those. GS outputs may be consumed by
470     * VPC, but have their own lowering in ir3_nir_lower_gs() which does
471     * something similar to nir_lower_io_to_temporaries so we shouldn't need
472     * to lower them.
473     *
474     * Note: this might be a little inefficient for VS or TES outputs which are
475     * when the next stage isn't an FS, but it probably don't make sense to
476     * depend on the next stage before variant creation.
477     *
478     * TODO: for gallium, mesa/st also does some redundant lowering, including
479     * running this pass for GS inputs/outputs which we don't want but not
480     * including TES outputs or FS inputs which we do need. We should probably
481     * stop doing that once we're sure all drivers are doing their own
482     * indirect i/o lowering.
483     */
484    bool lower_input = s->info.stage == MESA_SHADER_VERTEX ||
485                       s->info.stage == MESA_SHADER_FRAGMENT;
486    bool lower_output = s->info.stage != MESA_SHADER_TESS_CTRL &&
487                        s->info.stage != MESA_SHADER_GEOMETRY;
488    if (lower_input || lower_output) {
489       NIR_PASS_V(s, nir_lower_io_to_temporaries, nir_shader_get_entrypoint(s),
490                  lower_output, lower_input);
491 
492       /* nir_lower_io_to_temporaries() creates global variables and copy
493        * instructions which need to be cleaned up.
494        */
495       NIR_PASS_V(s, nir_split_var_copies);
496       NIR_PASS_V(s, nir_lower_var_copies);
497       NIR_PASS_V(s, nir_lower_global_vars_to_local);
498    }
499 
500    /* Regardless of the above, we need to lower indirect references to
501     * compact variables such as clip/cull distances because due to how
502     * TCS<->TES IO works we cannot handle indirect accesses that "straddle"
503     * vec4 components. nir_lower_indirect_derefs has a special case for
504     * compact variables, so it will actually lower them even though we pass
505     * in 0 modes.
506     *
507     * Using temporaries would be slightly better but
508     * nir_lower_io_to_temporaries currently doesn't support TCS i/o.
509     */
510    NIR_PASS_V(s, nir_lower_indirect_derefs, 0, UINT32_MAX);
511 }
512 
513 /**
514  * Inserts an add of 0.5 to floating point array index values in texture coordinates.
515  */
516 static bool
ir3_nir_lower_array_sampler_cb(struct nir_builder * b,nir_instr * instr,void * _data)517 ir3_nir_lower_array_sampler_cb(struct nir_builder *b, nir_instr *instr, void *_data)
518 {
519    if (instr->type != nir_instr_type_tex)
520       return false;
521 
522    nir_tex_instr *tex = nir_instr_as_tex(instr);
523    if (!tex->is_array || tex->op == nir_texop_lod)
524       return false;
525 
526    int coord_idx = nir_tex_instr_src_index(tex, nir_tex_src_coord);
527    if (coord_idx == -1 ||
528        nir_tex_instr_src_type(tex, coord_idx) != nir_type_float)
529       return false;
530 
531    b->cursor = nir_before_instr(&tex->instr);
532 
533    unsigned ncomp = tex->coord_components;
534    nir_def *src = tex->src[coord_idx].src.ssa;
535 
536    assume(ncomp >= 1);
537    nir_def *ai = nir_channel(b, src, ncomp - 1);
538    ai = nir_fadd_imm(b, ai, 0.5);
539    nir_src_rewrite(&tex->src[coord_idx].src,
540                    nir_vector_insert_imm(b, src, ai, ncomp - 1));
541    return true;
542 }
543 
544 static bool
ir3_nir_lower_array_sampler(nir_shader * shader)545 ir3_nir_lower_array_sampler(nir_shader *shader)
546 {
547    return nir_shader_instructions_pass(
548       shader, ir3_nir_lower_array_sampler_cb,
549       nir_metadata_control_flow, NULL);
550 }
551 
552 void
ir3_finalize_nir(struct ir3_compiler * compiler,const struct ir3_shader_nir_options * options,nir_shader * s)553 ir3_finalize_nir(struct ir3_compiler *compiler,
554                  const struct ir3_shader_nir_options *options,
555                  nir_shader *s)
556 {
557    MESA_TRACE_FUNC();
558 
559    struct nir_lower_tex_options tex_options = {
560       .lower_rect = 0,
561       .lower_tg4_offsets = true,
562       .lower_invalid_implicit_lod = true,
563       .lower_index_to_offset = true,
564    };
565 
566    if (compiler->gen >= 4) {
567       /* a4xx seems to have *no* sam.p */
568       tex_options.lower_txp = ~0; /* lower all txp */
569    } else {
570       /* a3xx just needs to avoid sam.p for 3d tex */
571       tex_options.lower_txp = (1 << GLSL_SAMPLER_DIM_3D);
572    }
573 
574    if (ir3_shader_debug & IR3_DBG_DISASM) {
575       mesa_logi("----------------------");
576       nir_log_shaderi(s);
577       mesa_logi("----------------------");
578    }
579 
580    if (s->info.stage == MESA_SHADER_GEOMETRY)
581       NIR_PASS_V(s, ir3_nir_lower_gs);
582 
583    NIR_PASS_V(s, nir_lower_frexp);
584    NIR_PASS_V(s, nir_lower_amul, ir3_glsl_type_size);
585 
586    OPT_V(s, nir_lower_wrmasks, should_split_wrmask, s);
587 
588    OPT_V(s, nir_lower_tex, &tex_options);
589    OPT_V(s, nir_lower_load_const_to_scalar);
590 
591    if (compiler->array_index_add_half)
592       OPT_V(s, ir3_nir_lower_array_sampler);
593 
594    OPT_V(s, nir_lower_is_helper_invocation);
595 
596    ir3_optimize_loop(compiler, options, s);
597 
598    /* do idiv lowering after first opt loop to get a chance to propagate
599     * constants for divide by immed power-of-two:
600     */
601    nir_lower_idiv_options idiv_options = {
602       .allow_fp16 = true,
603    };
604    bool idiv_progress = OPT(s, nir_opt_idiv_const, 8);
605    idiv_progress |= OPT(s, nir_lower_idiv, &idiv_options);
606 
607    if (idiv_progress)
608       ir3_optimize_loop(compiler, options, s);
609 
610    OPT_V(s, nir_remove_dead_variables, nir_var_function_temp, NULL);
611 
612    if (ir3_shader_debug & IR3_DBG_DISASM) {
613       mesa_logi("----------------------");
614       nir_log_shaderi(s);
615       mesa_logi("----------------------");
616    }
617 
618    /* st_program.c's parameter list optimization requires that future nir
619     * variants don't reallocate the uniform storage, so we have to remove
620     * uniforms that occupy storage.  But we don't want to remove samplers,
621     * because they're needed for YUV variant lowering.
622     */
623    nir_foreach_uniform_variable_safe (var, s) {
624       if (var->data.mode == nir_var_uniform &&
625           (glsl_type_get_image_count(var->type) ||
626            glsl_type_get_sampler_count(var->type)))
627          continue;
628 
629       exec_node_remove(&var->node);
630    }
631    nir_validate_shader(s, "after uniform var removal");
632 
633    nir_sweep(s);
634 }
635 
636 static bool
lower_subgroup_id_filter(const nir_instr * instr,const void * unused)637 lower_subgroup_id_filter(const nir_instr *instr, const void *unused)
638 {
639    (void)unused;
640 
641    if (instr->type != nir_instr_type_intrinsic)
642       return false;
643 
644    nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
645    return intr->intrinsic == nir_intrinsic_load_subgroup_invocation ||
646           intr->intrinsic == nir_intrinsic_load_subgroup_id ||
647           intr->intrinsic == nir_intrinsic_load_num_subgroups;
648 }
649 
650 static nir_def *
lower_subgroup_id(nir_builder * b,nir_instr * instr,void * _shader)651 lower_subgroup_id(nir_builder *b, nir_instr *instr, void *_shader)
652 {
653    struct ir3_shader *shader = _shader;
654 
655    /* Vulkan allows implementations to tile workgroup invocations even when
656     * subgroup operations are involved, which is implied by this Note:
657     *
658     *    "There is no direct relationship between SubgroupLocalInvocationId and
659     *    LocalInvocationId or LocalInvocationIndex."
660     *
661     * However there is no way to get SubgroupId directly, so we have to use
662     * LocalInvocationIndex here. This means that whenever we do this lowering we
663     * have to force linear dispatch to make sure that the relation between
664     * SubgroupId/SubgroupLocalInvocationId and LocalInvocationIndex is what we
665     * expect, unless the shader forces us to do the quad layout in which case we
666     * have to use the tiled layout.
667     */
668    nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
669    if (intr->intrinsic == nir_intrinsic_load_subgroup_id &&
670        shader->nir->info.derivative_group == DERIVATIVE_GROUP_QUADS) {
671       /* We have to manually figure out which subgroup we're in using the
672        * tiling. The tiling is 4x4, unless one of the dimensions is not a
673        * multiple of 4 in which case it drops to 2.
674        */
675       nir_def *local_size = nir_load_workgroup_size(b);
676       nir_def *local_size_x = nir_channel(b, local_size, 0);
677       nir_def *local_size_y = nir_channel(b, local_size, 1);
678       /* Calculate the shift from invocation to tile index for x and y */
679       nir_def *x_shift = nir_bcsel(b,
680                                    nir_ieq_imm(b,
681                                                nir_iand_imm(b, local_size_x, 3),
682                                                0),
683                                    nir_imm_int(b, 2), nir_imm_int(b, 1));
684       nir_def *y_shift = nir_bcsel(b,
685                                    nir_ieq_imm(b,
686                                                nir_iand_imm(b, local_size_y, 3),
687                                                0),
688                                    nir_imm_int(b, 2), nir_imm_int(b, 1));
689       nir_def *id = nir_load_local_invocation_id(b);
690       nir_def *id_x = nir_channel(b, id, 0);
691       nir_def *id_y = nir_channel(b, id, 1);
692       /* Calculate which tile we're in */
693       nir_def *tile_id =
694          nir_iadd(b, nir_imul24(b, nir_ishr(b, id_y, y_shift),
695                                 nir_ishr(b, local_size_x, x_shift)),
696                   nir_ishr(b, id_x, x_shift));
697       /* Finally calculate the subgroup id */
698       return nir_ishr(b, tile_id, nir_isub(b,
699                                            nir_load_subgroup_id_shift_ir3(b),
700                                            nir_iadd(b, x_shift, y_shift)));
701    }
702 
703    /* Just use getfiberid if we have to use tiling */
704    if (intr->intrinsic == nir_intrinsic_load_subgroup_invocation &&
705        shader->nir->info.derivative_group == DERIVATIVE_GROUP_QUADS) {
706       return NULL;
707    }
708 
709 
710    if (intr->intrinsic == nir_intrinsic_load_subgroup_invocation) {
711       shader->cs.force_linear_dispatch = true;
712       return nir_iand(
713          b, nir_load_local_invocation_index(b),
714          nir_iadd_imm(b, nir_load_subgroup_size(b), -1));
715    } else if (intr->intrinsic == nir_intrinsic_load_subgroup_id) {
716       shader->cs.force_linear_dispatch = true;
717       return nir_ishr(b, nir_load_local_invocation_index(b),
718                       nir_load_subgroup_id_shift_ir3(b));
719    } else {
720       assert(intr->intrinsic == nir_intrinsic_load_num_subgroups);
721       /* If the workgroup size is constant,
722        * nir_lower_compute_system_values() will replace local_size with a
723        * constant so this can mostly be constant folded away.
724        */
725       nir_def *local_size = nir_load_workgroup_size(b);
726       nir_def *size =
727          nir_imul24(b, nir_channel(b, local_size, 0),
728                     nir_imul24(b, nir_channel(b, local_size, 1),
729                                nir_channel(b, local_size, 2)));
730       nir_def *one = nir_imm_int(b, 1);
731       return nir_iadd(b, one,
732                       nir_ishr(b, nir_isub(b, size, one),
733                                nir_load_subgroup_id_shift_ir3(b)));
734    }
735 }
736 
737 static bool
ir3_nir_lower_subgroup_id_cs(nir_shader * nir,struct ir3_shader * shader)738 ir3_nir_lower_subgroup_id_cs(nir_shader *nir, struct ir3_shader *shader)
739 {
740    return nir_shader_lower_instructions(nir, lower_subgroup_id_filter,
741                                         lower_subgroup_id, shader);
742 }
743 
744 /**
745  * Late passes that need to be done after pscreen->finalize_nir()
746  */
747 void
ir3_nir_post_finalize(struct ir3_shader * shader)748 ir3_nir_post_finalize(struct ir3_shader *shader)
749 {
750    struct nir_shader *s = shader->nir;
751    struct ir3_compiler *compiler = shader->compiler;
752 
753    MESA_TRACE_FUNC();
754 
755    NIR_PASS_V(s, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
756               ir3_glsl_type_size, nir_lower_io_lower_64bit_to_32 |
757               nir_lower_io_use_interpolated_input_intrinsics);
758 
759    if (s->info.stage == MESA_SHADER_FRAGMENT) {
760       /* NOTE: lower load_barycentric_at_sample first, since it
761        * produces load_barycentric_at_offset:
762        */
763       NIR_PASS_V(s, ir3_nir_lower_load_barycentric_at_sample);
764       NIR_PASS_V(s, ir3_nir_lower_load_barycentric_at_offset);
765       NIR_PASS_V(s, ir3_nir_move_varying_inputs);
766       NIR_PASS_V(s, nir_lower_fb_read);
767       NIR_PASS_V(s, ir3_nir_lower_layer_id);
768       NIR_PASS_V(s, ir3_nir_lower_frag_shading_rate);
769    }
770 
771    if (s->info.stage == MESA_SHADER_VERTEX || s->info.stage == MESA_SHADER_GEOMETRY) {
772       NIR_PASS_V(s, ir3_nir_lower_primitive_shading_rate);
773    }
774 
775    if (compiler->gen >= 6 && s->info.stage == MESA_SHADER_FRAGMENT &&
776        !(ir3_shader_debug & IR3_DBG_NOFP16)) {
777       /* Lower FS mediump inputs to 16-bit. If you declared it mediump, you
778        * probably want 16-bit instructions (and have set
779        * mediump/RelaxedPrecision on most of the rest of the shader's
780        * instructions).  If we don't lower it in NIR, then comparisons of the
781        * results of mediump ALU ops with the mediump input will happen in highp,
782        * causing extra conversions (and, incidentally, causing
783        * dEQP-GLES2.functional.shaders.algorithm.rgb_to_hsl_fragment on ANGLE to
784        * fail)
785        *
786        * However, we can't do flat inputs because flat.b doesn't have the
787        * destination type for how to downconvert the
788        * 32-bit-in-the-varyings-interpolator value. (also, even if it did, watch
789        * out for how gl_nir_lower_packed_varyings packs all flat-interpolated
790        * things together as ivec4s, so when we lower a formerly-float input
791        * you'd end up with an incorrect f2f16(i2i32(load_input())) instead of
792        * load_input).
793        */
794       uint64_t mediump_varyings = 0;
795       nir_foreach_shader_in_variable(var, s) {
796          if ((var->data.precision == GLSL_PRECISION_MEDIUM ||
797               var->data.precision == GLSL_PRECISION_LOW) &&
798              var->data.interpolation != INTERP_MODE_FLAT) {
799             mediump_varyings |= BITFIELD64_BIT(var->data.location);
800          }
801       }
802 
803       if (mediump_varyings) {
804          NIR_PASS_V(s, nir_lower_mediump_io,
805                   nir_var_shader_in,
806                   mediump_varyings,
807                   false);
808       }
809 
810       /* This should come after input lowering, to opportunistically lower non-mediump outputs. */
811       NIR_PASS_V(s, nir_lower_mediump_io, nir_var_shader_out, 0, false);
812    }
813 
814    {
815       /* If the API-facing subgroup size is forced to a particular value, lower
816        * it here. Beyond this point nir_intrinsic_load_subgroup_size will return
817        * the "real" subgroup size.
818        */
819       unsigned subgroup_size = 0, max_subgroup_size = 0;
820       ir3_shader_get_subgroup_size(compiler, &shader->options, s->info.stage,
821                                    &subgroup_size, &max_subgroup_size);
822 
823       nir_lower_subgroups_options options = {
824             .subgroup_size = subgroup_size,
825             .ballot_bit_size = 32,
826             .ballot_components = max_subgroup_size / 32,
827             .lower_to_scalar = true,
828             .lower_vote_eq = true,
829             .lower_vote_bool_eq = true,
830             .lower_subgroup_masks = true,
831             .lower_read_invocation_to_cond = true,
832             .lower_shuffle = !compiler->has_shfl,
833             .lower_relative_shuffle = !compiler->has_shfl,
834             .lower_rotate_to_shuffle = !compiler->has_shfl,
835             .lower_rotate_clustered_to_shuffle = true,
836             .lower_inverse_ballot = true,
837             .lower_reduce = true,
838             .filter = ir3_nir_lower_subgroups_filter,
839             .filter_data = compiler,
840       };
841 
842       if (!((s->info.stage == MESA_SHADER_COMPUTE) ||
843             (s->info.stage == MESA_SHADER_KERNEL) ||
844             compiler->has_getfiberid)) {
845          options.subgroup_size = 1;
846          options.lower_vote_trivial = true;
847       }
848 
849       OPT(s, nir_lower_subgroups, &options);
850       OPT(s, ir3_nir_lower_shuffle, shader);
851    }
852 
853    if ((s->info.stage == MESA_SHADER_COMPUTE) ||
854        (s->info.stage == MESA_SHADER_KERNEL)) {
855       bool progress = false;
856       NIR_PASS(progress, s, ir3_nir_lower_subgroup_id_cs, shader);
857 
858       if (s->info.derivative_group == DERIVATIVE_GROUP_LINEAR)
859          shader->cs.force_linear_dispatch = true;
860 
861       /* ir3_nir_lower_subgroup_id_cs creates extra compute intrinsics which
862        * we need to lower again.
863        */
864       if (progress)
865          NIR_PASS_V(s, nir_lower_compute_system_values, NULL);
866    }
867 
868    /* we cannot ensure that ir3_finalize_nir() is only called once, so
869     * we also need to do any run-once workarounds here:
870     */
871    OPT_V(s, ir3_nir_apply_trig_workarounds);
872 
873    const nir_lower_image_options lower_image_opts = {
874       .lower_cube_size = true,
875       .lower_image_samples_to_one = true
876    };
877    NIR_PASS_V(s, nir_lower_image, &lower_image_opts);
878 
879    const nir_lower_idiv_options lower_idiv_options = {
880       .allow_fp16 = true,
881    };
882    NIR_PASS_V(s, nir_lower_idiv, &lower_idiv_options); /* idiv generated by cube lowering */
883 
884 
885    /* The resinfo opcode returns the size in dwords on a4xx */
886    if (compiler->gen == 4)
887       OPT_V(s, ir3_nir_lower_ssbo_size, 2);
888 
889    /* The resinfo opcode we have for getting the SSBO size on a6xx returns a
890     * byte length divided by IBO_0_FMT, while the NIR intrinsic coming in is a
891     * number of bytes. Switch things so the NIR intrinsic in our backend means
892     * dwords.
893     */
894    if (compiler->gen >= 6)
895       OPT_V(s, ir3_nir_lower_ssbo_size, compiler->options.storage_16bit ? 1 : 2);
896 
897    ir3_optimize_loop(compiler, &shader->options.nir_options, s);
898 }
899 
900 static bool
lower_ucp_vs(struct ir3_shader_variant * so)901 lower_ucp_vs(struct ir3_shader_variant *so)
902 {
903    if (!so->key.ucp_enables)
904       return false;
905 
906    gl_shader_stage last_geom_stage;
907 
908    if (so->key.has_gs) {
909       last_geom_stage = MESA_SHADER_GEOMETRY;
910    } else if (so->key.tessellation) {
911       last_geom_stage = MESA_SHADER_TESS_EVAL;
912    } else {
913       last_geom_stage = MESA_SHADER_VERTEX;
914    }
915 
916    return so->type == last_geom_stage;
917 }
918 
919 static bool
output_slot_used_for_binning(gl_varying_slot slot)920 output_slot_used_for_binning(gl_varying_slot slot)
921 {
922    return slot == VARYING_SLOT_POS || slot == VARYING_SLOT_PSIZ ||
923           slot == VARYING_SLOT_CLIP_DIST0 || slot == VARYING_SLOT_CLIP_DIST1 ||
924           slot == VARYING_SLOT_VIEWPORT;
925 }
926 
927 static bool
remove_nonbinning_output(nir_builder * b,nir_intrinsic_instr * intr,void * data)928 remove_nonbinning_output(nir_builder *b, nir_intrinsic_instr *intr, void *data)
929 {
930    if (intr->intrinsic != nir_intrinsic_store_output &&
931        intr->intrinsic != nir_intrinsic_store_per_view_output)
932       return false;
933 
934    nir_io_semantics io = nir_intrinsic_io_semantics(intr);
935 
936    if (output_slot_used_for_binning(io.location))
937       return false;
938 
939    nir_instr_remove(&intr->instr);
940    return true;
941 }
942 
943 static bool
lower_binning(nir_shader * s)944 lower_binning(nir_shader *s)
945 {
946    return nir_shader_intrinsics_pass(s, remove_nonbinning_output,
947                                      nir_metadata_control_flow, NULL);
948 }
949 
950 nir_mem_access_size_align
ir3_mem_access_size_align(nir_intrinsic_op intrin,uint8_t bytes,uint8_t bit_size,uint32_t align,uint32_t align_offset,bool offset_is_const,enum gl_access_qualifier access,const void * cb_data)951 ir3_mem_access_size_align(nir_intrinsic_op intrin, uint8_t bytes,
952                  uint8_t bit_size, uint32_t align,
953                  uint32_t align_offset, bool offset_is_const,
954                  enum gl_access_qualifier access, const void *cb_data)
955 {
956    align = nir_combined_align(align, align_offset);
957    assert(util_is_power_of_two_nonzero(align));
958 
959    /* But if we're only aligned to 1 byte, use 8-bit loads. If we're only
960     * aligned to 2 bytes, use 16-bit loads, unless we needed 8-bit loads due to
961     * the size.
962     */
963    if ((bytes & 1) || (align == 1))
964       bit_size = 8;
965    else if ((bytes & 2) || (align == 2))
966       bit_size = 16;
967    else if (bit_size >= 32)
968       bit_size = 32;
969 
970    if (intrin == nir_intrinsic_load_ubo)
971       bit_size = 32;
972 
973    return (nir_mem_access_size_align){
974       .num_components = MAX2(1, MIN2(bytes / (bit_size / 8), 4)),
975       .bit_size = bit_size,
976       .align = bit_size / 8,
977       .shift = nir_mem_access_shift_method_scalar,
978    };
979 }
980 
981 static bool
atomic_supported(const nir_instr * instr,const void * data)982 atomic_supported(const nir_instr * instr, const void * data)
983 {
984    /* No atomic 64b arithmetic is supported in A7XX so far */
985    return nir_instr_as_intrinsic(instr)->def.bit_size != 64;
986 }
987 
988 void
ir3_nir_lower_variant(struct ir3_shader_variant * so,const struct ir3_shader_nir_options * options,nir_shader * s)989 ir3_nir_lower_variant(struct ir3_shader_variant *so,
990                       const struct ir3_shader_nir_options *options,
991                       nir_shader *s)
992 {
993    MESA_TRACE_FUNC();
994 
995    if (ir3_shader_debug & IR3_DBG_DISASM) {
996       mesa_logi("----------------------");
997       nir_log_shaderi(s);
998       mesa_logi("----------------------");
999    }
1000 
1001    bool progress = false;
1002 
1003    progress |= OPT(s, nir_lower_io_to_scalar, nir_var_mem_ssbo,
1004                    ir3_nir_should_scalarize_mem, so->compiler);
1005 
1006    if (so->key.has_gs || so->key.tessellation) {
1007       switch (so->type) {
1008       case MESA_SHADER_VERTEX:
1009          NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, so,
1010                     so->key.tessellation);
1011          progress = true;
1012          break;
1013       case MESA_SHADER_TESS_CTRL:
1014          NIR_PASS_V(s, nir_lower_io_to_scalar,
1015                      nir_var_shader_in | nir_var_shader_out, NULL, NULL);
1016          NIR_PASS_V(s, ir3_nir_lower_tess_ctrl, so, so->key.tessellation);
1017          NIR_PASS_V(s, ir3_nir_lower_to_explicit_input, so);
1018          progress = true;
1019          break;
1020       case MESA_SHADER_TESS_EVAL:
1021          NIR_PASS_V(s, ir3_nir_lower_tess_eval, so, so->key.tessellation);
1022          if (so->key.has_gs)
1023             NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, so,
1024                        so->key.tessellation);
1025          progress = true;
1026          break;
1027       case MESA_SHADER_GEOMETRY:
1028          NIR_PASS_V(s, ir3_nir_lower_to_explicit_input, so);
1029          progress = true;
1030          break;
1031       default:
1032          break;
1033       }
1034    }
1035 
1036    /* Note that it is intentional to use the VS lowering pass for GS, since we
1037     * lower GS into something that looks more like a VS in ir3_nir_lower_gs():
1038     */
1039    if (lower_ucp_vs(so)) {
1040       progress |= OPT(s, nir_lower_clip_vs, so->key.ucp_enables, false, true, NULL);
1041    } else if (s->info.stage == MESA_SHADER_FRAGMENT) {
1042       if (so->key.ucp_enables && !so->compiler->has_clip_cull)
1043          progress |= OPT(s, nir_lower_clip_fs, so->key.ucp_enables, true, true);
1044    }
1045 
1046    if (so->binning_pass) {
1047       if (OPT(s, lower_binning)) {
1048          progress = true;
1049 
1050          /* outputs_written has changed. */
1051          nir_shader_gather_info(s, nir_shader_get_entrypoint(s));
1052       }
1053    }
1054 
1055    /* Move large constant variables to the constants attached to the NIR
1056     * shader, which we will upload in the immediates range.  This generates
1057     * amuls, so we need to clean those up after.
1058     *
1059     * Passing no size_align, we would get packed values, which if we end up
1060     * having to load with LDC would result in extra reads to unpack from
1061     * straddling loads.  Align everything to vec4 to avoid that, though we
1062     * could theoretically do better.
1063     */
1064    OPT_V(s, nir_opt_large_constants, glsl_get_vec4_size_align_bytes,
1065          32 /* bytes */);
1066    progress |= OPT(s, ir3_nir_lower_load_constant, so);
1067 
1068    /* Lower large temporaries to scratch, which in Qualcomm terms is private
1069     * memory, to avoid excess register pressure. This should happen after
1070     * nir_opt_large_constants, because loading from a UBO is much, much less
1071     * expensive.
1072     */
1073    if (so->compiler->has_pvtmem) {
1074       progress |= OPT(s, nir_lower_vars_to_scratch, nir_var_function_temp,
1075                       16 * 16 /* bytes */,
1076                       ir3_get_variable_size_align_bytes, glsl_get_natural_size_align_bytes);
1077    }
1078 
1079    /* Lower scratch writemasks */
1080    progress |= OPT(s, nir_lower_wrmasks, should_split_wrmask, s);
1081    progress |= OPT(s, nir_lower_atomics, atomic_supported);
1082 
1083    if (OPT(s, nir_lower_locals_to_regs, 1)) {
1084       progress = true;
1085 
1086       /* Split 64b registers into two 32b ones. */
1087       OPT_V(s, ir3_nir_lower_64b_regs);
1088    }
1089 
1090    nir_lower_mem_access_bit_sizes_options mem_bit_size_options = {
1091       .modes = nir_var_mem_constant | nir_var_mem_ubo |
1092                nir_var_mem_global | nir_var_mem_shared |
1093                nir_var_function_temp | nir_var_mem_ssbo,
1094       .callback = ir3_mem_access_size_align,
1095    };
1096 
1097    progress |= OPT(s, nir_lower_mem_access_bit_sizes, &mem_bit_size_options);
1098    progress |= OPT(s, ir3_nir_lower_64b_global);
1099    progress |= OPT(s, ir3_nir_lower_64b_undef);
1100    progress |= OPT(s, nir_lower_int64);
1101    progress |= OPT(s, ir3_nir_lower_64b_intrinsics);
1102    progress |= OPT(s, nir_lower_64bit_phis);
1103 
1104    /* Cleanup code leftover from lowering passes before opt_preamble */
1105    if (progress) {
1106       progress |= OPT(s, nir_opt_constant_folding);
1107    }
1108 
1109    progress |= OPT(s, ir3_nir_opt_subgroups, so);
1110 
1111    if (so->compiler->load_shader_consts_via_preamble)
1112       progress |= OPT(s, ir3_nir_lower_driver_params_to_ubo, so);
1113 
1114    if (!so->binning_pass) {
1115       ir3_setup_const_state(s, so, ir3_const_state_mut(so));
1116    }
1117 
1118    /* Do the preamble before analysing UBO ranges, because it's usually
1119     * higher-value and because it can result in eliminating some indirect UBO
1120     * accesses where otherwise we'd have to push the whole range. However we
1121     * have to lower the preamble after UBO lowering so that UBO lowering can
1122     * insert instructions in the preamble to push UBOs.
1123     */
1124    if (so->compiler->has_preamble &&
1125        !(ir3_shader_debug & IR3_DBG_NOPREAMBLE))
1126       progress |= OPT(s, ir3_nir_opt_preamble, so);
1127 
1128    if (so->compiler->load_shader_consts_via_preamble)
1129       progress |= OPT(s, ir3_nir_lower_driver_params_to_ubo, so);
1130 
1131    /* TODO: ldg.k might also work on a6xx */
1132    if (so->compiler->gen >= 7)
1133       progress |= OPT(s, ir3_nir_lower_const_global_loads, so);
1134 
1135    if (!so->binning_pass)
1136       OPT_V(s, ir3_nir_analyze_ubo_ranges, so);
1137 
1138    progress |= OPT(s, ir3_nir_lower_ubo_loads, so);
1139 
1140    if (so->compiler->gen >= 7 &&
1141        !(ir3_shader_debug & (IR3_DBG_NOPREAMBLE | IR3_DBG_NODESCPREFETCH)))
1142       progress |= OPT(s, ir3_nir_opt_prefetch_descriptors, so);
1143 
1144    if (so->shader_options.push_consts_type == IR3_PUSH_CONSTS_SHARED_PREAMBLE)
1145       progress |= OPT(s, ir3_nir_lower_push_consts_to_preamble, so);
1146 
1147    progress |= OPT(s, ir3_nir_lower_preamble, so);
1148 
1149    progress |= OPT(s, nir_lower_amul, ir3_glsl_type_size);
1150 
1151    /* UBO offset lowering has to come after we've decided what will
1152     * be left as load_ubo
1153     */
1154    if (so->compiler->gen >= 6)
1155       progress |= OPT(s, nir_lower_ubo_vec4);
1156 
1157    progress |= OPT(s, ir3_nir_lower_io_offsets);
1158 
1159    if (!so->binning_pass) {
1160       ir3_const_alloc_all_reserved_space(&ir3_const_state_mut(so)->allocs);
1161    }
1162 
1163    if (progress)
1164       ir3_optimize_loop(so->compiler, options, s);
1165 
1166    /* verify that progress is always set */
1167    assert(!ir3_optimize_loop(so->compiler, options, s));
1168 
1169    /* Fixup indirect load_const_ir3's which end up with a const base offset
1170     * which is too large to encode.  Do this late(ish) so we actually
1171     * can differentiate indirect vs non-indirect.
1172     */
1173    if (OPT(s, ir3_nir_fixup_load_const_ir3))
1174       ir3_optimize_loop(so->compiler, options, s);
1175 
1176    /* Do late algebraic optimization to turn add(a, neg(b)) back into
1177     * subs, then the mandatory cleanup after algebraic.  Note that it may
1178     * produce fnegs, and if so then we need to keep running to squash
1179     * fneg(fneg(a)).
1180     */
1181    bool more_late_algebraic = true;
1182    while (more_late_algebraic) {
1183       more_late_algebraic = OPT(s, nir_opt_algebraic_late);
1184       if (!more_late_algebraic && so->compiler->gen >= 5) {
1185          /* Lowers texture operations that have only f2f16 or u2u16 called on
1186           * them to have a 16-bit destination.  Also, lower 16-bit texture
1187           * coordinates that had been upconverted to 32-bits just for the
1188           * sampler to just be 16-bit texture sources.
1189           */
1190          struct nir_opt_tex_srcs_options opt_srcs_options = {
1191             .sampler_dims = ~0,
1192             .src_types = (1 << nir_tex_src_coord) |
1193                          (1 << nir_tex_src_lod) |
1194                          (1 << nir_tex_src_bias) |
1195                          (1 << nir_tex_src_offset) |
1196                          (1 << nir_tex_src_comparator) |
1197                          (1 << nir_tex_src_min_lod) |
1198                          (1 << nir_tex_src_ms_index) |
1199                          (1 << nir_tex_src_ddx) |
1200                          (1 << nir_tex_src_ddy),
1201          };
1202          struct nir_opt_16bit_tex_image_options opt_16bit_options = {
1203             .rounding_mode = nir_rounding_mode_rtz,
1204             .opt_tex_dest_types = nir_type_float,
1205             /* blob dumps have no half regs on pixel 2's ldib or stib, so only enable for a6xx+. */
1206             .opt_image_dest_types = so->compiler->gen >= 6 ?
1207                                         nir_type_float | nir_type_uint | nir_type_int : 0,
1208             .opt_image_store_data = so->compiler->gen >= 6,
1209             .opt_srcs_options_count = 1,
1210             .opt_srcs_options = &opt_srcs_options,
1211          };
1212          OPT(s, nir_opt_16bit_tex_image, &opt_16bit_options);
1213       }
1214       OPT_V(s, nir_opt_constant_folding);
1215       OPT_V(s, nir_copy_prop);
1216       OPT_V(s, nir_opt_dce);
1217       OPT_V(s, nir_opt_cse);
1218    }
1219 
1220    OPT_V(s, nir_opt_sink, nir_move_const_undef);
1221 
1222    if (ir3_shader_debug & IR3_DBG_DISASM) {
1223       mesa_logi("----------------------");
1224       nir_log_shaderi(s);
1225       mesa_logi("----------------------");
1226    }
1227 
1228    nir_sweep(s);
1229 }
1230 
1231 bool
ir3_get_driver_param_info(const nir_shader * shader,nir_intrinsic_instr * intr,struct driver_param_info * param_info)1232 ir3_get_driver_param_info(const nir_shader *shader, nir_intrinsic_instr *intr,
1233                           struct driver_param_info *param_info)
1234 {
1235    switch (intr->intrinsic) {
1236    case nir_intrinsic_load_base_workgroup_id:
1237       param_info->offset = IR3_DP_CS(base_group_x);
1238       break;
1239    case nir_intrinsic_load_num_workgroups:
1240       param_info->offset = IR3_DP_CS(num_work_groups_x);
1241       break;
1242    case nir_intrinsic_load_workgroup_size:
1243       param_info->offset = IR3_DP_CS(local_group_size_x);
1244       break;
1245    case nir_intrinsic_load_subgroup_size:
1246       if (shader->info.stage == MESA_SHADER_COMPUTE) {
1247          param_info->offset = IR3_DP_CS(subgroup_size);
1248       } else if (shader->info.stage == MESA_SHADER_FRAGMENT) {
1249          param_info->offset = IR3_DP_FS(subgroup_size);
1250       } else {
1251          return false;
1252       }
1253       break;
1254    case nir_intrinsic_load_subgroup_id_shift_ir3:
1255       param_info->offset = IR3_DP_CS(subgroup_id_shift);
1256       break;
1257    case nir_intrinsic_load_work_dim:
1258       param_info->offset = IR3_DP_CS(work_dim);
1259       break;
1260    case nir_intrinsic_load_base_vertex:
1261    case nir_intrinsic_load_first_vertex:
1262       param_info->offset = IR3_DP_VS(vtxid_base);
1263       break;
1264    case nir_intrinsic_load_is_indexed_draw:
1265       param_info->offset = IR3_DP_VS(is_indexed_draw);
1266       break;
1267    case nir_intrinsic_load_draw_id:
1268       param_info->offset = IR3_DP_VS(draw_id);
1269       break;
1270    case nir_intrinsic_load_base_instance:
1271       param_info->offset = IR3_DP_VS(instid_base);
1272       break;
1273    case nir_intrinsic_load_user_clip_plane: {
1274       uint32_t idx = nir_intrinsic_ucp_id(intr);
1275       param_info->offset = IR3_DP_VS(ucp[0].x) + 4 * idx;
1276       break;
1277    }
1278    case nir_intrinsic_load_tess_level_outer_default:
1279       param_info->offset = IR3_DP_TCS(default_outer_level_x);
1280       break;
1281    case nir_intrinsic_load_tess_level_inner_default:
1282       param_info->offset = IR3_DP_TCS(default_inner_level_x);
1283       break;
1284    case nir_intrinsic_load_frag_size_ir3:
1285       param_info->offset = IR3_DP_FS(frag_size);
1286       break;
1287    case nir_intrinsic_load_frag_offset_ir3:
1288       param_info->offset = IR3_DP_FS(frag_offset);
1289       break;
1290    case nir_intrinsic_load_frag_invocation_count:
1291       param_info->offset = IR3_DP_FS(frag_invocation_count);
1292       break;
1293    default:
1294       return false;
1295    }
1296 
1297    return true;
1298 }
1299 
1300 uint32_t
ir3_nir_scan_driver_consts(struct ir3_compiler * compiler,nir_shader * shader,struct ir3_const_image_dims * image_dims)1301 ir3_nir_scan_driver_consts(struct ir3_compiler *compiler, nir_shader *shader,
1302                            struct ir3_const_image_dims *image_dims)
1303 {
1304    uint32_t num_driver_params = 0;
1305    nir_foreach_function (function, shader) {
1306       if (!function->impl)
1307          continue;
1308 
1309       nir_foreach_block (block, function->impl) {
1310          nir_foreach_instr (instr, block) {
1311             if (instr->type != nir_instr_type_intrinsic)
1312                continue;
1313 
1314             nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
1315             unsigned idx;
1316 
1317             if (image_dims) {
1318                switch (intr->intrinsic) {
1319                case nir_intrinsic_image_atomic:
1320                case nir_intrinsic_image_atomic_swap:
1321                case nir_intrinsic_image_load:
1322                case nir_intrinsic_image_store:
1323                case nir_intrinsic_image_size:
1324                   /* a4xx gets these supplied by the hw directly (maybe CP?) */
1325                   if (compiler->gen == 5 &&
1326                      !(intr->intrinsic == nir_intrinsic_image_load &&
1327                         !(nir_intrinsic_access(intr) & ACCESS_COHERENT))) {
1328                      idx = nir_src_as_uint(intr->src[0]);
1329                      if (image_dims->mask & (1 << idx))
1330                         break;
1331                      image_dims->mask |= (1 << idx);
1332                      image_dims->off[idx] = image_dims->count;
1333                      image_dims->count += 3; /* three const per */
1334                   }
1335                   break;
1336                default:
1337                   break;
1338                }
1339             }
1340 
1341             struct driver_param_info param_info;
1342             if (ir3_get_driver_param_info(shader, intr, &param_info)) {
1343                num_driver_params =
1344                   MAX2(num_driver_params,
1345                        param_info.offset + nir_intrinsic_dest_components(intr));
1346             }
1347          }
1348       }
1349    }
1350 
1351    /* TODO: Provide a spot somewhere to safely upload unwanted values, and a way
1352     * to determine if they're wanted or not. For now we always make the whole
1353     * driver param range available, since the driver will always instruct the
1354     * hardware to upload these.
1355     */
1356    if (!compiler->has_shared_regfile &&
1357          shader->info.stage == MESA_SHADER_COMPUTE) {
1358       num_driver_params =
1359          MAX2(num_driver_params, IR3_DP_CS(workgroup_id_z) + 1);
1360    }
1361 
1362    return num_driver_params;
1363 }
1364 
1365 void
ir3_const_alloc(struct ir3_const_allocations * const_alloc,enum ir3_const_alloc_type type,uint32_t size_vec4,uint32_t align_vec4)1366 ir3_const_alloc(struct ir3_const_allocations *const_alloc,
1367                 enum ir3_const_alloc_type type, uint32_t size_vec4,
1368                 uint32_t align_vec4)
1369 {
1370    struct ir3_const_allocation *alloc = &const_alloc->consts[type];
1371    assert(alloc->size_vec4 == 0);
1372 
1373    const_alloc->max_const_offset_vec4 =
1374       align(const_alloc->max_const_offset_vec4, align_vec4);
1375    alloc->size_vec4 = size_vec4;
1376    alloc->offset_vec4 = const_alloc->max_const_offset_vec4;
1377    const_alloc->max_const_offset_vec4 += size_vec4;
1378 }
1379 
1380 void
ir3_const_reserve_space(struct ir3_const_allocations * const_alloc,enum ir3_const_alloc_type type,uint32_t size_vec4,uint32_t align_vec4)1381 ir3_const_reserve_space(struct ir3_const_allocations *const_alloc,
1382                         enum ir3_const_alloc_type type, uint32_t size_vec4,
1383                         uint32_t align_vec4)
1384 {
1385    struct ir3_const_allocation *alloc = &const_alloc->consts[type];
1386    assert(alloc->size_vec4 == 0 && alloc->reserved_size_vec4 == 0);
1387 
1388    alloc->reserved_size_vec4 = size_vec4;
1389    alloc->reserved_align_vec4 = align_vec4;
1390    /* Be pessimistic here and assume the worst case alignment is needed */
1391    const_alloc->reserved_vec4 += size_vec4 + align_vec4 - 1;
1392 }
1393 
1394 void
ir3_const_free_reserved_space(struct ir3_const_allocations * const_alloc,enum ir3_const_alloc_type type)1395 ir3_const_free_reserved_space(struct ir3_const_allocations *const_alloc,
1396                               enum ir3_const_alloc_type type)
1397 {
1398    struct ir3_const_allocation *alloc = &const_alloc->consts[type];
1399    assert(const_alloc->reserved_vec4 >= alloc->reserved_size_vec4);
1400 
1401    const_alloc->reserved_vec4 -=
1402       alloc->reserved_size_vec4 + alloc->reserved_align_vec4 - 1;
1403    alloc->reserved_size_vec4 = 0;
1404 }
1405 
1406 void
ir3_const_alloc_all_reserved_space(struct ir3_const_allocations * const_alloc)1407 ir3_const_alloc_all_reserved_space(struct ir3_const_allocations *const_alloc)
1408 {
1409    for (int i = 0; i < IR3_CONST_ALLOC_MAX; i++) {
1410       if (const_alloc->consts[i].reserved_size_vec4 > 0) {
1411          ir3_const_alloc(const_alloc, i,
1412                          const_alloc->consts[i].reserved_size_vec4,
1413                          const_alloc->consts[i].reserved_align_vec4);
1414          const_alloc->consts[i].reserved_size_vec4 = 0;
1415       }
1416    }
1417    const_alloc->reserved_vec4 = 0;
1418 }
1419 
1420 void
ir3_alloc_driver_params(struct ir3_const_allocations * const_alloc,uint32_t * num_driver_params,struct ir3_compiler * compiler,gl_shader_stage shader_stage)1421 ir3_alloc_driver_params(struct ir3_const_allocations *const_alloc,
1422                         uint32_t *num_driver_params,
1423                         struct ir3_compiler *compiler,
1424                         gl_shader_stage shader_stage)
1425 {
1426    if (*num_driver_params == 0)
1427       return;
1428 
1429    /* num_driver_params in dwords.  we only need to align to vec4s for the
1430     * common case of immediate constant uploads, but for indirect dispatch
1431     * the constants may also be indirect and so we have to align the area in
1432     * const space to that requirement.
1433     */
1434    *num_driver_params = align(*num_driver_params, 4);
1435    unsigned upload_unit = 1;
1436    if (shader_stage == MESA_SHADER_COMPUTE ||
1437        (*num_driver_params >= IR3_DP_VS(vtxid_base))) {
1438       upload_unit = compiler->const_upload_unit;
1439    }
1440 
1441    /* offset cannot be 0 for vs params loaded by CP_DRAW_INDIRECT_MULTI */
1442    if (shader_stage == MESA_SHADER_VERTEX && compiler->gen >= 6)
1443       const_alloc->max_const_offset_vec4 =
1444          MAX2(const_alloc->max_const_offset_vec4, 1);
1445 
1446    uint32_t driver_params_size_vec4 =
1447       align(*num_driver_params / 4, upload_unit);
1448    ir3_const_alloc(const_alloc, IR3_CONST_ALLOC_DRIVER_PARAMS,
1449                    driver_params_size_vec4, upload_unit);
1450 }
1451 
1452 /* Sets up the variant-dependent constant state for the ir3_shader.
1453  * The consts allocation flow is as follows:
1454  * 1) Turnip/Freedreno allocates consts required by corresponding API,
1455  *    e.g. push const, inline uniforms, etc. Then passes ir3_const_allocations
1456  *    into IR3.
1457  * 2) ir3_setup_const_state pre-allocates consts with non-negotiable size.
1458  * 3) IR3 lowerings afterwards allocate from the free space left.
1459  * 4) Allocate offsets for consts from step 2)
1460  */
1461 void
ir3_setup_const_state(nir_shader * nir,struct ir3_shader_variant * v,struct ir3_const_state * const_state)1462 ir3_setup_const_state(nir_shader *nir, struct ir3_shader_variant *v,
1463                       struct ir3_const_state *const_state)
1464 {
1465    struct ir3_compiler *compiler = v->compiler;
1466    unsigned ptrsz = ir3_pointer_size(compiler);
1467 
1468    const_state->num_driver_params =
1469       ir3_nir_scan_driver_consts(compiler, nir, &const_state->image_dims);
1470 
1471    if ((compiler->gen < 5) && (v->stream_output.num_outputs > 0)) {
1472       const_state->num_driver_params =
1473          MAX2(const_state->num_driver_params, IR3_DP_VS(vtxcnt_max) + 1);
1474    }
1475 
1476    const_state->num_ubos = nir->info.num_ubos;
1477 
1478    assert((const_state->ubo_state.size % 16) == 0);
1479 
1480    /* IR3_CONST_ALLOC_DRIVER_PARAMS could have been allocated earlier. */
1481    if (const_state->allocs.consts[IR3_CONST_ALLOC_DRIVER_PARAMS].size_vec4 == 0) {
1482       ir3_alloc_driver_params(&const_state->allocs,
1483                               &const_state->num_driver_params, compiler,
1484                               v->type);
1485    }
1486 
1487    if (const_state->image_dims.count > 0) {
1488       ir3_const_reserve_space(&const_state->allocs, IR3_CONST_ALLOC_IMAGE_DIMS,
1489                               align(const_state->image_dims.count, 4) / 4, 1);
1490    }
1491 
1492    if (v->type == MESA_SHADER_KERNEL && v->cs.req_input_mem) {
1493       ir3_const_reserve_space(&const_state->allocs,
1494                               IR3_CONST_ALLOC_KERNEL_PARAMS,
1495                               align(v->cs.req_input_mem, 4) / 4, 1);
1496    }
1497 
1498    if ((v->type == MESA_SHADER_VERTEX) && (compiler->gen < 5) &&
1499        v->stream_output.num_outputs > 0) {
1500       ir3_const_reserve_space(&const_state->allocs, IR3_CONST_ALLOC_TFBO,
1501                               align(IR3_MAX_SO_BUFFERS * ptrsz, 4) / 4, 1);
1502    }
1503 
1504    if (!compiler->load_shader_consts_via_preamble) {
1505       switch (v->type) {
1506       case MESA_SHADER_TESS_CTRL:
1507       case MESA_SHADER_TESS_EVAL:
1508          ir3_const_reserve_space(&const_state->allocs,
1509                                  IR3_CONST_ALLOC_PRIMITIVE_PARAM, 2, 1);
1510          break;
1511       case MESA_SHADER_GEOMETRY:
1512          ir3_const_reserve_space(&const_state->allocs,
1513                                  IR3_CONST_ALLOC_PRIMITIVE_PARAM, 1, 1);
1514          break;
1515       default:
1516          break;
1517       }
1518    }
1519 
1520    if (v->type == MESA_SHADER_VERTEX) {
1521       ir3_const_reserve_space(&const_state->allocs,
1522                               IR3_CONST_ALLOC_PRIMITIVE_PARAM, 1, 1);
1523    }
1524 
1525    if ((v->type == MESA_SHADER_TESS_CTRL || v->type == MESA_SHADER_TESS_EVAL ||
1526         v->type == MESA_SHADER_GEOMETRY)) {
1527       ir3_const_reserve_space(&const_state->allocs,
1528                               IR3_CONST_ALLOC_PRIMITIVE_MAP,
1529                               DIV_ROUND_UP(v->input_size, 4), 1);
1530    }
1531 
1532    assert(const_state->allocs.max_const_offset_vec4 <= ir3_max_const(v));
1533 }
1534 
1535 uint32_t
ir3_const_state_get_free_space(const struct ir3_shader_variant * v,const struct ir3_const_state * const_state,uint32_t align_vec4)1536 ir3_const_state_get_free_space(const struct ir3_shader_variant *v,
1537                                const struct ir3_const_state *const_state,
1538                                uint32_t align_vec4)
1539 {
1540    uint32_t aligned_offset_vec4 =
1541       align(const_state->allocs.max_const_offset_vec4, align_vec4);
1542    uint32_t free_space_vec4 = ir3_max_const(v) - aligned_offset_vec4 -
1543                               const_state->allocs.reserved_vec4;
1544    free_space_vec4 = ROUND_DOWN_TO(free_space_vec4, align_vec4);
1545    return free_space_vec4;
1546 }
1547