1 /*
2 * Copyright © 2014 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "brw_nir.h"
25 #include "brw_shader.h"
26 #include "common/gen_debug.h"
27 #include "compiler/glsl_types.h"
28 #include "compiler/nir/nir_builder.h"
29
30 static bool
is_input(nir_intrinsic_instr * intrin)31 is_input(nir_intrinsic_instr *intrin)
32 {
33 return intrin->intrinsic == nir_intrinsic_load_input ||
34 intrin->intrinsic == nir_intrinsic_load_per_vertex_input ||
35 intrin->intrinsic == nir_intrinsic_load_interpolated_input;
36 }
37
38 static bool
is_output(nir_intrinsic_instr * intrin)39 is_output(nir_intrinsic_instr *intrin)
40 {
41 return intrin->intrinsic == nir_intrinsic_load_output ||
42 intrin->intrinsic == nir_intrinsic_load_per_vertex_output ||
43 intrin->intrinsic == nir_intrinsic_store_output ||
44 intrin->intrinsic == nir_intrinsic_store_per_vertex_output;
45 }
46
47 /**
48 * In many cases, we just add the base and offset together, so there's no
49 * reason to keep them separate. Sometimes, combining them is essential:
50 * if a shader only accesses part of a compound variable (such as a matrix
51 * or array), the variable's base may not actually exist in the VUE map.
52 *
53 * This pass adds constant offsets to instr->const_index[0], and resets
54 * the offset source to 0. Non-constant offsets remain unchanged - since
55 * we don't know what part of a compound variable is accessed, we allocate
56 * storage for the entire thing.
57 */
58
59 static bool
add_const_offset_to_base_block(nir_block * block,nir_builder * b,nir_variable_mode mode)60 add_const_offset_to_base_block(nir_block *block, nir_builder *b,
61 nir_variable_mode mode)
62 {
63 nir_foreach_instr_safe(instr, block) {
64 if (instr->type != nir_instr_type_intrinsic)
65 continue;
66
67 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
68
69 if ((mode == nir_var_shader_in && is_input(intrin)) ||
70 (mode == nir_var_shader_out && is_output(intrin))) {
71 nir_src *offset = nir_get_io_offset_src(intrin);
72 nir_const_value *const_offset = nir_src_as_const_value(*offset);
73
74 if (const_offset) {
75 intrin->const_index[0] += const_offset->u32[0];
76 b->cursor = nir_before_instr(&intrin->instr);
77 nir_instr_rewrite_src(&intrin->instr, offset,
78 nir_src_for_ssa(nir_imm_int(b, 0)));
79 }
80 }
81 }
82 return true;
83 }
84
85 static void
add_const_offset_to_base(nir_shader * nir,nir_variable_mode mode)86 add_const_offset_to_base(nir_shader *nir, nir_variable_mode mode)
87 {
88 nir_foreach_function(f, nir) {
89 if (f->impl) {
90 nir_builder b;
91 nir_builder_init(&b, f->impl);
92 nir_foreach_block(block, f->impl) {
93 add_const_offset_to_base_block(block, &b, mode);
94 }
95 }
96 }
97 }
98
99 static bool
remap_tess_levels(nir_builder * b,nir_intrinsic_instr * intr,GLenum primitive_mode)100 remap_tess_levels(nir_builder *b, nir_intrinsic_instr *intr,
101 GLenum primitive_mode)
102 {
103 const int location = nir_intrinsic_base(intr);
104 const unsigned component = nir_intrinsic_component(intr);
105 bool out_of_bounds;
106
107 if (location == VARYING_SLOT_TESS_LEVEL_INNER) {
108 switch (primitive_mode) {
109 case GL_QUADS:
110 /* gl_TessLevelInner[0..1] lives at DWords 3-2 (reversed). */
111 nir_intrinsic_set_base(intr, 0);
112 nir_intrinsic_set_component(intr, 3 - component);
113 out_of_bounds = false;
114 break;
115 case GL_TRIANGLES:
116 /* gl_TessLevelInner[0] lives at DWord 4. */
117 nir_intrinsic_set_base(intr, 1);
118 out_of_bounds = component > 0;
119 break;
120 case GL_ISOLINES:
121 out_of_bounds = true;
122 break;
123 default:
124 unreachable("Bogus tessellation domain");
125 }
126 } else if (location == VARYING_SLOT_TESS_LEVEL_OUTER) {
127 if (primitive_mode == GL_ISOLINES) {
128 /* gl_TessLevelOuter[0..1] lives at DWords 6-7 (in order). */
129 nir_intrinsic_set_base(intr, 1);
130 nir_intrinsic_set_component(intr, 2 + nir_intrinsic_component(intr));
131 out_of_bounds = component > 1;
132 } else {
133 /* Triangles use DWords 7-5 (reversed); Quads use 7-4 (reversed) */
134 nir_intrinsic_set_base(intr, 1);
135 nir_intrinsic_set_component(intr, 3 - nir_intrinsic_component(intr));
136 out_of_bounds = component == 3 && primitive_mode == GL_TRIANGLES;
137 }
138 } else {
139 return false;
140 }
141
142 if (out_of_bounds) {
143 if (nir_intrinsic_infos[intr->intrinsic].has_dest) {
144 b->cursor = nir_before_instr(&intr->instr);
145 nir_ssa_def *undef = nir_ssa_undef(b, 1, 32);
146 nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(undef));
147 }
148 nir_instr_remove(&intr->instr);
149 }
150
151 return true;
152 }
153
154 static bool
remap_patch_urb_offsets(nir_block * block,nir_builder * b,const struct brw_vue_map * vue_map,GLenum tes_primitive_mode)155 remap_patch_urb_offsets(nir_block *block, nir_builder *b,
156 const struct brw_vue_map *vue_map,
157 GLenum tes_primitive_mode)
158 {
159 const bool is_passthrough_tcs = b->shader->info.name &&
160 strcmp(b->shader->info.name, "passthrough") == 0;
161
162 nir_foreach_instr_safe(instr, block) {
163 if (instr->type != nir_instr_type_intrinsic)
164 continue;
165
166 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
167
168 gl_shader_stage stage = b->shader->info.stage;
169
170 if ((stage == MESA_SHADER_TESS_CTRL && is_output(intrin)) ||
171 (stage == MESA_SHADER_TESS_EVAL && is_input(intrin))) {
172
173 if (!is_passthrough_tcs &&
174 remap_tess_levels(b, intrin, tes_primitive_mode))
175 continue;
176
177 int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
178 assert(vue_slot != -1);
179 intrin->const_index[0] = vue_slot;
180
181 nir_src *vertex = nir_get_io_vertex_index_src(intrin);
182 if (vertex) {
183 nir_const_value *const_vertex = nir_src_as_const_value(*vertex);
184 if (const_vertex) {
185 intrin->const_index[0] += const_vertex->u32[0] *
186 vue_map->num_per_vertex_slots;
187 } else {
188 b->cursor = nir_before_instr(&intrin->instr);
189
190 /* Multiply by the number of per-vertex slots. */
191 nir_ssa_def *vertex_offset =
192 nir_imul(b,
193 nir_ssa_for_src(b, *vertex, 1),
194 nir_imm_int(b,
195 vue_map->num_per_vertex_slots));
196
197 /* Add it to the existing offset */
198 nir_src *offset = nir_get_io_offset_src(intrin);
199 nir_ssa_def *total_offset =
200 nir_iadd(b, vertex_offset,
201 nir_ssa_for_src(b, *offset, 1));
202
203 nir_instr_rewrite_src(&intrin->instr, offset,
204 nir_src_for_ssa(total_offset));
205 }
206 }
207 }
208 }
209 return true;
210 }
211
212 void
brw_nir_lower_vs_inputs(nir_shader * nir,const uint8_t * vs_attrib_wa_flags)213 brw_nir_lower_vs_inputs(nir_shader *nir,
214 const uint8_t *vs_attrib_wa_flags)
215 {
216 /* Start with the location of the variable's base. */
217 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
218 var->data.driver_location = var->data.location;
219 }
220
221 /* Now use nir_lower_io to walk dereference chains. Attribute arrays are
222 * loaded as one vec4 or dvec4 per element (or matrix column), depending on
223 * whether it is a double-precision type or not.
224 */
225 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
226
227 /* This pass needs actual constants */
228 nir_opt_constant_folding(nir);
229
230 add_const_offset_to_base(nir, nir_var_shader_in);
231
232 brw_nir_apply_attribute_workarounds(nir, vs_attrib_wa_flags);
233
234 /* The last step is to remap VERT_ATTRIB_* to actual registers */
235
236 /* Whether or not we have any system generated values. gl_DrawID is not
237 * included here as it lives in its own vec4.
238 */
239 const bool has_sgvs =
240 nir->info.system_values_read &
241 (BITFIELD64_BIT(SYSTEM_VALUE_BASE_VERTEX) |
242 BITFIELD64_BIT(SYSTEM_VALUE_BASE_INSTANCE) |
243 BITFIELD64_BIT(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) |
244 BITFIELD64_BIT(SYSTEM_VALUE_INSTANCE_ID));
245
246 const unsigned num_inputs = _mesa_bitcount_64(nir->info.inputs_read);
247
248 nir_foreach_function(function, nir) {
249 if (!function->impl)
250 continue;
251
252 nir_builder b;
253 nir_builder_init(&b, function->impl);
254
255 nir_foreach_block(block, function->impl) {
256 nir_foreach_instr_safe(instr, block) {
257 if (instr->type != nir_instr_type_intrinsic)
258 continue;
259
260 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
261
262 switch (intrin->intrinsic) {
263 case nir_intrinsic_load_base_vertex:
264 case nir_intrinsic_load_base_instance:
265 case nir_intrinsic_load_vertex_id_zero_base:
266 case nir_intrinsic_load_instance_id:
267 case nir_intrinsic_load_draw_id: {
268 b.cursor = nir_after_instr(&intrin->instr);
269
270 /* gl_VertexID and friends are stored by the VF as the last
271 * vertex element. We convert them to load_input intrinsics at
272 * the right location.
273 */
274 nir_intrinsic_instr *load =
275 nir_intrinsic_instr_create(nir, nir_intrinsic_load_input);
276 load->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0));
277
278 nir_intrinsic_set_base(load, num_inputs);
279 switch (intrin->intrinsic) {
280 case nir_intrinsic_load_base_vertex:
281 nir_intrinsic_set_component(load, 0);
282 break;
283 case nir_intrinsic_load_base_instance:
284 nir_intrinsic_set_component(load, 1);
285 break;
286 case nir_intrinsic_load_vertex_id_zero_base:
287 nir_intrinsic_set_component(load, 2);
288 break;
289 case nir_intrinsic_load_instance_id:
290 nir_intrinsic_set_component(load, 3);
291 break;
292 case nir_intrinsic_load_draw_id:
293 /* gl_DrawID is stored right after gl_VertexID and friends
294 * if any of them exist.
295 */
296 nir_intrinsic_set_base(load, num_inputs + has_sgvs);
297 nir_intrinsic_set_component(load, 0);
298 break;
299 default:
300 unreachable("Invalid system value intrinsic");
301 }
302
303 load->num_components = 1;
304 nir_ssa_dest_init(&load->instr, &load->dest, 1, 32, NULL);
305 nir_builder_instr_insert(&b, &load->instr);
306
307 nir_ssa_def_rewrite_uses(&intrin->dest.ssa,
308 nir_src_for_ssa(&load->dest.ssa));
309 nir_instr_remove(&intrin->instr);
310 break;
311 }
312
313 case nir_intrinsic_load_input: {
314 /* Attributes come in a contiguous block, ordered by their
315 * gl_vert_attrib value. That means we can compute the slot
316 * number for an attribute by masking out the enabled attributes
317 * before it and counting the bits.
318 */
319 int attr = nir_intrinsic_base(intrin);
320 int slot = _mesa_bitcount_64(nir->info.inputs_read &
321 BITFIELD64_MASK(attr));
322 nir_intrinsic_set_base(intrin, slot);
323 break;
324 }
325
326 default:
327 break; /* Nothing to do */
328 }
329 }
330 }
331 }
332 }
333
334 void
brw_nir_lower_vue_inputs(nir_shader * nir,const struct brw_vue_map * vue_map)335 brw_nir_lower_vue_inputs(nir_shader *nir,
336 const struct brw_vue_map *vue_map)
337 {
338 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
339 var->data.driver_location = var->data.location;
340 }
341
342 /* Inputs are stored in vec4 slots, so use type_size_vec4(). */
343 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
344
345 /* This pass needs actual constants */
346 nir_opt_constant_folding(nir);
347
348 add_const_offset_to_base(nir, nir_var_shader_in);
349
350 nir_foreach_function(function, nir) {
351 if (!function->impl)
352 continue;
353
354 nir_foreach_block(block, function->impl) {
355 nir_foreach_instr(instr, block) {
356 if (instr->type != nir_instr_type_intrinsic)
357 continue;
358
359 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
360
361 if (intrin->intrinsic == nir_intrinsic_load_input ||
362 intrin->intrinsic == nir_intrinsic_load_per_vertex_input) {
363 /* Offset 0 is the VUE header, which contains
364 * VARYING_SLOT_LAYER [.y], VARYING_SLOT_VIEWPORT [.z], and
365 * VARYING_SLOT_PSIZ [.w].
366 */
367 int varying = nir_intrinsic_base(intrin);
368 int vue_slot;
369 switch (varying) {
370 case VARYING_SLOT_PSIZ:
371 nir_intrinsic_set_base(intrin, 0);
372 nir_intrinsic_set_component(intrin, 3);
373 break;
374
375 default:
376 vue_slot = vue_map->varying_to_slot[varying];
377 assert(vue_slot != -1);
378 nir_intrinsic_set_base(intrin, vue_slot);
379 break;
380 }
381 }
382 }
383 }
384 }
385 }
386
387 void
brw_nir_lower_tes_inputs(nir_shader * nir,const struct brw_vue_map * vue_map)388 brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map)
389 {
390 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
391 var->data.driver_location = var->data.location;
392 }
393
394 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
395
396 /* This pass needs actual constants */
397 nir_opt_constant_folding(nir);
398
399 add_const_offset_to_base(nir, nir_var_shader_in);
400
401 nir_foreach_function(function, nir) {
402 if (function->impl) {
403 nir_builder b;
404 nir_builder_init(&b, function->impl);
405 nir_foreach_block(block, function->impl) {
406 remap_patch_urb_offsets(block, &b, vue_map,
407 nir->info.tess.primitive_mode);
408 }
409 }
410 }
411 }
412
413 void
brw_nir_lower_fs_inputs(nir_shader * nir,const struct gen_device_info * devinfo,const struct brw_wm_prog_key * key)414 brw_nir_lower_fs_inputs(nir_shader *nir,
415 const struct gen_device_info *devinfo,
416 const struct brw_wm_prog_key *key)
417 {
418 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
419 var->data.driver_location = var->data.location;
420
421 /* Apply default interpolation mode.
422 *
423 * Everything defaults to smooth except for the legacy GL color
424 * built-in variables, which might be flat depending on API state.
425 */
426 if (var->data.interpolation == INTERP_MODE_NONE) {
427 const bool flat = key->flat_shade &&
428 (var->data.location == VARYING_SLOT_COL0 ||
429 var->data.location == VARYING_SLOT_COL1);
430
431 var->data.interpolation = flat ? INTERP_MODE_FLAT
432 : INTERP_MODE_SMOOTH;
433 }
434
435 /* On Ironlake and below, there is only one interpolation mode.
436 * Centroid interpolation doesn't mean anything on this hardware --
437 * there is no multisampling.
438 */
439 if (devinfo->gen < 6) {
440 var->data.centroid = false;
441 var->data.sample = false;
442 }
443 }
444
445 nir_lower_io_options lower_io_options = 0;
446 if (key->persample_interp)
447 lower_io_options |= nir_lower_io_force_sample_interpolation;
448
449 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, lower_io_options);
450
451 /* This pass needs actual constants */
452 nir_opt_constant_folding(nir);
453
454 add_const_offset_to_base(nir, nir_var_shader_in);
455 }
456
457 void
brw_nir_lower_vue_outputs(nir_shader * nir,bool is_scalar)458 brw_nir_lower_vue_outputs(nir_shader *nir,
459 bool is_scalar)
460 {
461 nir_foreach_variable(var, &nir->outputs) {
462 var->data.driver_location = var->data.location;
463 }
464
465 nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
466 }
467
468 void
brw_nir_lower_tcs_outputs(nir_shader * nir,const struct brw_vue_map * vue_map,GLenum tes_primitive_mode)469 brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map,
470 GLenum tes_primitive_mode)
471 {
472 nir_foreach_variable(var, &nir->outputs) {
473 var->data.driver_location = var->data.location;
474 }
475
476 nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
477
478 /* This pass needs actual constants */
479 nir_opt_constant_folding(nir);
480
481 add_const_offset_to_base(nir, nir_var_shader_out);
482
483 nir_foreach_function(function, nir) {
484 if (function->impl) {
485 nir_builder b;
486 nir_builder_init(&b, function->impl);
487 nir_foreach_block(block, function->impl) {
488 remap_patch_urb_offsets(block, &b, vue_map, tes_primitive_mode);
489 }
490 }
491 }
492 }
493
494 void
brw_nir_lower_fs_outputs(nir_shader * nir)495 brw_nir_lower_fs_outputs(nir_shader *nir)
496 {
497 nir_foreach_variable(var, &nir->outputs) {
498 var->data.driver_location =
499 SET_FIELD(var->data.index, BRW_NIR_FRAG_OUTPUT_INDEX) |
500 SET_FIELD(var->data.location, BRW_NIR_FRAG_OUTPUT_LOCATION);
501 }
502
503 nir_lower_io(nir, nir_var_shader_out, type_size_dvec4, 0);
504 }
505
506 void
brw_nir_lower_cs_shared(nir_shader * nir)507 brw_nir_lower_cs_shared(nir_shader *nir)
508 {
509 nir_assign_var_locations(&nir->shared, &nir->num_shared,
510 type_size_scalar_bytes);
511 nir_lower_io(nir, nir_var_shared, type_size_scalar_bytes, 0);
512 }
513
514 #define OPT(pass, ...) ({ \
515 bool this_progress = false; \
516 NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
517 if (this_progress) \
518 progress = true; \
519 this_progress; \
520 })
521
522 static nir_variable_mode
brw_nir_no_indirect_mask(const struct brw_compiler * compiler,gl_shader_stage stage)523 brw_nir_no_indirect_mask(const struct brw_compiler *compiler,
524 gl_shader_stage stage)
525 {
526 nir_variable_mode indirect_mask = 0;
527
528 if (compiler->glsl_compiler_options[stage].EmitNoIndirectInput)
529 indirect_mask |= nir_var_shader_in;
530 if (compiler->glsl_compiler_options[stage].EmitNoIndirectOutput)
531 indirect_mask |= nir_var_shader_out;
532 if (compiler->glsl_compiler_options[stage].EmitNoIndirectTemp)
533 indirect_mask |= nir_var_local;
534
535 return indirect_mask;
536 }
537
538 nir_shader *
brw_nir_optimize(nir_shader * nir,const struct brw_compiler * compiler,bool is_scalar)539 brw_nir_optimize(nir_shader *nir, const struct brw_compiler *compiler,
540 bool is_scalar)
541 {
542 nir_variable_mode indirect_mask =
543 brw_nir_no_indirect_mask(compiler, nir->info.stage);
544
545 bool progress;
546 do {
547 progress = false;
548 OPT(nir_lower_vars_to_ssa);
549 OPT(nir_opt_copy_prop_vars);
550
551 if (is_scalar) {
552 OPT(nir_lower_alu_to_scalar);
553 }
554
555 OPT(nir_copy_prop);
556
557 if (is_scalar) {
558 OPT(nir_lower_phis_to_scalar);
559 }
560
561 OPT(nir_copy_prop);
562 OPT(nir_opt_dce);
563 OPT(nir_opt_cse);
564 OPT(nir_opt_peephole_select, 0);
565 OPT(nir_opt_intrinsics);
566 OPT(nir_opt_algebraic);
567 OPT(nir_opt_constant_folding);
568 OPT(nir_opt_dead_cf);
569 if (OPT(nir_opt_trivial_continues)) {
570 /* If nir_opt_trivial_continues makes progress, then we need to clean
571 * things up if we want any hope of nir_opt_if or nir_opt_loop_unroll
572 * to make progress.
573 */
574 OPT(nir_copy_prop);
575 OPT(nir_opt_dce);
576 }
577 OPT(nir_opt_if);
578 if (nir->options->max_unroll_iterations != 0) {
579 OPT(nir_opt_loop_unroll, indirect_mask);
580 }
581 OPT(nir_opt_remove_phis);
582 OPT(nir_opt_undef);
583 OPT(nir_lower_doubles, nir_lower_drcp |
584 nir_lower_dsqrt |
585 nir_lower_drsq |
586 nir_lower_dtrunc |
587 nir_lower_dfloor |
588 nir_lower_dceil |
589 nir_lower_dfract |
590 nir_lower_dround_even |
591 nir_lower_dmod);
592 OPT(nir_lower_64bit_pack);
593 } while (progress);
594
595 return nir;
596 }
597
598 /* Does some simple lowering and runs the standard suite of optimizations
599 *
600 * This is intended to be called more-or-less directly after you get the
601 * shader out of GLSL or some other source. While it is geared towards i965,
602 * it is not at all generator-specific except for the is_scalar flag. Even
603 * there, it is safe to call with is_scalar = false for a shader that is
604 * intended for the FS backend as long as nir_optimize is called again with
605 * is_scalar = true to scalarize everything prior to code gen.
606 */
607 nir_shader *
brw_preprocess_nir(const struct brw_compiler * compiler,nir_shader * nir)608 brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir)
609 {
610 const struct gen_device_info *devinfo = compiler->devinfo;
611 UNUSED bool progress; /* Written by OPT */
612
613 const bool is_scalar = compiler->scalar_stage[nir->info.stage];
614
615 if (nir->info.stage == MESA_SHADER_GEOMETRY)
616 OPT(nir_lower_gs_intrinsics);
617
618 /* See also brw_nir_trig_workarounds.py */
619 if (compiler->precise_trig &&
620 !(devinfo->gen >= 10 || devinfo->is_kabylake))
621 OPT(brw_nir_apply_trig_workarounds);
622
623 static const nir_lower_tex_options tex_options = {
624 .lower_txp = ~0,
625 .lower_txf_offset = true,
626 .lower_rect_offset = true,
627 .lower_txd_cube_map = true,
628 };
629
630 OPT(nir_lower_tex, &tex_options);
631 OPT(nir_normalize_cubemap_coords);
632
633 OPT(nir_lower_global_vars_to_local);
634
635 OPT(nir_split_var_copies);
636
637 nir = brw_nir_optimize(nir, compiler, is_scalar);
638
639 if (is_scalar) {
640 OPT(nir_lower_load_const_to_scalar);
641 }
642
643 /* Lower a bunch of stuff */
644 OPT(nir_lower_var_copies);
645
646 OPT(nir_lower_system_values);
647
648 const nir_lower_subgroups_options subgroups_options = {
649 .subgroup_size = nir->info.stage == MESA_SHADER_COMPUTE ? 32 :
650 nir->info.stage == MESA_SHADER_FRAGMENT ? 16 : 8,
651 .ballot_bit_size = 32,
652 .lower_to_scalar = true,
653 .lower_subgroup_masks = true,
654 .lower_vote_trivial = !is_scalar,
655 };
656 OPT(nir_lower_subgroups, &subgroups_options);
657
658 OPT(nir_lower_clip_cull_distance_arrays);
659
660 nir_variable_mode indirect_mask =
661 brw_nir_no_indirect_mask(compiler, nir->info.stage);
662 nir_lower_indirect_derefs(nir, indirect_mask);
663
664 nir_lower_int64(nir, nir_lower_imul64 |
665 nir_lower_isign64 |
666 nir_lower_divmod64);
667
668 /* Get rid of split copies */
669 nir = brw_nir_optimize(nir, compiler, is_scalar);
670
671 OPT(nir_remove_dead_variables, nir_var_local);
672
673 return nir;
674 }
675
676 void
brw_nir_link_shaders(const struct brw_compiler * compiler,nir_shader ** producer,nir_shader ** consumer)677 brw_nir_link_shaders(const struct brw_compiler *compiler,
678 nir_shader **producer, nir_shader **consumer)
679 {
680 NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out);
681 NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in);
682
683 if (nir_remove_unused_varyings(*producer, *consumer)) {
684 NIR_PASS_V(*producer, nir_lower_global_vars_to_local);
685 NIR_PASS_V(*consumer, nir_lower_global_vars_to_local);
686
687 /* The backend might not be able to handle indirects on
688 * temporaries so we need to lower indirects on any of the
689 * varyings we have demoted here.
690 */
691 NIR_PASS_V(*producer, nir_lower_indirect_derefs,
692 brw_nir_no_indirect_mask(compiler, (*producer)->info.stage));
693 NIR_PASS_V(*consumer, nir_lower_indirect_derefs,
694 brw_nir_no_indirect_mask(compiler, (*consumer)->info.stage));
695
696 const bool p_is_scalar =
697 compiler->scalar_stage[(*producer)->info.stage];
698 *producer = brw_nir_optimize(*producer, compiler, p_is_scalar);
699
700 const bool c_is_scalar =
701 compiler->scalar_stage[(*producer)->info.stage];
702 *consumer = brw_nir_optimize(*consumer, compiler, c_is_scalar);
703 }
704 }
705
706 /* Prepare the given shader for codegen
707 *
708 * This function is intended to be called right before going into the actual
709 * backend and is highly backend-specific. Also, once this function has been
710 * called on a shader, it will no longer be in SSA form so most optimizations
711 * will not work.
712 */
713 nir_shader *
brw_postprocess_nir(nir_shader * nir,const struct brw_compiler * compiler,bool is_scalar)714 brw_postprocess_nir(nir_shader *nir, const struct brw_compiler *compiler,
715 bool is_scalar)
716 {
717 const struct gen_device_info *devinfo = compiler->devinfo;
718 bool debug_enabled =
719 (INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->info.stage));
720
721 UNUSED bool progress; /* Written by OPT */
722
723
724 do {
725 progress = false;
726 OPT(nir_opt_algebraic_before_ffma);
727 } while (progress);
728
729 nir = brw_nir_optimize(nir, compiler, is_scalar);
730
731 if (devinfo->gen >= 6) {
732 /* Try and fuse multiply-adds */
733 OPT(brw_nir_opt_peephole_ffma);
734 }
735
736 OPT(nir_opt_algebraic_late);
737
738 OPT(nir_lower_to_source_mods);
739 OPT(nir_copy_prop);
740 OPT(nir_opt_dce);
741 OPT(nir_opt_move_comparisons);
742
743 OPT(nir_lower_locals_to_regs);
744
745 if (unlikely(debug_enabled)) {
746 /* Re-index SSA defs so we print more sensible numbers. */
747 nir_foreach_function(function, nir) {
748 if (function->impl)
749 nir_index_ssa_defs(function->impl);
750 }
751
752 fprintf(stderr, "NIR (SSA form) for %s shader:\n",
753 _mesa_shader_stage_to_string(nir->info.stage));
754 nir_print_shader(nir, stderr);
755 }
756
757 OPT(nir_convert_from_ssa, true);
758
759 if (!is_scalar) {
760 OPT(nir_move_vec_src_uses_to_dest);
761 OPT(nir_lower_vec_to_movs);
762 }
763
764 /* This is the last pass we run before we start emitting stuff. It
765 * determines when we need to insert boolean resolves on Gen <= 5. We
766 * run it last because it stashes data in instr->pass_flags and we don't
767 * want that to be squashed by other NIR passes.
768 */
769 if (devinfo->gen <= 5)
770 brw_nir_analyze_boolean_resolves(nir);
771
772 nir_sweep(nir);
773
774 if (unlikely(debug_enabled)) {
775 fprintf(stderr, "NIR (final form) for %s shader:\n",
776 _mesa_shader_stage_to_string(nir->info.stage));
777 nir_print_shader(nir, stderr);
778 }
779
780 return nir;
781 }
782
783 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)784 brw_nir_apply_sampler_key(nir_shader *nir,
785 const struct brw_compiler *compiler,
786 const struct brw_sampler_prog_key_data *key_tex,
787 bool is_scalar)
788 {
789 const struct gen_device_info *devinfo = compiler->devinfo;
790 nir_lower_tex_options tex_options = { 0 };
791
792 /* Iron Lake and prior require lowering of all rectangle textures */
793 if (devinfo->gen < 6)
794 tex_options.lower_rect = true;
795
796 /* Prior to Broadwell, our hardware can't actually do GL_CLAMP */
797 if (devinfo->gen < 8) {
798 tex_options.saturate_s = key_tex->gl_clamp_mask[0];
799 tex_options.saturate_t = key_tex->gl_clamp_mask[1];
800 tex_options.saturate_r = key_tex->gl_clamp_mask[2];
801 }
802
803 /* Prior to Haswell, we have to fake texture swizzle */
804 for (unsigned s = 0; s < MAX_SAMPLERS; s++) {
805 if (key_tex->swizzles[s] == SWIZZLE_NOOP)
806 continue;
807
808 tex_options.swizzle_result |= (1 << s);
809 for (unsigned c = 0; c < 4; c++)
810 tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c);
811 }
812
813 /* Prior to Haswell, we have to lower gradients on shadow samplers */
814 tex_options.lower_txd_shadow = devinfo->gen < 8 && !devinfo->is_haswell;
815
816 tex_options.lower_y_uv_external = key_tex->y_uv_image_mask;
817 tex_options.lower_y_u_v_external = key_tex->y_u_v_image_mask;
818 tex_options.lower_yx_xuxv_external = key_tex->yx_xuxv_image_mask;
819 tex_options.lower_xy_uxvx_external = key_tex->xy_uxvx_image_mask;
820
821 if (nir_lower_tex(nir, &tex_options)) {
822 nir_validate_shader(nir);
823 nir = brw_nir_optimize(nir, compiler, is_scalar);
824 }
825
826 return nir;
827 }
828
829 enum brw_reg_type
brw_type_for_nir_type(const struct gen_device_info * devinfo,nir_alu_type type)830 brw_type_for_nir_type(const struct gen_device_info *devinfo, nir_alu_type type)
831 {
832 switch (type) {
833 case nir_type_uint:
834 case nir_type_uint32:
835 return BRW_REGISTER_TYPE_UD;
836 case nir_type_bool:
837 case nir_type_int:
838 case nir_type_bool32:
839 case nir_type_int32:
840 return BRW_REGISTER_TYPE_D;
841 case nir_type_float:
842 case nir_type_float32:
843 return BRW_REGISTER_TYPE_F;
844 case nir_type_float16:
845 return BRW_REGISTER_TYPE_HF;
846 case nir_type_float64:
847 return BRW_REGISTER_TYPE_DF;
848 case nir_type_int64:
849 return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_Q;
850 case nir_type_uint64:
851 return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_UQ;
852 case nir_type_int16:
853 return BRW_REGISTER_TYPE_W;
854 case nir_type_uint16:
855 return BRW_REGISTER_TYPE_UW;
856 default:
857 unreachable("unknown type");
858 }
859
860 return BRW_REGISTER_TYPE_F;
861 }
862
863 /* Returns the glsl_base_type corresponding to a nir_alu_type.
864 * This is used by both brw_vec4_nir and brw_fs_nir.
865 */
866 enum glsl_base_type
brw_glsl_base_type_for_nir_type(nir_alu_type type)867 brw_glsl_base_type_for_nir_type(nir_alu_type type)
868 {
869 switch (type) {
870 case nir_type_float:
871 case nir_type_float32:
872 return GLSL_TYPE_FLOAT;
873
874 case nir_type_float16:
875 return GLSL_TYPE_FLOAT16;
876
877 case nir_type_float64:
878 return GLSL_TYPE_DOUBLE;
879
880 case nir_type_int:
881 case nir_type_int32:
882 return GLSL_TYPE_INT;
883
884 case nir_type_uint:
885 case nir_type_uint32:
886 return GLSL_TYPE_UINT;
887
888 case nir_type_int16:
889 return GLSL_TYPE_INT16;
890
891 case nir_type_uint16:
892 return GLSL_TYPE_UINT16;
893
894 default:
895 unreachable("bad type");
896 }
897 }
898