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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