• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
2 
3 /*
4  * Copyright (C) 2015 Rob Clark <robclark@freedesktop.org>
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the "Software"),
8  * to deal in the Software without restriction, including without limitation
9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10  * and/or sell copies of the Software, and to permit persons to whom the
11  * Software is furnished to do so, subject to the following conditions:
12  *
13  * The above copyright notice and this permission notice (including the next
14  * paragraph) shall be included in all copies or substantial portions of the
15  * Software.
16  *
17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
22  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
23  * SOFTWARE.
24  *
25  * Authors:
26  *    Rob Clark <robclark@freedesktop.org>
27  */
28 
29 
30 #include "freedreno_util.h"
31 
32 #include "ir3_nir.h"
33 #include "ir3_compiler.h"
34 #include "ir3_shader.h"
35 
36 #include "nir/tgsi_to_nir.h"
37 
38 static const nir_shader_compiler_options options = {
39 		.lower_fpow = true,
40 		.lower_fsat = true,
41 		.lower_scmp = true,
42 		.lower_flrp32 = true,
43 		.lower_flrp64 = true,
44 		.lower_ffract = true,
45 		.lower_fmod32 = true,
46 		.lower_fmod64 = true,
47 		.lower_fdiv = true,
48 		.fuse_ffma = true,
49 		.native_integers = true,
50 		.vertex_id_zero_based = true,
51 		.lower_extract_byte = true,
52 		.lower_extract_word = true,
53 };
54 
55 struct nir_shader *
ir3_tgsi_to_nir(const struct tgsi_token * tokens)56 ir3_tgsi_to_nir(const struct tgsi_token *tokens)
57 {
58 	return tgsi_to_nir(tokens, &options);
59 }
60 
61 const nir_shader_compiler_options *
ir3_get_compiler_options(void)62 ir3_get_compiler_options(void)
63 {
64 	return &options;
65 }
66 
67 /* for given shader key, are any steps handled in nir? */
68 bool
ir3_key_lowers_nir(const struct ir3_shader_key * key)69 ir3_key_lowers_nir(const struct ir3_shader_key *key)
70 {
71 	return key->fsaturate_s | key->fsaturate_t | key->fsaturate_r |
72 			key->vsaturate_s | key->vsaturate_t | key->vsaturate_r |
73 			key->ucp_enables | key->color_two_side |
74 			key->fclamp_color | key->vclamp_color;
75 }
76 
77 #define OPT(nir, pass, ...) ({                             \
78    bool this_progress = false;                             \
79    NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__);      \
80    this_progress;                                          \
81 })
82 
83 #define OPT_V(nir, pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
84 
85 static void
ir3_optimize_loop(nir_shader * s)86 ir3_optimize_loop(nir_shader *s)
87 {
88 	bool progress;
89 	do {
90 		progress = false;
91 
92 		OPT_V(s, nir_lower_vars_to_ssa);
93 		progress |= OPT(s, nir_lower_alu_to_scalar);
94 		progress |= OPT(s, nir_lower_phis_to_scalar);
95 
96 		progress |= OPT(s, nir_copy_prop);
97 		progress |= OPT(s, nir_opt_dce);
98 		progress |= OPT(s, nir_opt_cse);
99 		progress |= OPT(s, ir3_nir_lower_if_else);
100 		progress |= OPT(s, nir_opt_algebraic);
101 		progress |= OPT(s, nir_opt_constant_folding);
102 
103 	} while (progress);
104 }
105 
106 struct nir_shader *
ir3_optimize_nir(struct ir3_shader * shader,nir_shader * s,const struct ir3_shader_key * key)107 ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s,
108 		const struct ir3_shader_key *key)
109 {
110 	struct nir_lower_tex_options tex_options = {
111 			.lower_rect = 0,
112 	};
113 
114 	if (key) {
115 		switch (shader->type) {
116 		case SHADER_FRAGMENT:
117 		case SHADER_COMPUTE:
118 			tex_options.saturate_s = key->fsaturate_s;
119 			tex_options.saturate_t = key->fsaturate_t;
120 			tex_options.saturate_r = key->fsaturate_r;
121 			break;
122 		case SHADER_VERTEX:
123 			tex_options.saturate_s = key->vsaturate_s;
124 			tex_options.saturate_t = key->vsaturate_t;
125 			tex_options.saturate_r = key->vsaturate_r;
126 			break;
127 		}
128 	}
129 
130 	if (shader->compiler->gpu_id >= 400) {
131 		/* a4xx seems to have *no* sam.p */
132 		tex_options.lower_txp = ~0;  /* lower all txp */
133 	} else {
134 		/* a3xx just needs to avoid sam.p for 3d tex */
135 		tex_options.lower_txp = (1 << GLSL_SAMPLER_DIM_3D);
136 	}
137 
138 	if (fd_mesa_debug & FD_DBG_DISASM) {
139 		debug_printf("----------------------\n");
140 		nir_print_shader(s, stdout);
141 		debug_printf("----------------------\n");
142 	}
143 
144 	OPT_V(s, nir_opt_global_to_local);
145 	OPT_V(s, nir_lower_regs_to_ssa);
146 
147 	if (key) {
148 		if (s->stage == MESA_SHADER_VERTEX) {
149 			OPT_V(s, nir_lower_clip_vs, key->ucp_enables);
150 			if (key->vclamp_color)
151 				OPT_V(s, nir_lower_clamp_color_outputs);
152 		} else if (s->stage == MESA_SHADER_FRAGMENT) {
153 			OPT_V(s, nir_lower_clip_fs, key->ucp_enables);
154 			if (key->fclamp_color)
155 				OPT_V(s, nir_lower_clamp_color_outputs);
156 		}
157 		if (key->color_two_side) {
158 			OPT_V(s, nir_lower_two_sided_color);
159 		}
160 	} else {
161 		/* only want to do this the first time (when key is null)
162 		 * and not again on any potential 2nd variant lowering pass:
163 		 */
164 		OPT_V(s, ir3_nir_apply_trig_workarounds);
165 	}
166 
167 	OPT_V(s, nir_lower_tex, &tex_options);
168 	OPT_V(s, nir_lower_load_const_to_scalar);
169 
170 	ir3_optimize_loop(s);
171 
172 	/* do idiv lowering after first opt loop to give a chance for
173 	 * divide by immed power-of-two to be caught first:
174 	 */
175 	if (OPT(s, nir_lower_idiv))
176 		ir3_optimize_loop(s);
177 
178 	OPT_V(s, nir_remove_dead_variables, nir_var_local);
179 
180 	if (fd_mesa_debug & FD_DBG_DISASM) {
181 		debug_printf("----------------------\n");
182 		nir_print_shader(s, stdout);
183 		debug_printf("----------------------\n");
184 	}
185 
186 	nir_sweep(s);
187 
188 	return s;
189 }
190