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authorJason Ekstrand <[email protected]>2017-02-28 09:10:43 -0800
committerEmil Velikov <[email protected]>2017-03-13 11:16:34 +0000
commit700bebb958e93f4d472c383de62ced9db8e64bec (patch)
tree0075c098c56c338f38ba0db80b9dba3e7e268a17 /src/intel/compiler/brw_nir.c
parentd0d4a5f43b4dd79bd7bfff7c7deaade10bfebf7c (diff)
i965: Move the back-end compiler to src/intel/compiler
Mostly a dummy git mv with a couple of noticable parts: - With the earlier header cleanups, nothing in src/intel depends files from src/mesa/drivers/dri/i965/ - Both Autoconf and Android builds are addressed. Thanks to Mauro and Tapani for the fixups in the latter - brw_util.[ch] is not really compiler specific, so it's moved to i965. v2: - move brw_eu_defines.h instead of brw_defines.h - remove no-longer applicable includes - add missing vulkan/ prefix in the Android build (thanks Tapani) v3: - don't list brw_defines.h in src/intel/Makefile.sources (Jason) - rebase on top of the oa patches [Emil Velikov: commit message, various small fixes througout] Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/intel/compiler/brw_nir.c')
-rw-r--r--src/intel/compiler/brw_nir.c764
1 files changed, 764 insertions, 0 deletions
diff --git a/src/intel/compiler/brw_nir.c b/src/intel/compiler/brw_nir.c
new file mode 100644
index 00000000000..f86308521e9
--- /dev/null
+++ b/src/intel/compiler/brw_nir.c
@@ -0,0 +1,764 @@
+/*
+ * Copyright © 2014 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#include "brw_nir.h"
+#include "brw_shader.h"
+#include "common/gen_debug.h"
+#include "compiler/glsl_types.h"
+#include "compiler/nir/nir_builder.h"
+
+static bool
+is_input(nir_intrinsic_instr *intrin)
+{
+ return intrin->intrinsic == nir_intrinsic_load_input ||
+ intrin->intrinsic == nir_intrinsic_load_per_vertex_input ||
+ intrin->intrinsic == nir_intrinsic_load_interpolated_input;
+}
+
+static bool
+is_output(nir_intrinsic_instr *intrin)
+{
+ return intrin->intrinsic == nir_intrinsic_load_output ||
+ intrin->intrinsic == nir_intrinsic_load_per_vertex_output ||
+ intrin->intrinsic == nir_intrinsic_store_output ||
+ intrin->intrinsic == nir_intrinsic_store_per_vertex_output;
+}
+
+/**
+ * In many cases, we just add the base and offset together, so there's no
+ * reason to keep them separate. Sometimes, combining them is essential:
+ * if a shader only accesses part of a compound variable (such as a matrix
+ * or array), the variable's base may not actually exist in the VUE map.
+ *
+ * This pass adds constant offsets to instr->const_index[0], and resets
+ * the offset source to 0. Non-constant offsets remain unchanged - since
+ * we don't know what part of a compound variable is accessed, we allocate
+ * storage for the entire thing.
+ */
+
+static bool
+add_const_offset_to_base_block(nir_block *block, nir_builder *b,
+ nir_variable_mode mode)
+{
+ nir_foreach_instr_safe(instr, block) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
+
+ nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
+
+ if ((mode == nir_var_shader_in && is_input(intrin)) ||
+ (mode == nir_var_shader_out && is_output(intrin))) {
+ nir_src *offset = nir_get_io_offset_src(intrin);
+ nir_const_value *const_offset = nir_src_as_const_value(*offset);
+
+ if (const_offset) {
+ intrin->const_index[0] += const_offset->u32[0];
+ b->cursor = nir_before_instr(&intrin->instr);
+ nir_instr_rewrite_src(&intrin->instr, offset,
+ nir_src_for_ssa(nir_imm_int(b, 0)));
+ }
+ }
+ }
+ return true;
+}
+
+static void
+add_const_offset_to_base(nir_shader *nir, nir_variable_mode mode)
+{
+ nir_foreach_function(f, nir) {
+ if (f->impl) {
+ nir_builder b;
+ nir_builder_init(&b, f->impl);
+ nir_foreach_block(block, f->impl) {
+ add_const_offset_to_base_block(block, &b, mode);
+ }
+ }
+ }
+}
+
+static bool
+remap_vs_attrs(nir_block *block, shader_info *nir_info)
+{
+ nir_foreach_instr(instr, block) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
+
+ nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
+
+ if (intrin->intrinsic == nir_intrinsic_load_input) {
+ /* Attributes come in a contiguous block, ordered by their
+ * gl_vert_attrib value. That means we can compute the slot
+ * number for an attribute by masking out the enabled attributes
+ * before it and counting the bits.
+ */
+ int attr = intrin->const_index[0];
+ int slot = _mesa_bitcount_64(nir_info->inputs_read &
+ BITFIELD64_MASK(attr));
+ intrin->const_index[0] = 4 * slot;
+ }
+ }
+ return true;
+}
+
+static bool
+remap_inputs_with_vue_map(nir_block *block, const struct brw_vue_map *vue_map)
+{
+ nir_foreach_instr(instr, block) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
+
+ nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
+
+ if (intrin->intrinsic == nir_intrinsic_load_input ||
+ intrin->intrinsic == nir_intrinsic_load_per_vertex_input) {
+ int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
+ assert(vue_slot != -1);
+ intrin->const_index[0] = vue_slot;
+ }
+ }
+ return true;
+}
+
+static bool
+remap_tess_levels(nir_builder *b, nir_intrinsic_instr *intr,
+ GLenum primitive_mode)
+{
+ const int location = nir_intrinsic_base(intr);
+ const unsigned component = nir_intrinsic_component(intr);
+ bool out_of_bounds;
+
+ if (location == VARYING_SLOT_TESS_LEVEL_INNER) {
+ switch (primitive_mode) {
+ case GL_QUADS:
+ /* gl_TessLevelInner[0..1] lives at DWords 3-2 (reversed). */
+ nir_intrinsic_set_base(intr, 0);
+ nir_intrinsic_set_component(intr, 3 - component);
+ out_of_bounds = false;
+ break;
+ case GL_TRIANGLES:
+ /* gl_TessLevelInner[0] lives at DWord 4. */
+ nir_intrinsic_set_base(intr, 1);
+ out_of_bounds = component > 0;
+ break;
+ case GL_ISOLINES:
+ out_of_bounds = true;
+ break;
+ default:
+ unreachable("Bogus tessellation domain");
+ }
+ } else if (location == VARYING_SLOT_TESS_LEVEL_OUTER) {
+ if (primitive_mode == GL_ISOLINES) {
+ /* gl_TessLevelOuter[0..1] lives at DWords 6-7 (in order). */
+ nir_intrinsic_set_base(intr, 1);
+ nir_intrinsic_set_component(intr, 2 + nir_intrinsic_component(intr));
+ out_of_bounds = component > 1;
+ } else {
+ /* Triangles use DWords 7-5 (reversed); Quads use 7-4 (reversed) */
+ nir_intrinsic_set_base(intr, 1);
+ nir_intrinsic_set_component(intr, 3 - nir_intrinsic_component(intr));
+ out_of_bounds = component == 3 && primitive_mode == GL_TRIANGLES;
+ }
+ } else {
+ return false;
+ }
+
+ if (out_of_bounds) {
+ if (nir_intrinsic_infos[intr->intrinsic].has_dest) {
+ b->cursor = nir_before_instr(&intr->instr);
+ nir_ssa_def *undef = nir_ssa_undef(b, 1, 32);
+ nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(undef));
+ }
+ nir_instr_remove(&intr->instr);
+ }
+
+ return true;
+}
+
+static bool
+remap_patch_urb_offsets(nir_block *block, nir_builder *b,
+ const struct brw_vue_map *vue_map,
+ GLenum tes_primitive_mode)
+{
+ const bool is_passthrough_tcs = b->shader->info->name &&
+ strcmp(b->shader->info->name, "passthrough") == 0;
+
+ nir_foreach_instr_safe(instr, block) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
+
+ nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
+
+ gl_shader_stage stage = b->shader->stage;
+
+ if ((stage == MESA_SHADER_TESS_CTRL && is_output(intrin)) ||
+ (stage == MESA_SHADER_TESS_EVAL && is_input(intrin))) {
+
+ if (!is_passthrough_tcs &&
+ remap_tess_levels(b, intrin, tes_primitive_mode))
+ continue;
+
+ int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
+ assert(vue_slot != -1);
+ intrin->const_index[0] = vue_slot;
+
+ nir_src *vertex = nir_get_io_vertex_index_src(intrin);
+ if (vertex) {
+ nir_const_value *const_vertex = nir_src_as_const_value(*vertex);
+ if (const_vertex) {
+ intrin->const_index[0] += const_vertex->u32[0] *
+ vue_map->num_per_vertex_slots;
+ } else {
+ b->cursor = nir_before_instr(&intrin->instr);
+
+ /* Multiply by the number of per-vertex slots. */
+ nir_ssa_def *vertex_offset =
+ nir_imul(b,
+ nir_ssa_for_src(b, *vertex, 1),
+ nir_imm_int(b,
+ vue_map->num_per_vertex_slots));
+
+ /* Add it to the existing offset */
+ nir_src *offset = nir_get_io_offset_src(intrin);
+ nir_ssa_def *total_offset =
+ nir_iadd(b, vertex_offset,
+ nir_ssa_for_src(b, *offset, 1));
+
+ nir_instr_rewrite_src(&intrin->instr, offset,
+ nir_src_for_ssa(total_offset));
+ }
+ }
+ }
+ }
+ return true;
+}
+
+void
+brw_nir_lower_vs_inputs(nir_shader *nir,
+ bool is_scalar,
+ bool use_legacy_snorm_formula,
+ const uint8_t *vs_attrib_wa_flags)
+{
+ /* Start with the location of the variable's base. */
+ foreach_list_typed(nir_variable, var, node, &nir->inputs) {
+ var->data.driver_location = var->data.location;
+ }
+
+ /* Now use nir_lower_io to walk dereference chains. Attribute arrays are
+ * loaded as one vec4 or dvec4 per element (or matrix column), depending on
+ * whether it is a double-precision type or not.
+ */
+ nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
+
+ /* This pass needs actual constants */
+ nir_opt_constant_folding(nir);
+
+ add_const_offset_to_base(nir, nir_var_shader_in);
+
+ brw_nir_apply_attribute_workarounds(nir, use_legacy_snorm_formula,
+ vs_attrib_wa_flags);
+
+ if (is_scalar) {
+ /* Finally, translate VERT_ATTRIB_* values into the actual registers. */
+
+ nir_foreach_function(function, nir) {
+ if (function->impl) {
+ nir_foreach_block(block, function->impl) {
+ remap_vs_attrs(block, nir->info);
+ }
+ }
+ }
+ }
+}
+
+void
+brw_nir_lower_vue_inputs(nir_shader *nir, bool is_scalar,
+ const struct brw_vue_map *vue_map)
+{
+ foreach_list_typed(nir_variable, var, node, &nir->inputs) {
+ var->data.driver_location = var->data.location;
+ }
+
+ /* Inputs are stored in vec4 slots, so use type_size_vec4(). */
+ nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
+
+ if (is_scalar || nir->stage != MESA_SHADER_GEOMETRY) {
+ /* This pass needs actual constants */
+ nir_opt_constant_folding(nir);
+
+ add_const_offset_to_base(nir, nir_var_shader_in);
+
+ nir_foreach_function(function, nir) {
+ if (function->impl) {
+ nir_foreach_block(block, function->impl) {
+ remap_inputs_with_vue_map(block, vue_map);
+ }
+ }
+ }
+ }
+}
+
+void
+brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map)
+{
+ foreach_list_typed(nir_variable, var, node, &nir->inputs) {
+ var->data.driver_location = var->data.location;
+ }
+
+ nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
+
+ /* This pass needs actual constants */
+ nir_opt_constant_folding(nir);
+
+ add_const_offset_to_base(nir, nir_var_shader_in);
+
+ nir_foreach_function(function, nir) {
+ if (function->impl) {
+ nir_builder b;
+ nir_builder_init(&b, function->impl);
+ nir_foreach_block(block, function->impl) {
+ remap_patch_urb_offsets(block, &b, vue_map,
+ nir->info->tess.primitive_mode);
+ }
+ }
+ }
+}
+
+void
+brw_nir_lower_fs_inputs(nir_shader *nir,
+ const struct gen_device_info *devinfo,
+ const struct brw_wm_prog_key *key)
+{
+ foreach_list_typed(nir_variable, var, node, &nir->inputs) {
+ var->data.driver_location = var->data.location;
+
+ /* Apply default interpolation mode.
+ *
+ * Everything defaults to smooth except for the legacy GL color
+ * built-in variables, which might be flat depending on API state.
+ */
+ if (var->data.interpolation == INTERP_MODE_NONE) {
+ const bool flat = key->flat_shade &&
+ (var->data.location == VARYING_SLOT_COL0 ||
+ var->data.location == VARYING_SLOT_COL1);
+
+ var->data.interpolation = flat ? INTERP_MODE_FLAT
+ : INTERP_MODE_SMOOTH;
+ }
+
+ /* On Ironlake and below, there is only one interpolation mode.
+ * Centroid interpolation doesn't mean anything on this hardware --
+ * there is no multisampling.
+ */
+ if (devinfo->gen < 6) {
+ var->data.centroid = false;
+ var->data.sample = false;
+ }
+ }
+
+ nir_lower_io_options lower_io_options = 0;
+ if (key->persample_interp)
+ lower_io_options |= nir_lower_io_force_sample_interpolation;
+
+ nir_lower_io(nir, nir_var_shader_in, type_size_vec4, lower_io_options);
+
+ /* This pass needs actual constants */
+ nir_opt_constant_folding(nir);
+
+ add_const_offset_to_base(nir, nir_var_shader_in);
+}
+
+void
+brw_nir_lower_vue_outputs(nir_shader *nir,
+ bool is_scalar)
+{
+ nir_foreach_variable(var, &nir->outputs) {
+ var->data.driver_location = var->data.location;
+ }
+
+ nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
+}
+
+void
+brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map,
+ GLenum tes_primitive_mode)
+{
+ nir_foreach_variable(var, &nir->outputs) {
+ var->data.driver_location = var->data.location;
+ }
+
+ nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
+
+ /* This pass needs actual constants */
+ nir_opt_constant_folding(nir);
+
+ add_const_offset_to_base(nir, nir_var_shader_out);
+
+ nir_foreach_function(function, nir) {
+ if (function->impl) {
+ nir_builder b;
+ nir_builder_init(&b, function->impl);
+ nir_foreach_block(block, function->impl) {
+ remap_patch_urb_offsets(block, &b, vue_map, tes_primitive_mode);
+ }
+ }
+ }
+}
+
+void
+brw_nir_lower_fs_outputs(nir_shader *nir)
+{
+ nir_foreach_variable(var, &nir->outputs) {
+ var->data.driver_location =
+ SET_FIELD(var->data.index, BRW_NIR_FRAG_OUTPUT_INDEX) |
+ SET_FIELD(var->data.location, BRW_NIR_FRAG_OUTPUT_LOCATION);
+ }
+
+ nir_lower_io(nir, nir_var_shader_out, type_size_dvec4, 0);
+}
+
+void
+brw_nir_lower_cs_shared(nir_shader *nir)
+{
+ nir_assign_var_locations(&nir->shared, &nir->num_shared,
+ type_size_scalar_bytes);
+ nir_lower_io(nir, nir_var_shared, type_size_scalar_bytes, 0);
+}
+
+#define OPT(pass, ...) ({ \
+ bool this_progress = false; \
+ NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
+ if (this_progress) \
+ progress = true; \
+ this_progress; \
+})
+
+#define OPT_V(pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
+
+static nir_shader *
+nir_optimize(nir_shader *nir, const struct brw_compiler *compiler,
+ bool is_scalar)
+{
+ nir_variable_mode indirect_mask = 0;
+ if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectInput)
+ indirect_mask |= nir_var_shader_in;
+ if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectOutput)
+ indirect_mask |= nir_var_shader_out;
+ if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectTemp)
+ indirect_mask |= nir_var_local;
+
+ bool progress;
+ do {
+ progress = false;
+ OPT_V(nir_lower_vars_to_ssa);
+ OPT(nir_opt_copy_prop_vars);
+
+ if (is_scalar) {
+ OPT(nir_lower_alu_to_scalar);
+ }
+
+ OPT(nir_copy_prop);
+
+ if (is_scalar) {
+ OPT(nir_lower_phis_to_scalar);
+ }
+
+ OPT(nir_copy_prop);
+ OPT(nir_opt_dce);
+ OPT(nir_opt_cse);
+ OPT(nir_opt_peephole_select, 0);
+ OPT(nir_opt_algebraic);
+ OPT(nir_opt_constant_folding);
+ OPT(nir_opt_dead_cf);
+ if (OPT(nir_opt_trivial_continues)) {
+ /* If nir_opt_trivial_continues makes progress, then we need to clean
+ * things up if we want any hope of nir_opt_if or nir_opt_loop_unroll
+ * to make progress.
+ */
+ OPT(nir_copy_prop);
+ OPT(nir_opt_dce);
+ }
+ OPT(nir_opt_if);
+ if (nir->options->max_unroll_iterations != 0) {
+ OPT(nir_opt_loop_unroll, indirect_mask);
+ }
+ OPT(nir_opt_remove_phis);
+ OPT(nir_opt_undef);
+ OPT_V(nir_lower_doubles, nir_lower_drcp |
+ nir_lower_dsqrt |
+ nir_lower_drsq |
+ nir_lower_dtrunc |
+ nir_lower_dfloor |
+ nir_lower_dceil |
+ nir_lower_dfract |
+ nir_lower_dround_even |
+ nir_lower_dmod);
+ OPT_V(nir_lower_64bit_pack);
+ } while (progress);
+
+ return nir;
+}
+
+/* Does some simple lowering and runs the standard suite of optimizations
+ *
+ * This is intended to be called more-or-less directly after you get the
+ * shader out of GLSL or some other source. While it is geared towards i965,
+ * it is not at all generator-specific except for the is_scalar flag. Even
+ * there, it is safe to call with is_scalar = false for a shader that is
+ * intended for the FS backend as long as nir_optimize is called again with
+ * is_scalar = true to scalarize everything prior to code gen.
+ */
+nir_shader *
+brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir)
+{
+ const struct gen_device_info *devinfo = compiler->devinfo;
+ bool progress; /* Written by OPT and OPT_V */
+ (void)progress;
+
+ const bool is_scalar = compiler->scalar_stage[nir->stage];
+
+ if (nir->stage == MESA_SHADER_GEOMETRY)
+ OPT(nir_lower_gs_intrinsics);
+
+ /* See also brw_nir_trig_workarounds.py */
+ if (compiler->precise_trig &&
+ !(devinfo->gen >= 10 || devinfo->is_kabylake))
+ OPT(brw_nir_apply_trig_workarounds);
+
+ static const nir_lower_tex_options tex_options = {
+ .lower_txp = ~0,
+ .lower_txf_offset = true,
+ .lower_rect_offset = true,
+ .lower_txd_cube_map = true,
+ };
+
+ OPT(nir_lower_tex, &tex_options);
+ OPT(nir_normalize_cubemap_coords);
+
+ OPT(nir_lower_global_vars_to_local);
+
+ OPT(nir_split_var_copies);
+
+ nir = nir_optimize(nir, compiler, is_scalar);
+
+ if (is_scalar) {
+ OPT_V(nir_lower_load_const_to_scalar);
+ }
+
+ /* Lower a bunch of stuff */
+ OPT_V(nir_lower_var_copies);
+
+ OPT_V(nir_lower_clip_cull_distance_arrays);
+
+ nir_variable_mode indirect_mask = 0;
+ if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectInput)
+ indirect_mask |= nir_var_shader_in;
+ if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectOutput)
+ indirect_mask |= nir_var_shader_out;
+ if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectTemp)
+ indirect_mask |= nir_var_local;
+
+ nir_lower_indirect_derefs(nir, indirect_mask);
+
+ nir_lower_int64(nir, nir_lower_imul64 |
+ nir_lower_isign64 |
+ nir_lower_divmod64);
+
+ /* Get rid of split copies */
+ nir = nir_optimize(nir, compiler, is_scalar);
+
+ OPT(nir_remove_dead_variables, nir_var_local);
+
+ return nir;
+}
+
+/* Prepare the given shader for codegen
+ *
+ * This function is intended to be called right before going into the actual
+ * backend and is highly backend-specific. Also, once this function has been
+ * called on a shader, it will no longer be in SSA form so most optimizations
+ * will not work.
+ */
+nir_shader *
+brw_postprocess_nir(nir_shader *nir, const struct brw_compiler *compiler,
+ bool is_scalar)
+{
+ const struct gen_device_info *devinfo = compiler->devinfo;
+ bool debug_enabled =
+ (INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->stage));
+
+ bool progress; /* Written by OPT and OPT_V */
+ (void)progress;
+
+ nir = nir_optimize(nir, compiler, is_scalar);
+
+ if (devinfo->gen >= 6) {
+ /* Try and fuse multiply-adds */
+ OPT(brw_nir_opt_peephole_ffma);
+ }
+
+ OPT(nir_opt_algebraic_late);
+
+ OPT_V(nir_lower_to_source_mods);
+ OPT(nir_copy_prop);
+ OPT(nir_opt_dce);
+ OPT(nir_opt_move_comparisons);
+
+ OPT(nir_lower_locals_to_regs);
+
+ if (unlikely(debug_enabled)) {
+ /* Re-index SSA defs so we print more sensible numbers. */
+ nir_foreach_function(function, nir) {
+ if (function->impl)
+ nir_index_ssa_defs(function->impl);
+ }
+
+ fprintf(stderr, "NIR (SSA form) for %s shader:\n",
+ _mesa_shader_stage_to_string(nir->stage));
+ nir_print_shader(nir, stderr);
+ }
+
+ OPT_V(nir_convert_from_ssa, true);
+
+ if (!is_scalar) {
+ OPT_V(nir_move_vec_src_uses_to_dest);
+ OPT(nir_lower_vec_to_movs);
+ }
+
+ /* This is the last pass we run before we start emitting stuff. It
+ * determines when we need to insert boolean resolves on Gen <= 5. We
+ * run it last because it stashes data in instr->pass_flags and we don't
+ * want that to be squashed by other NIR passes.
+ */
+ if (devinfo->gen <= 5)
+ brw_nir_analyze_boolean_resolves(nir);
+
+ nir_sweep(nir);
+
+ if (unlikely(debug_enabled)) {
+ fprintf(stderr, "NIR (final form) for %s shader:\n",
+ _mesa_shader_stage_to_string(nir->stage));
+ nir_print_shader(nir, stderr);
+ }
+
+ return nir;
+}
+
+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)
+{
+ const struct gen_device_info *devinfo = compiler->devinfo;
+ nir_lower_tex_options tex_options = { 0 };
+
+ /* Iron Lake and prior require lowering of all rectangle textures */
+ if (devinfo->gen < 6)
+ tex_options.lower_rect = true;
+
+ /* Prior to Broadwell, our hardware can't actually do GL_CLAMP */
+ if (devinfo->gen < 8) {
+ tex_options.saturate_s = key_tex->gl_clamp_mask[0];
+ tex_options.saturate_t = key_tex->gl_clamp_mask[1];
+ tex_options.saturate_r = key_tex->gl_clamp_mask[2];
+ }
+
+ /* Prior to Haswell, we have to fake texture swizzle */
+ for (unsigned s = 0; s < MAX_SAMPLERS; s++) {
+ if (key_tex->swizzles[s] == SWIZZLE_NOOP)
+ continue;
+
+ tex_options.swizzle_result |= (1 << s);
+ for (unsigned c = 0; c < 4; c++)
+ tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c);
+ }
+
+ /* Prior to Haswell, we have to lower gradients on shadow samplers */
+ tex_options.lower_txd_shadow = devinfo->gen < 8 && !devinfo->is_haswell;
+
+ tex_options.lower_y_uv_external = key_tex->y_uv_image_mask;
+ tex_options.lower_y_u_v_external = key_tex->y_u_v_image_mask;
+ tex_options.lower_yx_xuxv_external = key_tex->yx_xuxv_image_mask;
+
+ if (nir_lower_tex(nir, &tex_options)) {
+ nir_validate_shader(nir);
+ nir = nir_optimize(nir, compiler, is_scalar);
+ }
+
+ return nir;
+}
+
+enum brw_reg_type
+brw_type_for_nir_type(const struct gen_device_info *devinfo, nir_alu_type type)
+{
+ switch (type) {
+ case nir_type_uint:
+ case nir_type_uint32:
+ return BRW_REGISTER_TYPE_UD;
+ case nir_type_bool:
+ case nir_type_int:
+ case nir_type_bool32:
+ case nir_type_int32:
+ return BRW_REGISTER_TYPE_D;
+ case nir_type_float:
+ case nir_type_float32:
+ return BRW_REGISTER_TYPE_F;
+ case nir_type_float64:
+ return BRW_REGISTER_TYPE_DF;
+ case nir_type_int64:
+ return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_Q;
+ case nir_type_uint64:
+ return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_UQ;
+ default:
+ unreachable("unknown type");
+ }
+
+ return BRW_REGISTER_TYPE_F;
+}
+
+/* Returns the glsl_base_type corresponding to a nir_alu_type.
+ * This is used by both brw_vec4_nir and brw_fs_nir.
+ */
+enum glsl_base_type
+brw_glsl_base_type_for_nir_type(nir_alu_type type)
+{
+ switch (type) {
+ case nir_type_float:
+ case nir_type_float32:
+ return GLSL_TYPE_FLOAT;
+
+ case nir_type_float64:
+ return GLSL_TYPE_DOUBLE;
+
+ case nir_type_int:
+ case nir_type_int32:
+ return GLSL_TYPE_INT;
+
+ case nir_type_uint:
+ case nir_type_uint32:
+ return GLSL_TYPE_UINT;
+
+ default:
+ unreachable("bad type");
+ }
+}