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-rw-r--r--src/freedreno/ir3/ir3_nir.c263
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diff --git a/src/freedreno/ir3/ir3_nir.c b/src/freedreno/ir3/ir3_nir.c
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+/*
+ * Copyright (C) 2015 Rob Clark <[email protected]>
+ *
+ * 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.
+ *
+ * Authors:
+ * Rob Clark <[email protected]>
+ */
+
+
+#include "util/debug.h"
+
+#include "ir3_nir.h"
+#include "ir3_compiler.h"
+#include "ir3_shader.h"
+
+static const nir_shader_compiler_options options = {
+ .lower_fpow = true,
+ .lower_scmp = true,
+ .lower_flrp32 = true,
+ .lower_flrp64 = true,
+ .lower_ffract = true,
+ .lower_fmod32 = true,
+ .lower_fmod64 = true,
+ .lower_fdiv = true,
+ .lower_ldexp = true,
+ .fuse_ffma = true,
+ .native_integers = true,
+ .vertex_id_zero_based = true,
+ .lower_extract_byte = true,
+ .lower_extract_word = true,
+ .lower_all_io_to_temps = true,
+ .lower_helper_invocation = true,
+};
+
+const nir_shader_compiler_options *
+ir3_get_compiler_options(struct ir3_compiler *compiler)
+{
+ return &options;
+}
+
+/* for given shader key, are any steps handled in nir? */
+bool
+ir3_key_lowers_nir(const struct ir3_shader_key *key)
+{
+ return key->fsaturate_s | key->fsaturate_t | key->fsaturate_r |
+ key->vsaturate_s | key->vsaturate_t | key->vsaturate_r |
+ key->ucp_enables | key->color_two_side |
+ key->fclamp_color | key->vclamp_color;
+}
+
+#define OPT(nir, pass, ...) ({ \
+ bool this_progress = false; \
+ NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
+ this_progress; \
+})
+
+#define OPT_V(nir, pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
+
+static void
+ir3_optimize_loop(nir_shader *s)
+{
+ bool progress;
+ do {
+ progress = false;
+
+ OPT_V(s, nir_lower_vars_to_ssa);
+ progress |= OPT(s, nir_opt_copy_prop_vars);
+ progress |= OPT(s, nir_opt_dead_write_vars);
+ progress |= OPT(s, nir_lower_alu_to_scalar);
+ progress |= OPT(s, nir_lower_phis_to_scalar);
+
+ progress |= OPT(s, nir_copy_prop);
+ progress |= OPT(s, nir_opt_dce);
+ progress |= OPT(s, nir_opt_cse);
+ static int gcm = -1;
+ if (gcm == -1)
+ gcm = env_var_as_unsigned("GCM", 0);
+ if (gcm == 1)
+ progress |= OPT(s, nir_opt_gcm, true);
+ else if (gcm == 2)
+ progress |= OPT(s, nir_opt_gcm, false);
+ progress |= OPT(s, nir_opt_peephole_select, 16);
+ progress |= OPT(s, nir_opt_intrinsics);
+ progress |= OPT(s, nir_opt_algebraic);
+ progress |= OPT(s, nir_opt_constant_folding);
+ progress |= OPT(s, nir_opt_dead_cf);
+ if (OPT(s, nir_opt_trivial_continues)) {
+ progress |= true;
+ /* 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(s, nir_copy_prop);
+ OPT(s, nir_opt_dce);
+ }
+ progress |= OPT(s, nir_opt_if);
+ progress |= OPT(s, nir_opt_remove_phis);
+ progress |= OPT(s, nir_opt_undef);
+
+ } while (progress);
+}
+
+struct nir_shader *
+ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s,
+ const struct ir3_shader_key *key)
+{
+ struct nir_lower_tex_options tex_options = {
+ .lower_rect = 0,
+ };
+
+ if (key) {
+ switch (shader->type) {
+ case MESA_SHADER_FRAGMENT:
+ tex_options.saturate_s = key->fsaturate_s;
+ tex_options.saturate_t = key->fsaturate_t;
+ tex_options.saturate_r = key->fsaturate_r;
+ break;
+ case MESA_SHADER_VERTEX:
+ tex_options.saturate_s = key->vsaturate_s;
+ tex_options.saturate_t = key->vsaturate_t;
+ tex_options.saturate_r = key->vsaturate_r;
+ break;
+ default:
+ /* TODO */
+ break;
+ }
+ }
+
+ if (shader->compiler->gpu_id >= 400) {
+ /* a4xx seems to have *no* sam.p */
+ tex_options.lower_txp = ~0; /* lower all txp */
+ } else {
+ /* a3xx just needs to avoid sam.p for 3d tex */
+ tex_options.lower_txp = (1 << GLSL_SAMPLER_DIM_3D);
+ }
+
+ if (ir3_shader_debug & IR3_DBG_DISASM) {
+ debug_printf("----------------------\n");
+ nir_print_shader(s, stdout);
+ debug_printf("----------------------\n");
+ }
+
+ OPT_V(s, nir_opt_global_to_local);
+ OPT_V(s, nir_lower_regs_to_ssa);
+
+ if (key) {
+ if (s->info.stage == MESA_SHADER_VERTEX) {
+ OPT_V(s, nir_lower_clip_vs, key->ucp_enables, false);
+ if (key->vclamp_color)
+ OPT_V(s, nir_lower_clamp_color_outputs);
+ } else if (s->info.stage == MESA_SHADER_FRAGMENT) {
+ OPT_V(s, nir_lower_clip_fs, key->ucp_enables);
+ if (key->fclamp_color)
+ OPT_V(s, nir_lower_clamp_color_outputs);
+ }
+ if (key->color_two_side) {
+ OPT_V(s, nir_lower_two_sided_color);
+ }
+ } else {
+ /* only want to do this the first time (when key is null)
+ * and not again on any potential 2nd variant lowering pass:
+ */
+ OPT_V(s, ir3_nir_apply_trig_workarounds);
+ }
+
+ OPT_V(s, nir_lower_tex, &tex_options);
+ OPT_V(s, nir_lower_load_const_to_scalar);
+ if (shader->compiler->gpu_id < 500)
+ OPT_V(s, ir3_nir_lower_tg4_to_tex);
+
+ ir3_optimize_loop(s);
+
+ /* do idiv lowering after first opt loop to give a chance for
+ * divide by immed power-of-two to be caught first:
+ */
+ if (OPT(s, nir_lower_idiv))
+ ir3_optimize_loop(s);
+
+ OPT_V(s, nir_remove_dead_variables, nir_var_local);
+
+ OPT_V(s, nir_move_load_const);
+
+ if (ir3_shader_debug & IR3_DBG_DISASM) {
+ debug_printf("----------------------\n");
+ nir_print_shader(s, stdout);
+ debug_printf("----------------------\n");
+ }
+
+ nir_sweep(s);
+
+ return s;
+}
+
+void
+ir3_nir_scan_driver_consts(nir_shader *shader,
+ struct ir3_driver_const_layout *layout)
+{
+ nir_foreach_function(function, shader) {
+ if (!function->impl)
+ continue;
+
+ nir_foreach_block(block, function->impl) {
+ nir_foreach_instr(instr, block) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
+
+ nir_intrinsic_instr *intr =
+ nir_instr_as_intrinsic(instr);
+ unsigned idx;
+
+ switch (intr->intrinsic) {
+ case nir_intrinsic_get_buffer_size:
+ idx = nir_src_as_const_value(intr->src[0])->u32[0];
+ if (layout->ssbo_size.mask & (1 << idx))
+ break;
+ layout->ssbo_size.mask |= (1 << idx);
+ layout->ssbo_size.off[idx] =
+ layout->ssbo_size.count;
+ layout->ssbo_size.count += 1; /* one const per */
+ break;
+ case nir_intrinsic_image_deref_atomic_add:
+ case nir_intrinsic_image_deref_atomic_min:
+ case nir_intrinsic_image_deref_atomic_max:
+ case nir_intrinsic_image_deref_atomic_and:
+ case nir_intrinsic_image_deref_atomic_or:
+ case nir_intrinsic_image_deref_atomic_xor:
+ case nir_intrinsic_image_deref_atomic_exchange:
+ case nir_intrinsic_image_deref_atomic_comp_swap:
+ case nir_intrinsic_image_deref_store:
+ case nir_intrinsic_image_deref_size:
+ idx = nir_intrinsic_get_var(intr, 0)->data.driver_location;
+ if (layout->image_dims.mask & (1 << idx))
+ break;
+ layout->image_dims.mask |= (1 << idx);
+ layout->image_dims.off[idx] =
+ layout->image_dims.count;
+ layout->image_dims.count += 3; /* three const per */
+ break;
+ default:
+ break;
+ }
+ }
+ }
+ }
+}