/* * 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 "glsl/glsl_parser_extras.h" #include "glsl/nir/glsl_to_nir.h" #include "program/prog_to_nir.h" static void nir_optimize(nir_shader *nir) { bool progress; do { progress = false; nir_lower_vars_to_ssa(nir); nir_validate_shader(nir); nir_lower_alu_to_scalar(nir); nir_validate_shader(nir); progress |= nir_copy_prop(nir); nir_validate_shader(nir); nir_lower_phis_to_scalar(nir); nir_validate_shader(nir); progress |= nir_copy_prop(nir); nir_validate_shader(nir); progress |= nir_opt_dce(nir); nir_validate_shader(nir); progress |= nir_opt_cse(nir); nir_validate_shader(nir); progress |= nir_opt_peephole_select(nir); nir_validate_shader(nir); progress |= nir_opt_algebraic(nir); nir_validate_shader(nir); progress |= nir_opt_constant_folding(nir); nir_validate_shader(nir); progress |= nir_opt_remove_phis(nir); nir_validate_shader(nir); } while (progress); } static bool count_nir_instrs_in_block(nir_block *block, void *state) { int *count = (int *) state; nir_foreach_instr(block, instr) { *count = *count + 1; } return true; } static int count_nir_instrs(nir_shader *nir) { int count = 0; nir_foreach_overload(nir, overload) { if (!overload->impl) continue; nir_foreach_block(overload->impl, count_nir_instrs_in_block, &count); } return count; } nir_shader * brw_create_nir(struct brw_context *brw, const struct gl_shader_program *shader_prog, const struct gl_program *prog, gl_shader_stage stage) { struct gl_context *ctx = &brw->ctx; const nir_shader_compiler_options *options = ctx->Const.ShaderCompilerOptions[stage].NirOptions; struct gl_shader *shader = shader_prog ? shader_prog->_LinkedShaders[stage] : NULL; bool debug_enabled = INTEL_DEBUG & intel_debug_flag_for_shader_stage(stage); nir_shader *nir; /* First, lower the GLSL IR or Mesa IR to NIR */ if (shader_prog) { nir = glsl_to_nir(shader, options); } else { nir = prog_to_nir(prog, options); nir_convert_to_ssa(nir); /* turn registers into SSA */ } nir_validate_shader(nir); nir_lower_global_vars_to_local(nir); nir_validate_shader(nir); nir_lower_tex_projector(nir); nir_validate_shader(nir); nir_normalize_cubemap_coords(nir); nir_validate_shader(nir); nir_split_var_copies(nir); nir_validate_shader(nir); nir_optimize(nir); /* Lower a bunch of stuff */ nir_lower_var_copies(nir); nir_validate_shader(nir); /* Get rid of split copies */ nir_optimize(nir); nir_assign_var_locations_scalar_direct_first(nir, &nir->uniforms, &nir->num_direct_uniforms, &nir->num_uniforms); nir_assign_var_locations_scalar(&nir->inputs, &nir->num_inputs); nir_assign_var_locations_scalar(&nir->outputs, &nir->num_outputs); nir_lower_io(nir); nir_validate_shader(nir); nir_remove_dead_variables(nir); nir_validate_shader(nir); if (shader_prog) { nir_lower_samplers(nir, shader_prog, stage); nir_validate_shader(nir); } nir_lower_system_values(nir); nir_validate_shader(nir); nir_lower_atomics(nir); nir_validate_shader(nir); nir_optimize(nir); if (brw->gen >= 6) { /* Try and fuse multiply-adds */ nir_opt_peephole_ffma(nir); nir_validate_shader(nir); } nir_opt_algebraic_late(nir); nir_validate_shader(nir); nir_lower_locals_to_regs(nir); nir_validate_shader(nir); nir_lower_to_source_mods(nir); nir_validate_shader(nir); nir_copy_prop(nir); nir_validate_shader(nir); nir_opt_dce(nir); nir_validate_shader(nir); if (unlikely(debug_enabled)) { fprintf(stderr, "NIR (SSA form) for %s shader:\n", _mesa_shader_stage_to_string(stage)); nir_print_shader(nir, stderr); } static GLuint msg_id = 0; _mesa_gl_debug(&brw->ctx, &msg_id, MESA_DEBUG_SOURCE_SHADER_COMPILER, MESA_DEBUG_TYPE_OTHER, MESA_DEBUG_SEVERITY_NOTIFICATION, "%s NIR shader: %d inst\n", _mesa_shader_stage_to_abbrev(stage), count_nir_instrs(nir)); nir_convert_from_ssa(nir); nir_validate_shader(nir); /* 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 (brw->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(stage)); nir_print_shader(nir, stderr); } return nir; }