aboutsummaryrefslogtreecommitdiffstats
path: root/src/freedreno/ir3/ir3_nir.c
blob: b729692bdff11ea2c78229f397d7f6ccfa0c4295 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
/*
 * Copyright (C) 2015 Rob Clark <robclark@freedesktop.org>
 *
 * 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 <robclark@freedesktop.org>
 */


#include "util/debug.h"
#include "util/u_math.h"

#include "ir3_nir.h"
#include "ir3_compiler.h"
#include "ir3_shader.h"

static void ir3_setup_const_state(struct ir3_shader *shader, nir_shader *nir);

static const nir_shader_compiler_options options = {
		.lower_fpow = true,
		.lower_scmp = true,
		.lower_flrp32 = true,
		.lower_flrp64 = true,
		.lower_ffract = true,
		.lower_fmod = true,
		.lower_fdiv = true,
		.lower_isign = true,
		.lower_ldexp = true,
		.lower_uadd_carry = true,
		.lower_mul_high = true,
		.fuse_ffma = true,
		.vertex_id_zero_based = true,
		.lower_extract_byte = true,
		.lower_extract_word = true,
		.lower_all_io_to_elements = true,
		.lower_helper_invocation = true,
		.lower_bitfield_insert_to_shifts = true,
		.lower_bitfield_extract_to_shifts = true,
		.use_interpolated_input_intrinsics = true,
		.lower_rotate = true,
		.lower_to_scalar = true,
};

/* we don't want to lower vertex_id to _zero_based on newer gpus: */
static const nir_shader_compiler_options options_a6xx = {
		.lower_fpow = true,
		.lower_scmp = true,
		.lower_flrp32 = true,
		.lower_flrp64 = true,
		.lower_ffract = true,
		.lower_fmod = true,
		.lower_fdiv = true,
		.lower_isign = true,
		.lower_ldexp = true,
		.lower_uadd_carry = true,
		.lower_mul_high = true,
		.fuse_ffma = true,
		.vertex_id_zero_based = false,
		.lower_extract_byte = true,
		.lower_extract_word = true,
		.lower_all_io_to_elements = true,
		.lower_helper_invocation = true,
		.lower_bitfield_insert_to_shifts = true,
		.lower_bitfield_extract_to_shifts = true,
		.use_interpolated_input_intrinsics = true,
		.lower_rotate = true,
		.vectorize_io = true,
		.lower_to_scalar = true,
};

const nir_shader_compiler_options *
ir3_get_compiler_options(struct ir3_compiler *compiler)
{
	if (compiler->gpu_id >= 600)
		return &options_a6xx;
	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;
	unsigned lower_flrp =
		(s->options->lower_flrp16 ? 16 : 0) |
		(s->options->lower_flrp32 ? 32 : 0) |
		(s->options->lower_flrp64 ? 64 : 0);

	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, NULL, NULL);
		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, true, true);
		progress |= OPT(s, nir_opt_intrinsics);
		progress |= OPT(s, nir_opt_algebraic);
		progress |= OPT(s, nir_opt_constant_folding);

		if (lower_flrp != 0) {
			if (OPT(s, nir_lower_flrp,
					lower_flrp,
					false /* always_precise */,
					s->options->lower_ffma)) {
				OPT(s, nir_opt_constant_folding);
				progress = true;
			}

			/* Nothing should rematerialize any flrps, so we only
			 * need to do this lowering once.
			 */
			lower_flrp = 0;
		}

		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, false);
		progress |= OPT(s, nir_opt_remove_phis);
		progress |= OPT(s, nir_opt_undef);

	} while (progress);
}

void
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,
			.lower_tg4_offsets = true,
	};

	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_lower_regs_to_ssa);
	OPT_V(s, ir3_nir_lower_io_offsets);

	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);

		/* This wouldn't hurt to run multiple times, but there is
		 * no need to:
		 */
		if (shader->type == MESA_SHADER_FRAGMENT)
			OPT_V(s, nir_lower_fb_read);
	}

	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 ubo load and idiv lowering after first opt loop to get a chance to
	 * propagate constants for divide by immed power-of-two and constant ubo
	 * block/offsets:
	 *
	 * NOTE that UBO analysis pass should only be done once, before variants
	 */
	const bool ubo_progress = !key && OPT(s, ir3_nir_analyze_ubo_ranges, shader);
	const bool idiv_progress = OPT(s, nir_lower_idiv);
	if (ubo_progress || idiv_progress)
		ir3_optimize_loop(s);

	/* Do late algebraic optimization to turn add(a, neg(b)) back into
	* subs, then the mandatory cleanup after algebraic.  Note that it may
	* produce fnegs, and if so then we need to keep running to squash
	* fneg(fneg(a)).
	*/
	bool more_late_algebraic = true;
	while (more_late_algebraic) {
		more_late_algebraic = OPT(s, nir_opt_algebraic_late);
		OPT_V(s, nir_opt_constant_folding);
		OPT_V(s, nir_copy_prop);
		OPT_V(s, nir_opt_dce);
		OPT_V(s, nir_opt_cse);
	}

	OPT_V(s, nir_remove_dead_variables, nir_var_function_temp);

	OPT_V(s, nir_opt_sink, nir_move_const_undef);

	if (ir3_shader_debug & IR3_DBG_DISASM) {
		debug_printf("----------------------\n");
		nir_print_shader(s, stdout);
		debug_printf("----------------------\n");
	}

	nir_sweep(s);

	/* The first time thru, when not creating variant, do the one-time
	 * const_state layout setup.  This should be done after ubo range
	 * analysis.
	 */
	if (!key) {
		ir3_setup_const_state(shader, s);
	}
}

static void
ir3_nir_scan_driver_consts(nir_shader *shader,
		struct ir3_const_state *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_uint(intr->src[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_imin:
				case nir_intrinsic_image_deref_atomic_umin:
				case nir_intrinsic_image_deref_atomic_imax:
				case nir_intrinsic_image_deref_atomic_umax:
				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;
				case nir_intrinsic_load_ubo:
					if (nir_src_is_const(intr->src[0])) {
						layout->num_ubos = MAX2(layout->num_ubos,
								nir_src_as_uint(intr->src[0]) + 1);
					} else {
						layout->num_ubos = shader->info.num_ubos;
					}
					break;
				case nir_intrinsic_load_base_vertex:
				case nir_intrinsic_load_first_vertex:
					layout->num_driver_params =
						MAX2(layout->num_driver_params, IR3_DP_VTXID_BASE + 1);
					break;
				case nir_intrinsic_load_user_clip_plane:
					layout->num_driver_params =
						MAX2(layout->num_driver_params, IR3_DP_UCP7_W + 1);
					break;
				case nir_intrinsic_load_num_work_groups:
					layout->num_driver_params =
						MAX2(layout->num_driver_params, IR3_DP_NUM_WORK_GROUPS_Z + 1);
					break;
				case nir_intrinsic_load_local_group_size:
					layout->num_driver_params =
						MAX2(layout->num_driver_params, IR3_DP_LOCAL_GROUP_SIZE_Z + 1);
					break;
				default:
					break;
				}
			}
		}
	}
}

static void
ir3_setup_const_state(struct ir3_shader *shader, nir_shader *nir)
{
	struct ir3_compiler *compiler = shader->compiler;
	struct ir3_const_state *const_state = &shader->const_state;

	memset(&const_state->offsets, ~0, sizeof(const_state->offsets));

	ir3_nir_scan_driver_consts(nir, const_state);

	if ((compiler->gpu_id < 500) &&
			(shader->stream_output.num_outputs > 0)) {
		const_state->num_driver_params =
			MAX2(const_state->num_driver_params, IR3_DP_VTXCNT_MAX + 1);
	}

	/* num_driver_params is scalar, align to vec4: */
	const_state->num_driver_params = align(const_state->num_driver_params, 4);

	debug_assert((shader->ubo_state.size % 16) == 0);
	unsigned constoff = align(shader->ubo_state.size / 16, 8);
	unsigned ptrsz = ir3_pointer_size(compiler);

	if (const_state->num_ubos > 0) {
		const_state->offsets.ubo = constoff;
		constoff += align(nir->info.num_ubos * ptrsz, 4) / 4;
	}

	if (const_state->ssbo_size.count > 0) {
		unsigned cnt = const_state->ssbo_size.count;
		const_state->offsets.ssbo_sizes = constoff;
		constoff += align(cnt, 4) / 4;
	}

	if (const_state->image_dims.count > 0) {
		unsigned cnt = const_state->image_dims.count;
		const_state->offsets.image_dims = constoff;
		constoff += align(cnt, 4) / 4;
	}

	if (const_state->num_driver_params > 0)
		const_state->offsets.driver_param = constoff;
	constoff += const_state->num_driver_params / 4;

	if ((shader->type == MESA_SHADER_VERTEX) &&
			(compiler->gpu_id < 500) &&
			shader->stream_output.num_outputs > 0) {
		const_state->offsets.tfbo = constoff;
		constoff += align(IR3_MAX_SO_BUFFERS * ptrsz, 4) / 4;
	}

	const_state->offsets.immediate = constoff;
}