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|
/*
* 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 "glsl/nir/glsl_to_nir.h"
#include "glsl/nir/nir_builder.h"
#include "program/prog_to_nir.h"
static bool
is_input(nir_intrinsic_instr *intrin)
{
return intrin->intrinsic == nir_intrinsic_load_input ||
intrin->intrinsic == nir_intrinsic_load_per_vertex_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.
*/
struct add_const_offset_to_base_params {
nir_builder b;
nir_variable_mode mode;
};
static bool
add_const_offset_to_base(nir_block *block, void *closure)
{
struct add_const_offset_to_base_params *params = closure;
nir_builder *b = ¶ms->b;
nir_foreach_instr_safe(block, instr) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if ((params->mode == nir_var_shader_in && is_input(intrin)) ||
(params->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->u[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 bool
remap_vs_attrs(nir_block *block, void *closure)
{
GLbitfield64 inputs_read = *((GLbitfield64 *) closure);
nir_foreach_instr(block, instr) {
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(inputs_read & BITFIELD64_MASK(attr));
intrin->const_index[0] = 4 * slot;
}
}
return true;
}
static bool
remap_inputs_with_vue_map(nir_block *block, void *closure)
{
const struct brw_vue_map *vue_map = closure;
nir_foreach_instr(block, instr) {
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;
}
struct remap_patch_urb_offsets_state {
nir_builder b;
struct brw_vue_map vue_map;
};
static bool
remap_patch_urb_offsets(nir_block *block, void *closure)
{
struct remap_patch_urb_offsets_state *state = closure;
nir_foreach_instr_safe(block, instr) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
gl_shader_stage stage = state->b.shader->stage;
if ((stage == MESA_SHADER_TESS_CTRL && is_output(intrin)) ||
(stage == MESA_SHADER_TESS_EVAL && is_input(intrin))) {
int vue_slot = state->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->u[0] *
state->vue_map.num_per_vertex_slots;
} else {
state->b.cursor = nir_before_instr(&intrin->instr);
/* Multiply by the number of per-vertex slots. */
nir_ssa_def *vertex_offset =
nir_imul(&state->b,
nir_ssa_for_src(&state->b, *vertex, 1),
nir_imm_int(&state->b,
state->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(&state->b, vertex_offset,
nir_ssa_for_src(&state->b, *offset, 1));
nir_instr_rewrite_src(&intrin->instr, offset,
nir_src_for_ssa(total_offset));
}
}
}
}
return true;
}
static void
brw_nir_lower_inputs(nir_shader *nir,
const struct brw_device_info *devinfo,
bool is_scalar)
{
struct add_const_offset_to_base_params params = {
.mode = nir_var_shader_in
};
switch (nir->stage) {
case MESA_SHADER_VERTEX:
/* 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 per element (or matrix column), so we use
* type_size_vec4 here.
*/
nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
if (is_scalar) {
/* Finally, translate VERT_ATTRIB_* values into the actual registers.
*
* Note that we can use nir->info.inputs_read instead of
* key->inputs_read since the two are identical aside from Gen4-5
* edge flag differences.
*/
GLbitfield64 inputs_read = nir->info.inputs_read;
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
nir_foreach_overload(nir, overload) {
if (overload->impl) {
nir_builder_init(¶ms.b, overload->impl);
nir_foreach_block(overload->impl, add_const_offset_to_base, ¶ms);
nir_foreach_block(overload->impl, remap_vs_attrs, &inputs_read);
}
}
}
break;
case MESA_SHADER_TESS_CTRL:
case MESA_SHADER_GEOMETRY: {
if (!is_scalar && nir->stage == MESA_SHADER_GEOMETRY) {
foreach_list_typed(nir_variable, var, node, &nir->inputs) {
var->data.driver_location = var->data.location;
}
} else {
/* The GLSL linker will have already matched up GS inputs and
* the outputs of prior stages. The driver does extend VS outputs
* in some cases, but only for legacy OpenGL or Gen4-5 hardware,
* neither of which offer geometry shader support. So we can
* safely ignore that.
*
* For SSO pipelines, we use a fixed VUE map layout based on variable
* locations, so we can rely on rendezvous-by-location to make this
* work.
*
* However, we need to ignore VARYING_SLOT_PRIMITIVE_ID, as it's not
* written by previous stages and shows up via payload magic.
*/
struct brw_vue_map input_vue_map;
GLbitfield64 inputs_read =
nir->info.inputs_read & ~VARYING_BIT_PRIMITIVE_ID;
brw_compute_vue_map(devinfo, &input_vue_map, inputs_read,
nir->info.separate_shader ||
nir->stage == MESA_SHADER_TESS_CTRL);
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);
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
nir_foreach_overload(nir, overload) {
if (overload->impl) {
nir_builder_init(¶ms.b, overload->impl);
nir_foreach_block(overload->impl, add_const_offset_to_base, ¶ms);
nir_foreach_block(overload->impl, remap_inputs_with_vue_map,
&input_vue_map);
}
}
}
break;
}
case MESA_SHADER_TESS_EVAL: {
struct remap_patch_urb_offsets_state state;
brw_compute_tess_vue_map(&state.vue_map,
nir->info.inputs_read & ~VARYING_BIT_PRIMITIVE_ID,
nir->info.patch_inputs_read);
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);
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
nir_foreach_overload(nir, overload) {
if (overload->impl) {
nir_builder_init(¶ms.b, overload->impl);
nir_foreach_block(overload->impl, add_const_offset_to_base, ¶ms);
nir_builder_init(&state.b, overload->impl);
nir_foreach_block(overload->impl, remap_patch_urb_offsets, &state);
}
}
break;
}
case MESA_SHADER_FRAGMENT:
assert(is_scalar);
nir_assign_var_locations(&nir->inputs, &nir->num_inputs,
type_size_scalar);
break;
case MESA_SHADER_COMPUTE:
/* Compute shaders have no inputs. */
assert(exec_list_is_empty(&nir->inputs));
break;
default:
unreachable("unsupported shader stage");
}
}
static void
brw_nir_lower_outputs(nir_shader *nir,
const struct brw_device_info *devinfo,
bool is_scalar)
{
switch (nir->stage) {
case MESA_SHADER_VERTEX:
case MESA_SHADER_TESS_EVAL:
case MESA_SHADER_GEOMETRY:
if (is_scalar) {
nir_assign_var_locations(&nir->outputs, &nir->num_outputs,
type_size_vec4_times_4);
nir_lower_io(nir, nir_var_shader_out, type_size_vec4_times_4);
} else {
nir_foreach_variable(var, &nir->outputs)
var->data.driver_location = var->data.location;
}
break;
case MESA_SHADER_TESS_CTRL: {
struct add_const_offset_to_base_params params = {
.mode = nir_var_shader_out
};
struct remap_patch_urb_offsets_state state;
brw_compute_tess_vue_map(&state.vue_map, nir->info.outputs_written,
nir->info.patch_outputs_written);
nir_foreach_variable(var, &nir->outputs) {
var->data.driver_location = var->data.location;
}
nir_lower_io(nir, nir_var_shader_out, type_size_vec4);
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
nir_foreach_overload(nir, overload) {
if (overload->impl) {
nir_builder_init(¶ms.b, overload->impl);
nir_foreach_block(overload->impl, add_const_offset_to_base, ¶ms);
nir_builder_init(&state.b, overload->impl);
nir_foreach_block(overload->impl, remap_patch_urb_offsets, &state);
}
}
break;
}
case MESA_SHADER_FRAGMENT:
nir_assign_var_locations(&nir->outputs, &nir->num_outputs,
type_size_scalar);
break;
case MESA_SHADER_COMPUTE:
/* Compute shaders have no outputs. */
assert(exec_list_is_empty(&nir->outputs));
break;
default:
unreachable("unsupported shader stage");
}
}
static int
type_size_scalar_bytes(const struct glsl_type *type)
{
return type_size_scalar(type) * 4;
}
static int
type_size_vec4_bytes(const struct glsl_type *type)
{
return type_size_vec4(type) * 16;
}
static void
brw_nir_lower_uniforms(nir_shader *nir, bool is_scalar)
{
if (is_scalar) {
nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
type_size_scalar_bytes);
nir_lower_io(nir, nir_var_uniform, type_size_scalar_bytes);
} else {
nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
type_size_vec4_bytes);
nir_lower_io(nir, nir_var_uniform, type_size_vec4_bytes);
}
}
#include "util/debug.h"
static bool
should_clone_nir()
{
static int should_clone = -1;
if (should_clone < 1)
should_clone = env_var_as_boolean("NIR_TEST_CLONE", false);
return should_clone;
}
#define _OPT(do_pass) (({ \
bool this_progress = true; \
do_pass \
nir_validate_shader(nir); \
if (should_clone_nir()) { \
nir_shader *clone = nir_shader_clone(ralloc_parent(nir), nir); \
ralloc_free(nir); \
nir = clone; \
} \
this_progress; \
}))
#define OPT(pass, ...) _OPT( \
nir_metadata_set_validation_flag(nir); \
this_progress = pass(nir ,##__VA_ARGS__); \
if (this_progress) { \
progress = true; \
nir_metadata_check_validation_flag(nir); \
} \
)
#define OPT_V(pass, ...) _OPT( \
pass(nir, ##__VA_ARGS__); \
)
static nir_shader *
nir_optimize(nir_shader *nir, bool is_scalar)
{
bool progress;
do {
progress = false;
OPT_V(nir_lower_vars_to_ssa);
if (is_scalar) {
OPT_V(nir_lower_alu_to_scalar);
}
OPT(nir_copy_prop);
if (is_scalar) {
OPT_V(nir_lower_phis_to_scalar);
}
OPT(nir_copy_prop);
OPT(nir_opt_dce);
OPT(nir_opt_cse);
OPT(nir_opt_peephole_select);
OPT(nir_opt_algebraic);
OPT(nir_opt_constant_folding);
OPT(nir_opt_dead_cf);
OPT(nir_opt_remove_phis);
OPT(nir_opt_undef);
} 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(nir_shader *nir, bool is_scalar)
{
bool progress; /* Written by OPT and OPT_V */
(void)progress;
if (nir->stage == MESA_SHADER_GEOMETRY)
OPT(nir_lower_gs_intrinsics);
static const nir_lower_tex_options tex_options = {
.lower_txp = ~0,
};
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, is_scalar);
/* Lower a bunch of stuff */
OPT_V(nir_lower_var_copies);
/* Get rid of split copies */
nir = nir_optimize(nir, is_scalar);
OPT(nir_remove_dead_variables);
return nir;
}
/** Lower input and output loads and stores for i965. */
nir_shader *
brw_nir_lower_io(nir_shader *nir,
const struct brw_device_info *devinfo,
bool is_scalar)
{
bool progress; /* Written by OPT and OPT_V */
(void)progress;
OPT_V(brw_nir_lower_inputs, devinfo, is_scalar);
OPT_V(brw_nir_lower_outputs, devinfo, is_scalar);
OPT_V(nir_lower_io, nir_var_all, is_scalar ? type_size_scalar : type_size_vec4);
return nir_optimize(nir, is_scalar);
}
/* 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_device_info *devinfo,
bool is_scalar)
{
bool debug_enabled =
(INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->stage));
bool progress; /* Written by OPT and OPT_V */
(void)progress;
if (devinfo->gen >= 6) {
/* Try and fuse multiply-adds */
OPT(brw_nir_opt_peephole_ffma);
}
OPT(nir_opt_algebraic_late);
OPT(nir_lower_locals_to_regs);
OPT_V(nir_lower_to_source_mods);
OPT(nir_copy_prop);
OPT(nir_opt_dce);
if (unlikely(debug_enabled)) {
/* Re-index SSA defs so we print more sensible numbers. */
nir_foreach_overload(nir, overload) {
if (overload->impl)
nir_index_ssa_defs(overload->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_create_nir(struct brw_context *brw,
const struct gl_shader_program *shader_prog,
const struct gl_program *prog,
gl_shader_stage stage,
bool is_scalar)
{
struct gl_context *ctx = &brw->ctx;
const struct brw_device_info *devinfo = brw->intelScreen->devinfo;
const nir_shader_compiler_options *options =
ctx->Const.ShaderCompilerOptions[stage].NirOptions;
bool progress;
nir_shader *nir;
/* First, lower the GLSL IR or Mesa IR to NIR */
if (shader_prog) {
nir = glsl_to_nir(shader_prog, stage, options);
} else {
nir = prog_to_nir(prog, options);
OPT_V(nir_convert_to_ssa); /* turn registers into SSA */
}
nir_validate_shader(nir);
(void)progress;
nir = brw_preprocess_nir(nir, is_scalar);
OPT(nir_lower_system_values);
OPT_V(brw_nir_lower_uniforms, is_scalar);
if (shader_prog) {
OPT_V(nir_lower_samplers, shader_prog);
OPT_V(nir_lower_atomics, shader_prog);
}
if (nir->stage != MESA_SHADER_TESS_CTRL &&
nir->stage != MESA_SHADER_TESS_EVAL) {
nir = brw_nir_lower_io(nir, devinfo, is_scalar);
}
return nir;
}
nir_shader *
brw_nir_apply_sampler_key(nir_shader *nir,
const struct brw_device_info *devinfo,
const struct brw_sampler_prog_key_data *key_tex,
bool is_scalar)
{
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);
}
if (nir_lower_tex(nir, &tex_options)) {
nir_validate_shader(nir);
nir = nir_optimize(nir, is_scalar);
}
return nir;
}
enum brw_reg_type
brw_type_for_nir_type(nir_alu_type type)
{
switch (type) {
case nir_type_uint:
return BRW_REGISTER_TYPE_UD;
case nir_type_bool:
case nir_type_int:
return BRW_REGISTER_TYPE_D;
case nir_type_float:
return BRW_REGISTER_TYPE_F;
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:
return GLSL_TYPE_FLOAT;
case nir_type_int:
return GLSL_TYPE_INT;
case nir_type_uint:
return GLSL_TYPE_UINT;
default:
unreachable("bad type");
}
}
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