de76cb70e55f8f543b9aac8a9fd119375eedf696
[mesa.git] / src / freedreno / ir3 / ir3_nir.c
1 /*
2 * Copyright (C) 2015 Rob Clark <robclark@freedesktop.org>
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 * SOFTWARE.
22 *
23 * Authors:
24 * Rob Clark <robclark@freedesktop.org>
25 */
26
27
28 #include "util/debug.h"
29 #include "util/u_math.h"
30
31 #include "ir3_nir.h"
32 #include "ir3_compiler.h"
33 #include "ir3_shader.h"
34
35 static const nir_shader_compiler_options options = {
36 .lower_fpow = true,
37 .lower_scmp = true,
38 .lower_flrp16 = true,
39 .lower_flrp32 = true,
40 .lower_flrp64 = true,
41 .lower_ffract = true,
42 .lower_fmod = true,
43 .lower_fdiv = true,
44 .lower_isign = true,
45 .lower_ldexp = true,
46 .lower_uadd_carry = true,
47 .lower_usub_borrow = true,
48 .lower_mul_high = true,
49 .lower_mul_2x32_64 = true,
50 .fuse_ffma = true,
51 .vertex_id_zero_based = true,
52 .lower_extract_byte = true,
53 .lower_extract_word = true,
54 .lower_all_io_to_elements = true,
55 .lower_helper_invocation = true,
56 .lower_bitfield_insert_to_shifts = true,
57 .lower_bitfield_extract_to_shifts = true,
58 .lower_pack_half_2x16 = true,
59 .lower_pack_snorm_4x8 = true,
60 .lower_pack_snorm_2x16 = true,
61 .lower_pack_unorm_4x8 = true,
62 .lower_pack_unorm_2x16 = true,
63 .lower_unpack_half_2x16 = true,
64 .lower_unpack_snorm_4x8 = true,
65 .lower_unpack_snorm_2x16 = true,
66 .lower_unpack_unorm_4x8 = true,
67 .lower_unpack_unorm_2x16 = true,
68 .lower_pack_split = true,
69 .use_interpolated_input_intrinsics = true,
70 .lower_rotate = true,
71 .lower_to_scalar = true,
72 .has_imul24 = true,
73 };
74
75 /* we don't want to lower vertex_id to _zero_based on newer gpus: */
76 static const nir_shader_compiler_options options_a6xx = {
77 .lower_fpow = true,
78 .lower_scmp = true,
79 .lower_flrp16 = true,
80 .lower_flrp32 = true,
81 .lower_flrp64 = true,
82 .lower_ffract = true,
83 .lower_fmod = true,
84 .lower_fdiv = true,
85 .lower_isign = true,
86 .lower_ldexp = true,
87 .lower_uadd_carry = true,
88 .lower_usub_borrow = true,
89 .lower_mul_high = true,
90 .lower_mul_2x32_64 = true,
91 .fuse_ffma = true,
92 .vertex_id_zero_based = false,
93 .lower_extract_byte = true,
94 .lower_extract_word = true,
95 .lower_all_io_to_elements = true,
96 .lower_helper_invocation = true,
97 .lower_bitfield_insert_to_shifts = true,
98 .lower_bitfield_extract_to_shifts = true,
99 .lower_pack_half_2x16 = true,
100 .lower_pack_snorm_4x8 = true,
101 .lower_pack_snorm_2x16 = true,
102 .lower_pack_unorm_4x8 = true,
103 .lower_pack_unorm_2x16 = true,
104 .lower_unpack_half_2x16 = true,
105 .lower_unpack_snorm_4x8 = true,
106 .lower_unpack_snorm_2x16 = true,
107 .lower_unpack_unorm_4x8 = true,
108 .lower_unpack_unorm_2x16 = true,
109 .lower_pack_split = true,
110 .use_interpolated_input_intrinsics = true,
111 .lower_rotate = true,
112 .vectorize_io = true,
113 .lower_to_scalar = true,
114 .has_imul24 = true,
115 .max_unroll_iterations = 32,
116 };
117
118 const nir_shader_compiler_options *
119 ir3_get_compiler_options(struct ir3_compiler *compiler)
120 {
121 if (compiler->gpu_id >= 600)
122 return &options_a6xx;
123 return &options;
124 }
125
126 #define OPT(nir, pass, ...) ({ \
127 bool this_progress = false; \
128 NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
129 this_progress; \
130 })
131
132 #define OPT_V(nir, pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
133
134 static void
135 ir3_optimize_loop(nir_shader *s)
136 {
137 bool progress;
138 unsigned lower_flrp =
139 (s->options->lower_flrp16 ? 16 : 0) |
140 (s->options->lower_flrp32 ? 32 : 0) |
141 (s->options->lower_flrp64 ? 64 : 0);
142
143 do {
144 progress = false;
145
146 OPT_V(s, nir_lower_vars_to_ssa);
147 progress |= OPT(s, nir_opt_copy_prop_vars);
148 progress |= OPT(s, nir_opt_dead_write_vars);
149 progress |= OPT(s, nir_lower_alu_to_scalar, NULL, NULL);
150 progress |= OPT(s, nir_lower_phis_to_scalar);
151
152 progress |= OPT(s, nir_copy_prop);
153 progress |= OPT(s, nir_opt_dce);
154 progress |= OPT(s, nir_opt_cse);
155 static int gcm = -1;
156 if (gcm == -1)
157 gcm = env_var_as_unsigned("GCM", 0);
158 if (gcm == 1)
159 progress |= OPT(s, nir_opt_gcm, true);
160 else if (gcm == 2)
161 progress |= OPT(s, nir_opt_gcm, false);
162 progress |= OPT(s, nir_opt_peephole_select, 16, true, true);
163 progress |= OPT(s, nir_opt_intrinsics);
164 progress |= OPT(s, nir_opt_algebraic);
165 progress |= OPT(s, nir_lower_alu);
166 progress |= OPT(s, nir_lower_pack);
167 progress |= OPT(s, nir_opt_constant_folding);
168
169 if (lower_flrp != 0) {
170 if (OPT(s, nir_lower_flrp,
171 lower_flrp,
172 false /* always_precise */,
173 s->options->lower_ffma)) {
174 OPT(s, nir_opt_constant_folding);
175 progress = true;
176 }
177
178 /* Nothing should rematerialize any flrps, so we only
179 * need to do this lowering once.
180 */
181 lower_flrp = 0;
182 }
183
184 progress |= OPT(s, nir_opt_dead_cf);
185 if (OPT(s, nir_opt_trivial_continues)) {
186 progress |= true;
187 /* If nir_opt_trivial_continues makes progress, then we need to clean
188 * things up if we want any hope of nir_opt_if or nir_opt_loop_unroll
189 * to make progress.
190 */
191 OPT(s, nir_copy_prop);
192 OPT(s, nir_opt_dce);
193 }
194 progress |= OPT(s, nir_opt_if, false);
195 progress |= OPT(s, nir_opt_remove_phis);
196 progress |= OPT(s, nir_opt_undef);
197 } while (progress);
198 }
199
200 static bool
201 should_split_wrmask(const nir_instr *instr, const void *data)
202 {
203 nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
204
205 switch (intr->intrinsic) {
206 case nir_intrinsic_store_ssbo:
207 case nir_intrinsic_store_shared:
208 case nir_intrinsic_store_global:
209 return true;
210 default:
211 return false;
212 }
213 }
214
215 void
216 ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s)
217 {
218 struct nir_lower_tex_options tex_options = {
219 .lower_rect = 0,
220 .lower_tg4_offsets = true,
221 };
222
223 if (shader->compiler->gpu_id >= 400) {
224 /* a4xx seems to have *no* sam.p */
225 tex_options.lower_txp = ~0; /* lower all txp */
226 } else {
227 /* a3xx just needs to avoid sam.p for 3d tex */
228 tex_options.lower_txp = (1 << GLSL_SAMPLER_DIM_3D);
229 }
230
231 if (ir3_shader_debug & IR3_DBG_DISASM) {
232 debug_printf("----------------------\n");
233 nir_print_shader(s, stdout);
234 debug_printf("----------------------\n");
235 }
236
237 OPT_V(s, nir_lower_regs_to_ssa);
238 OPT_V(s, nir_lower_wrmasks, should_split_wrmask, s);
239
240 OPT_V(s, ir3_nir_apply_trig_workarounds);
241
242 if (shader->type == MESA_SHADER_FRAGMENT)
243 OPT_V(s, nir_lower_fb_read);
244
245 OPT_V(s, nir_lower_tex, &tex_options);
246 OPT_V(s, nir_lower_load_const_to_scalar);
247 if (shader->compiler->gpu_id < 500)
248 OPT_V(s, ir3_nir_lower_tg4_to_tex);
249
250 ir3_optimize_loop(s);
251
252 /* do ubo load and idiv lowering after first opt loop to get a chance to
253 * propagate constants for divide by immed power-of-two and constant ubo
254 * block/offsets:
255 *
256 * NOTE that UBO analysis pass should only be done once, before variants
257 */
258 const bool ubo_progress = OPT(s, ir3_nir_analyze_ubo_ranges, shader);
259 const bool idiv_progress = OPT(s, nir_lower_idiv, nir_lower_idiv_fast);
260 /* UBO offset lowering has to come after we've decided what will be left as load_ubo */
261 OPT_V(s, ir3_nir_lower_io_offsets, shader->compiler->gpu_id);
262
263 if (ubo_progress || idiv_progress)
264 ir3_optimize_loop(s);
265
266 OPT_V(s, nir_remove_dead_variables, nir_var_function_temp, NULL);
267
268 if (ir3_shader_debug & IR3_DBG_DISASM) {
269 debug_printf("----------------------\n");
270 nir_print_shader(s, stdout);
271 debug_printf("----------------------\n");
272 }
273
274 nir_sweep(s);
275
276 /* The first time thru, when not creating variant, do the one-time
277 * const_state layout setup. This should be done after ubo range
278 * analysis.
279 */
280 ir3_setup_const_state(shader, s, shader->const_state);
281 }
282
283 void
284 ir3_nir_lower_variant(struct ir3_shader_variant *so, nir_shader *s)
285 {
286 if (ir3_shader_debug & IR3_DBG_DISASM) {
287 debug_printf("----------------------\n");
288 nir_print_shader(s, stdout);
289 debug_printf("----------------------\n");
290 }
291
292 bool progress = false;
293
294 if (so->key.has_gs || so->key.tessellation) {
295 switch (so->shader->type) {
296 case MESA_SHADER_VERTEX:
297 NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, so->shader, so->key.tessellation);
298 progress = true;
299 break;
300 case MESA_SHADER_TESS_CTRL:
301 NIR_PASS_V(s, ir3_nir_lower_tess_ctrl, so->shader, so->key.tessellation);
302 NIR_PASS_V(s, ir3_nir_lower_to_explicit_input);
303 progress = true;
304 break;
305 case MESA_SHADER_TESS_EVAL:
306 NIR_PASS_V(s, ir3_nir_lower_tess_eval, so->key.tessellation);
307 if (so->key.has_gs)
308 NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, so->shader, so->key.tessellation);
309 progress = true;
310 break;
311 case MESA_SHADER_GEOMETRY:
312 NIR_PASS_V(s, ir3_nir_lower_to_explicit_input);
313 progress = true;
314 break;
315 default:
316 break;
317 }
318 }
319
320 if (s->info.stage == MESA_SHADER_VERTEX) {
321 if (so->key.ucp_enables)
322 progress |= OPT(s, nir_lower_clip_vs, so->key.ucp_enables, false, false, NULL);
323 if (so->key.vclamp_color)
324 progress |= OPT(s, nir_lower_clamp_color_outputs);
325 } else if (s->info.stage == MESA_SHADER_FRAGMENT) {
326 if (so->key.ucp_enables)
327 progress |= OPT(s, nir_lower_clip_fs, so->key.ucp_enables, false);
328 if (so->key.fclamp_color)
329 progress |= OPT(s, nir_lower_clamp_color_outputs);
330 }
331 if (so->key.color_two_side) {
332 OPT_V(s, nir_lower_two_sided_color);
333 progress = true;
334 }
335
336 struct nir_lower_tex_options tex_options = { };
337
338 switch (so->shader->type) {
339 case MESA_SHADER_FRAGMENT:
340 tex_options.saturate_s = so->key.fsaturate_s;
341 tex_options.saturate_t = so->key.fsaturate_t;
342 tex_options.saturate_r = so->key.fsaturate_r;
343 break;
344 case MESA_SHADER_VERTEX:
345 tex_options.saturate_s = so->key.vsaturate_s;
346 tex_options.saturate_t = so->key.vsaturate_t;
347 tex_options.saturate_r = so->key.vsaturate_r;
348 break;
349 default:
350 /* TODO */
351 break;
352 }
353
354 if (tex_options.saturate_s || tex_options.saturate_t ||
355 tex_options.saturate_r) {
356 progress |= OPT(s, nir_lower_tex, &tex_options);
357 }
358
359 if (progress)
360 ir3_optimize_loop(s);
361
362 /* Do late algebraic optimization to turn add(a, neg(b)) back into
363 * subs, then the mandatory cleanup after algebraic. Note that it may
364 * produce fnegs, and if so then we need to keep running to squash
365 * fneg(fneg(a)).
366 */
367 bool more_late_algebraic = true;
368 while (more_late_algebraic) {
369 more_late_algebraic = OPT(s, nir_opt_algebraic_late);
370 OPT_V(s, nir_opt_constant_folding);
371 OPT_V(s, nir_copy_prop);
372 OPT_V(s, nir_opt_dce);
373 OPT_V(s, nir_opt_cse);
374 }
375
376 OPT_V(s, nir_opt_sink, nir_move_const_undef);
377
378 if (ir3_shader_debug & IR3_DBG_DISASM) {
379 debug_printf("----------------------\n");
380 nir_print_shader(s, stdout);
381 debug_printf("----------------------\n");
382 }
383
384 nir_sweep(s);
385 }
386
387 static void
388 ir3_nir_scan_driver_consts(nir_shader *shader,
389 struct ir3_const_state *layout)
390 {
391 nir_foreach_function (function, shader) {
392 if (!function->impl)
393 continue;
394
395 nir_foreach_block (block, function->impl) {
396 nir_foreach_instr (instr, block) {
397 if (instr->type != nir_instr_type_intrinsic)
398 continue;
399
400 nir_intrinsic_instr *intr =
401 nir_instr_as_intrinsic(instr);
402 unsigned idx;
403
404 switch (intr->intrinsic) {
405 case nir_intrinsic_get_buffer_size:
406 idx = nir_src_as_uint(intr->src[0]);
407 if (layout->ssbo_size.mask & (1 << idx))
408 break;
409 layout->ssbo_size.mask |= (1 << idx);
410 layout->ssbo_size.off[idx] =
411 layout->ssbo_size.count;
412 layout->ssbo_size.count += 1; /* one const per */
413 break;
414 case nir_intrinsic_image_atomic_add:
415 case nir_intrinsic_image_atomic_imin:
416 case nir_intrinsic_image_atomic_umin:
417 case nir_intrinsic_image_atomic_imax:
418 case nir_intrinsic_image_atomic_umax:
419 case nir_intrinsic_image_atomic_and:
420 case nir_intrinsic_image_atomic_or:
421 case nir_intrinsic_image_atomic_xor:
422 case nir_intrinsic_image_atomic_exchange:
423 case nir_intrinsic_image_atomic_comp_swap:
424 case nir_intrinsic_image_store:
425 case nir_intrinsic_image_size:
426 idx = nir_src_as_uint(intr->src[0]);
427 if (layout->image_dims.mask & (1 << idx))
428 break;
429 layout->image_dims.mask |= (1 << idx);
430 layout->image_dims.off[idx] =
431 layout->image_dims.count;
432 layout->image_dims.count += 3; /* three const per */
433 break;
434 case nir_intrinsic_load_base_vertex:
435 case nir_intrinsic_load_first_vertex:
436 layout->num_driver_params =
437 MAX2(layout->num_driver_params, IR3_DP_VTXID_BASE + 1);
438 break;
439 case nir_intrinsic_load_base_instance:
440 layout->num_driver_params =
441 MAX2(layout->num_driver_params, IR3_DP_INSTID_BASE + 1);
442 break;
443 case nir_intrinsic_load_user_clip_plane:
444 layout->num_driver_params =
445 MAX2(layout->num_driver_params, IR3_DP_UCP7_W + 1);
446 break;
447 case nir_intrinsic_load_num_work_groups:
448 layout->num_driver_params =
449 MAX2(layout->num_driver_params, IR3_DP_NUM_WORK_GROUPS_Z + 1);
450 break;
451 case nir_intrinsic_load_local_group_size:
452 layout->num_driver_params =
453 MAX2(layout->num_driver_params, IR3_DP_LOCAL_GROUP_SIZE_Z + 1);
454 break;
455 default:
456 break;
457 }
458 }
459 }
460 }
461 }
462
463 /* Sets up the non-variant-dependent constant state for the ir3_shader. Note
464 * that it is also used from ir3_nir_analyze_ubo_ranges() to figure out the
465 * maximum number of driver params that would eventually be used, to leave
466 * space for this function to allocate the driver params.
467 */
468 void
469 ir3_setup_const_state(struct ir3_shader *shader, nir_shader *nir,
470 struct ir3_const_state *const_state)
471 {
472 struct ir3_compiler *compiler = shader->compiler;
473
474 memset(&const_state->offsets, ~0, sizeof(const_state->offsets));
475
476 ir3_nir_scan_driver_consts(nir, const_state);
477
478 if ((compiler->gpu_id < 500) &&
479 (shader->stream_output.num_outputs > 0)) {
480 const_state->num_driver_params =
481 MAX2(const_state->num_driver_params, IR3_DP_VTXCNT_MAX + 1);
482 }
483
484 const_state->num_ubos = nir->info.num_ubos;
485
486 /* num_driver_params is scalar, align to vec4: */
487 const_state->num_driver_params = align(const_state->num_driver_params, 4);
488
489 debug_assert((const_state->ubo_state.size % 16) == 0);
490 unsigned constoff = const_state->ubo_state.size / 16;
491 unsigned ptrsz = ir3_pointer_size(compiler);
492
493 if (const_state->num_ubos > 0) {
494 const_state->offsets.ubo = constoff;
495 constoff += align(const_state->num_ubos * ptrsz, 4) / 4;
496 }
497
498 if (const_state->ssbo_size.count > 0) {
499 unsigned cnt = const_state->ssbo_size.count;
500 const_state->offsets.ssbo_sizes = constoff;
501 constoff += align(cnt, 4) / 4;
502 }
503
504 if (const_state->image_dims.count > 0) {
505 unsigned cnt = const_state->image_dims.count;
506 const_state->offsets.image_dims = constoff;
507 constoff += align(cnt, 4) / 4;
508 }
509
510 if (const_state->num_driver_params > 0)
511 const_state->offsets.driver_param = constoff;
512 constoff += const_state->num_driver_params / 4;
513
514 if ((shader->type == MESA_SHADER_VERTEX) &&
515 (compiler->gpu_id < 500) &&
516 shader->stream_output.num_outputs > 0) {
517 const_state->offsets.tfbo = constoff;
518 constoff += align(IR3_MAX_SO_BUFFERS * ptrsz, 4) / 4;
519 }
520
521 switch (shader->type) {
522 case MESA_SHADER_VERTEX:
523 const_state->offsets.primitive_param = constoff;
524 constoff += 1;
525 break;
526 case MESA_SHADER_TESS_CTRL:
527 case MESA_SHADER_TESS_EVAL:
528 constoff = align(constoff - 1, 4) + 3;
529 const_state->offsets.primitive_param = constoff;
530 const_state->offsets.primitive_map = constoff + 5;
531 constoff += 5 + DIV_ROUND_UP(nir->num_inputs, 4);
532 break;
533 case MESA_SHADER_GEOMETRY:
534 const_state->offsets.primitive_param = constoff;
535 const_state->offsets.primitive_map = constoff + 1;
536 constoff += 1 + DIV_ROUND_UP(nir->num_inputs, 4);
537 break;
538 default:
539 break;
540 }
541
542 const_state->offsets.immediate = constoff;
543
544 assert(constoff <= compiler->max_const);
545 }