1 /* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
4 * Copyright (C) 2015 Rob Clark <robclark@freedesktop.org>
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice (including the next
14 * paragraph) shall be included in all copies or substantial portions of the
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
22 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
26 * Rob Clark <robclark@freedesktop.org>
30 #include "freedreno_util.h"
33 #include "ir3_compiler.h"
34 #include "ir3_shader.h"
36 #include "nir/tgsi_to_nir.h"
38 static const nir_shader_compiler_options options
= {
49 .native_integers
= true,
50 .vertex_id_zero_based
= true,
51 .lower_extract_byte
= true,
52 .lower_extract_word
= true,
55 static const nir_shader_compiler_options options_5xx
= {
66 .native_integers
= true,
67 .vertex_id_zero_based
= false,
68 .lower_extract_byte
= true,
69 .lower_extract_word
= true,
73 ir3_tgsi_to_nir(const struct tgsi_token
*tokens
)
75 return tgsi_to_nir(tokens
, &options
);
78 const nir_shader_compiler_options
*
79 ir3_get_compiler_options(struct ir3_compiler
*compiler
)
81 if (compiler
->gpu_id
>= 500)
86 /* for given shader key, are any steps handled in nir? */
88 ir3_key_lowers_nir(const struct ir3_shader_key
*key
)
90 return key
->fsaturate_s
| key
->fsaturate_t
| key
->fsaturate_r
|
91 key
->vsaturate_s
| key
->vsaturate_t
| key
->vsaturate_r
|
92 key
->ucp_enables
| key
->color_two_side
|
93 key
->fclamp_color
| key
->vclamp_color
;
96 #define OPT(nir, pass, ...) ({ \
97 bool this_progress = false; \
98 NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
102 #define OPT_V(nir, pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
105 ir3_optimize_loop(nir_shader
*s
)
111 OPT_V(s
, nir_lower_vars_to_ssa
);
112 progress
|= OPT(s
, nir_opt_copy_prop_vars
);
113 progress
|= OPT(s
, nir_lower_alu_to_scalar
);
114 progress
|= OPT(s
, nir_lower_phis_to_scalar
);
116 progress
|= OPT(s
, nir_copy_prop
);
117 progress
|= OPT(s
, nir_opt_dce
);
118 progress
|= OPT(s
, nir_opt_cse
);
119 progress
|= OPT(s
, ir3_nir_lower_if_else
);
120 progress
|= OPT(s
, nir_opt_algebraic
);
121 progress
|= OPT(s
, nir_opt_constant_folding
);
127 ir3_optimize_nir(struct ir3_shader
*shader
, nir_shader
*s
,
128 const struct ir3_shader_key
*key
)
130 struct nir_lower_tex_options tex_options
= {
135 switch (shader
->type
) {
136 case SHADER_FRAGMENT
:
137 tex_options
.saturate_s
= key
->fsaturate_s
;
138 tex_options
.saturate_t
= key
->fsaturate_t
;
139 tex_options
.saturate_r
= key
->fsaturate_r
;
142 tex_options
.saturate_s
= key
->vsaturate_s
;
143 tex_options
.saturate_t
= key
->vsaturate_t
;
144 tex_options
.saturate_r
= key
->vsaturate_r
;
152 if (shader
->compiler
->gpu_id
>= 400) {
153 /* a4xx seems to have *no* sam.p */
154 tex_options
.lower_txp
= ~0; /* lower all txp */
156 /* a3xx just needs to avoid sam.p for 3d tex */
157 tex_options
.lower_txp
= (1 << GLSL_SAMPLER_DIM_3D
);
160 if (fd_mesa_debug
& FD_DBG_DISASM
) {
161 debug_printf("----------------------\n");
162 nir_print_shader(s
, stdout
);
163 debug_printf("----------------------\n");
166 OPT_V(s
, nir_opt_global_to_local
);
167 OPT_V(s
, nir_lower_regs_to_ssa
);
170 if (s
->info
.stage
== MESA_SHADER_VERTEX
) {
171 OPT_V(s
, nir_lower_clip_vs
, key
->ucp_enables
);
172 if (key
->vclamp_color
)
173 OPT_V(s
, nir_lower_clamp_color_outputs
);
174 } else if (s
->info
.stage
== MESA_SHADER_FRAGMENT
) {
175 OPT_V(s
, nir_lower_clip_fs
, key
->ucp_enables
);
176 if (key
->fclamp_color
)
177 OPT_V(s
, nir_lower_clamp_color_outputs
);
179 if (key
->color_two_side
) {
180 OPT_V(s
, nir_lower_two_sided_color
);
183 /* only want to do this the first time (when key is null)
184 * and not again on any potential 2nd variant lowering pass:
186 OPT_V(s
, ir3_nir_apply_trig_workarounds
);
189 OPT_V(s
, nir_lower_tex
, &tex_options
);
190 OPT_V(s
, nir_lower_load_const_to_scalar
);
192 ir3_optimize_loop(s
);
194 /* do idiv lowering after first opt loop to give a chance for
195 * divide by immed power-of-two to be caught first:
197 if (OPT(s
, nir_lower_idiv
))
198 ir3_optimize_loop(s
);
200 OPT_V(s
, nir_remove_dead_variables
, nir_var_local
);
202 if (fd_mesa_debug
& FD_DBG_DISASM
) {
203 debug_printf("----------------------\n");
204 nir_print_shader(s
, stdout
);
205 debug_printf("----------------------\n");