i965/vec4: Use NIR remapping for VS attributes
[mesa.git] / src / intel / compiler / brw_nir.c
1 /*
2 * Copyright © 2014 Intel Corporation
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
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "brw_nir.h"
25 #include "brw_shader.h"
26 #include "common/gen_debug.h"
27 #include "compiler/glsl_types.h"
28 #include "compiler/nir/nir_builder.h"
29
30 static bool
31 is_input(nir_intrinsic_instr *intrin)
32 {
33 return intrin->intrinsic == nir_intrinsic_load_input ||
34 intrin->intrinsic == nir_intrinsic_load_per_vertex_input ||
35 intrin->intrinsic == nir_intrinsic_load_interpolated_input;
36 }
37
38 static bool
39 is_output(nir_intrinsic_instr *intrin)
40 {
41 return intrin->intrinsic == nir_intrinsic_load_output ||
42 intrin->intrinsic == nir_intrinsic_load_per_vertex_output ||
43 intrin->intrinsic == nir_intrinsic_store_output ||
44 intrin->intrinsic == nir_intrinsic_store_per_vertex_output;
45 }
46
47 /**
48 * In many cases, we just add the base and offset together, so there's no
49 * reason to keep them separate. Sometimes, combining them is essential:
50 * if a shader only accesses part of a compound variable (such as a matrix
51 * or array), the variable's base may not actually exist in the VUE map.
52 *
53 * This pass adds constant offsets to instr->const_index[0], and resets
54 * the offset source to 0. Non-constant offsets remain unchanged - since
55 * we don't know what part of a compound variable is accessed, we allocate
56 * storage for the entire thing.
57 */
58
59 static bool
60 add_const_offset_to_base_block(nir_block *block, nir_builder *b,
61 nir_variable_mode mode)
62 {
63 nir_foreach_instr_safe(instr, block) {
64 if (instr->type != nir_instr_type_intrinsic)
65 continue;
66
67 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
68
69 if ((mode == nir_var_shader_in && is_input(intrin)) ||
70 (mode == nir_var_shader_out && is_output(intrin))) {
71 nir_src *offset = nir_get_io_offset_src(intrin);
72 nir_const_value *const_offset = nir_src_as_const_value(*offset);
73
74 if (const_offset) {
75 intrin->const_index[0] += const_offset->u32[0];
76 b->cursor = nir_before_instr(&intrin->instr);
77 nir_instr_rewrite_src(&intrin->instr, offset,
78 nir_src_for_ssa(nir_imm_int(b, 0)));
79 }
80 }
81 }
82 return true;
83 }
84
85 static void
86 add_const_offset_to_base(nir_shader *nir, nir_variable_mode mode)
87 {
88 nir_foreach_function(f, nir) {
89 if (f->impl) {
90 nir_builder b;
91 nir_builder_init(&b, f->impl);
92 nir_foreach_block(block, f->impl) {
93 add_const_offset_to_base_block(block, &b, mode);
94 }
95 }
96 }
97 }
98
99 static bool
100 remap_inputs_with_vue_map(nir_block *block, const struct brw_vue_map *vue_map)
101 {
102 nir_foreach_instr(instr, block) {
103 if (instr->type != nir_instr_type_intrinsic)
104 continue;
105
106 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
107
108 if (intrin->intrinsic == nir_intrinsic_load_input ||
109 intrin->intrinsic == nir_intrinsic_load_per_vertex_input) {
110 int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
111 assert(vue_slot != -1);
112 intrin->const_index[0] = vue_slot;
113 }
114 }
115 return true;
116 }
117
118 static bool
119 remap_tess_levels(nir_builder *b, nir_intrinsic_instr *intr,
120 GLenum primitive_mode)
121 {
122 const int location = nir_intrinsic_base(intr);
123 const unsigned component = nir_intrinsic_component(intr);
124 bool out_of_bounds;
125
126 if (location == VARYING_SLOT_TESS_LEVEL_INNER) {
127 switch (primitive_mode) {
128 case GL_QUADS:
129 /* gl_TessLevelInner[0..1] lives at DWords 3-2 (reversed). */
130 nir_intrinsic_set_base(intr, 0);
131 nir_intrinsic_set_component(intr, 3 - component);
132 out_of_bounds = false;
133 break;
134 case GL_TRIANGLES:
135 /* gl_TessLevelInner[0] lives at DWord 4. */
136 nir_intrinsic_set_base(intr, 1);
137 out_of_bounds = component > 0;
138 break;
139 case GL_ISOLINES:
140 out_of_bounds = true;
141 break;
142 default:
143 unreachable("Bogus tessellation domain");
144 }
145 } else if (location == VARYING_SLOT_TESS_LEVEL_OUTER) {
146 if (primitive_mode == GL_ISOLINES) {
147 /* gl_TessLevelOuter[0..1] lives at DWords 6-7 (in order). */
148 nir_intrinsic_set_base(intr, 1);
149 nir_intrinsic_set_component(intr, 2 + nir_intrinsic_component(intr));
150 out_of_bounds = component > 1;
151 } else {
152 /* Triangles use DWords 7-5 (reversed); Quads use 7-4 (reversed) */
153 nir_intrinsic_set_base(intr, 1);
154 nir_intrinsic_set_component(intr, 3 - nir_intrinsic_component(intr));
155 out_of_bounds = component == 3 && primitive_mode == GL_TRIANGLES;
156 }
157 } else {
158 return false;
159 }
160
161 if (out_of_bounds) {
162 if (nir_intrinsic_infos[intr->intrinsic].has_dest) {
163 b->cursor = nir_before_instr(&intr->instr);
164 nir_ssa_def *undef = nir_ssa_undef(b, 1, 32);
165 nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(undef));
166 }
167 nir_instr_remove(&intr->instr);
168 }
169
170 return true;
171 }
172
173 static bool
174 remap_patch_urb_offsets(nir_block *block, nir_builder *b,
175 const struct brw_vue_map *vue_map,
176 GLenum tes_primitive_mode)
177 {
178 const bool is_passthrough_tcs = b->shader->info.name &&
179 strcmp(b->shader->info.name, "passthrough") == 0;
180
181 nir_foreach_instr_safe(instr, block) {
182 if (instr->type != nir_instr_type_intrinsic)
183 continue;
184
185 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
186
187 gl_shader_stage stage = b->shader->stage;
188
189 if ((stage == MESA_SHADER_TESS_CTRL && is_output(intrin)) ||
190 (stage == MESA_SHADER_TESS_EVAL && is_input(intrin))) {
191
192 if (!is_passthrough_tcs &&
193 remap_tess_levels(b, intrin, tes_primitive_mode))
194 continue;
195
196 int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
197 assert(vue_slot != -1);
198 intrin->const_index[0] = vue_slot;
199
200 nir_src *vertex = nir_get_io_vertex_index_src(intrin);
201 if (vertex) {
202 nir_const_value *const_vertex = nir_src_as_const_value(*vertex);
203 if (const_vertex) {
204 intrin->const_index[0] += const_vertex->u32[0] *
205 vue_map->num_per_vertex_slots;
206 } else {
207 b->cursor = nir_before_instr(&intrin->instr);
208
209 /* Multiply by the number of per-vertex slots. */
210 nir_ssa_def *vertex_offset =
211 nir_imul(b,
212 nir_ssa_for_src(b, *vertex, 1),
213 nir_imm_int(b,
214 vue_map->num_per_vertex_slots));
215
216 /* Add it to the existing offset */
217 nir_src *offset = nir_get_io_offset_src(intrin);
218 nir_ssa_def *total_offset =
219 nir_iadd(b, vertex_offset,
220 nir_ssa_for_src(b, *offset, 1));
221
222 nir_instr_rewrite_src(&intrin->instr, offset,
223 nir_src_for_ssa(total_offset));
224 }
225 }
226 }
227 }
228 return true;
229 }
230
231 void
232 brw_nir_lower_vs_inputs(nir_shader *nir,
233 bool use_legacy_snorm_formula,
234 const uint8_t *vs_attrib_wa_flags)
235 {
236 /* Start with the location of the variable's base. */
237 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
238 var->data.driver_location = var->data.location;
239 }
240
241 /* Now use nir_lower_io to walk dereference chains. Attribute arrays are
242 * loaded as one vec4 or dvec4 per element (or matrix column), depending on
243 * whether it is a double-precision type or not.
244 */
245 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
246
247 /* This pass needs actual constants */
248 nir_opt_constant_folding(nir);
249
250 add_const_offset_to_base(nir, nir_var_shader_in);
251
252 brw_nir_apply_attribute_workarounds(nir, use_legacy_snorm_formula,
253 vs_attrib_wa_flags);
254
255 /* The last step is to remap VERT_ATTRIB_* to actual registers */
256
257 /* Whether or not we have any system generated values. gl_DrawID is not
258 * included here as it lives in its own vec4.
259 */
260 const bool has_sgvs =
261 nir->info.system_values_read &
262 (BITFIELD64_BIT(SYSTEM_VALUE_BASE_VERTEX) |
263 BITFIELD64_BIT(SYSTEM_VALUE_BASE_INSTANCE) |
264 BITFIELD64_BIT(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) |
265 BITFIELD64_BIT(SYSTEM_VALUE_INSTANCE_ID));
266
267 const unsigned num_inputs = _mesa_bitcount_64(nir->info.inputs_read);
268
269 nir_foreach_function(function, nir) {
270 if (!function->impl)
271 continue;
272
273 nir_builder b;
274 nir_builder_init(&b, function->impl);
275
276 nir_foreach_block(block, function->impl) {
277 nir_foreach_instr_safe(instr, block) {
278 if (instr->type != nir_instr_type_intrinsic)
279 continue;
280
281 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
282
283 switch (intrin->intrinsic) {
284 case nir_intrinsic_load_base_vertex:
285 case nir_intrinsic_load_base_instance:
286 case nir_intrinsic_load_vertex_id_zero_base:
287 case nir_intrinsic_load_instance_id:
288 case nir_intrinsic_load_draw_id: {
289 b.cursor = nir_after_instr(&intrin->instr);
290
291 /* gl_VertexID and friends are stored by the VF as the last
292 * vertex element. We convert them to load_input intrinsics at
293 * the right location.
294 */
295 nir_intrinsic_instr *load =
296 nir_intrinsic_instr_create(nir, nir_intrinsic_load_input);
297 load->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0));
298
299 nir_intrinsic_set_base(load, num_inputs);
300 switch (intrin->intrinsic) {
301 case nir_intrinsic_load_base_vertex:
302 nir_intrinsic_set_component(load, 0);
303 break;
304 case nir_intrinsic_load_base_instance:
305 nir_intrinsic_set_component(load, 1);
306 break;
307 case nir_intrinsic_load_vertex_id_zero_base:
308 nir_intrinsic_set_component(load, 2);
309 break;
310 case nir_intrinsic_load_instance_id:
311 nir_intrinsic_set_component(load, 3);
312 break;
313 case nir_intrinsic_load_draw_id:
314 /* gl_DrawID is stored right after gl_VertexID and friends
315 * if any of them exist.
316 */
317 nir_intrinsic_set_base(load, num_inputs + has_sgvs);
318 nir_intrinsic_set_component(load, 0);
319 break;
320 default:
321 unreachable("Invalid system value intrinsic");
322 }
323
324 load->num_components = 1;
325 nir_ssa_dest_init(&load->instr, &load->dest, 1, 32, NULL);
326 nir_builder_instr_insert(&b, &load->instr);
327
328 nir_ssa_def_rewrite_uses(&intrin->dest.ssa,
329 nir_src_for_ssa(&load->dest.ssa));
330 nir_instr_remove(&intrin->instr);
331 break;
332 }
333
334 case nir_intrinsic_load_input: {
335 /* Attributes come in a contiguous block, ordered by their
336 * gl_vert_attrib value. That means we can compute the slot
337 * number for an attribute by masking out the enabled attributes
338 * before it and counting the bits.
339 */
340 int attr = nir_intrinsic_base(intrin);
341 int slot = _mesa_bitcount_64(nir->info.inputs_read &
342 BITFIELD64_MASK(attr));
343 nir_intrinsic_set_base(intrin, slot);
344 break;
345 }
346
347 default:
348 break; /* Nothing to do */
349 }
350 }
351 }
352 }
353 }
354
355 void
356 brw_nir_lower_vue_inputs(nir_shader *nir, bool is_scalar,
357 const struct brw_vue_map *vue_map)
358 {
359 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
360 var->data.driver_location = var->data.location;
361 }
362
363 /* Inputs are stored in vec4 slots, so use type_size_vec4(). */
364 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
365
366 if (is_scalar || nir->stage != MESA_SHADER_GEOMETRY) {
367 /* This pass needs actual constants */
368 nir_opt_constant_folding(nir);
369
370 add_const_offset_to_base(nir, nir_var_shader_in);
371
372 nir_foreach_function(function, nir) {
373 if (function->impl) {
374 nir_foreach_block(block, function->impl) {
375 remap_inputs_with_vue_map(block, vue_map);
376 }
377 }
378 }
379 }
380 }
381
382 void
383 brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map)
384 {
385 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
386 var->data.driver_location = var->data.location;
387 }
388
389 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
390
391 /* This pass needs actual constants */
392 nir_opt_constant_folding(nir);
393
394 add_const_offset_to_base(nir, nir_var_shader_in);
395
396 nir_foreach_function(function, nir) {
397 if (function->impl) {
398 nir_builder b;
399 nir_builder_init(&b, function->impl);
400 nir_foreach_block(block, function->impl) {
401 remap_patch_urb_offsets(block, &b, vue_map,
402 nir->info.tess.primitive_mode);
403 }
404 }
405 }
406 }
407
408 void
409 brw_nir_lower_fs_inputs(nir_shader *nir,
410 const struct gen_device_info *devinfo,
411 const struct brw_wm_prog_key *key)
412 {
413 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
414 var->data.driver_location = var->data.location;
415
416 /* Apply default interpolation mode.
417 *
418 * Everything defaults to smooth except for the legacy GL color
419 * built-in variables, which might be flat depending on API state.
420 */
421 if (var->data.interpolation == INTERP_MODE_NONE) {
422 const bool flat = key->flat_shade &&
423 (var->data.location == VARYING_SLOT_COL0 ||
424 var->data.location == VARYING_SLOT_COL1);
425
426 var->data.interpolation = flat ? INTERP_MODE_FLAT
427 : INTERP_MODE_SMOOTH;
428 }
429
430 /* On Ironlake and below, there is only one interpolation mode.
431 * Centroid interpolation doesn't mean anything on this hardware --
432 * there is no multisampling.
433 */
434 if (devinfo->gen < 6) {
435 var->data.centroid = false;
436 var->data.sample = false;
437 }
438 }
439
440 nir_lower_io_options lower_io_options = 0;
441 if (key->persample_interp)
442 lower_io_options |= nir_lower_io_force_sample_interpolation;
443
444 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, lower_io_options);
445
446 /* This pass needs actual constants */
447 nir_opt_constant_folding(nir);
448
449 add_const_offset_to_base(nir, nir_var_shader_in);
450 }
451
452 void
453 brw_nir_lower_vue_outputs(nir_shader *nir,
454 bool is_scalar)
455 {
456 nir_foreach_variable(var, &nir->outputs) {
457 var->data.driver_location = var->data.location;
458 }
459
460 nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
461 }
462
463 void
464 brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map,
465 GLenum tes_primitive_mode)
466 {
467 nir_foreach_variable(var, &nir->outputs) {
468 var->data.driver_location = var->data.location;
469 }
470
471 nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
472
473 /* This pass needs actual constants */
474 nir_opt_constant_folding(nir);
475
476 add_const_offset_to_base(nir, nir_var_shader_out);
477
478 nir_foreach_function(function, nir) {
479 if (function->impl) {
480 nir_builder b;
481 nir_builder_init(&b, function->impl);
482 nir_foreach_block(block, function->impl) {
483 remap_patch_urb_offsets(block, &b, vue_map, tes_primitive_mode);
484 }
485 }
486 }
487 }
488
489 void
490 brw_nir_lower_fs_outputs(nir_shader *nir)
491 {
492 nir_foreach_variable(var, &nir->outputs) {
493 var->data.driver_location =
494 SET_FIELD(var->data.index, BRW_NIR_FRAG_OUTPUT_INDEX) |
495 SET_FIELD(var->data.location, BRW_NIR_FRAG_OUTPUT_LOCATION);
496 }
497
498 nir_lower_io(nir, nir_var_shader_out, type_size_dvec4, 0);
499 }
500
501 void
502 brw_nir_lower_cs_shared(nir_shader *nir)
503 {
504 nir_assign_var_locations(&nir->shared, &nir->num_shared,
505 type_size_scalar_bytes);
506 nir_lower_io(nir, nir_var_shared, type_size_scalar_bytes, 0);
507 }
508
509 #define OPT(pass, ...) ({ \
510 bool this_progress = false; \
511 NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
512 if (this_progress) \
513 progress = true; \
514 this_progress; \
515 })
516
517 static nir_shader *
518 nir_optimize(nir_shader *nir, const struct brw_compiler *compiler,
519 bool is_scalar)
520 {
521 nir_variable_mode indirect_mask = 0;
522 if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectInput)
523 indirect_mask |= nir_var_shader_in;
524 if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectOutput)
525 indirect_mask |= nir_var_shader_out;
526 if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectTemp)
527 indirect_mask |= nir_var_local;
528
529 bool progress;
530 do {
531 progress = false;
532 OPT(nir_lower_vars_to_ssa);
533 OPT(nir_opt_copy_prop_vars);
534
535 if (is_scalar) {
536 OPT(nir_lower_alu_to_scalar);
537 }
538
539 OPT(nir_copy_prop);
540
541 if (is_scalar) {
542 OPT(nir_lower_phis_to_scalar);
543 }
544
545 OPT(nir_copy_prop);
546 OPT(nir_opt_dce);
547 OPT(nir_opt_cse);
548 OPT(nir_opt_peephole_select, 0);
549 OPT(nir_opt_algebraic);
550 OPT(nir_opt_constant_folding);
551 OPT(nir_opt_dead_cf);
552 if (OPT(nir_opt_trivial_continues)) {
553 /* If nir_opt_trivial_continues makes progress, then we need to clean
554 * things up if we want any hope of nir_opt_if or nir_opt_loop_unroll
555 * to make progress.
556 */
557 OPT(nir_copy_prop);
558 OPT(nir_opt_dce);
559 }
560 OPT(nir_opt_if);
561 if (nir->options->max_unroll_iterations != 0) {
562 OPT(nir_opt_loop_unroll, indirect_mask);
563 }
564 OPT(nir_opt_remove_phis);
565 OPT(nir_opt_undef);
566 OPT(nir_lower_doubles, nir_lower_drcp |
567 nir_lower_dsqrt |
568 nir_lower_drsq |
569 nir_lower_dtrunc |
570 nir_lower_dfloor |
571 nir_lower_dceil |
572 nir_lower_dfract |
573 nir_lower_dround_even |
574 nir_lower_dmod);
575 OPT(nir_lower_64bit_pack);
576 } while (progress);
577
578 return nir;
579 }
580
581 /* Does some simple lowering and runs the standard suite of optimizations
582 *
583 * This is intended to be called more-or-less directly after you get the
584 * shader out of GLSL or some other source. While it is geared towards i965,
585 * it is not at all generator-specific except for the is_scalar flag. Even
586 * there, it is safe to call with is_scalar = false for a shader that is
587 * intended for the FS backend as long as nir_optimize is called again with
588 * is_scalar = true to scalarize everything prior to code gen.
589 */
590 nir_shader *
591 brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir)
592 {
593 const struct gen_device_info *devinfo = compiler->devinfo;
594 UNUSED bool progress; /* Written by OPT */
595
596 const bool is_scalar = compiler->scalar_stage[nir->stage];
597
598 if (nir->stage == MESA_SHADER_GEOMETRY)
599 OPT(nir_lower_gs_intrinsics);
600
601 /* See also brw_nir_trig_workarounds.py */
602 if (compiler->precise_trig &&
603 !(devinfo->gen >= 10 || devinfo->is_kabylake))
604 OPT(brw_nir_apply_trig_workarounds);
605
606 static const nir_lower_tex_options tex_options = {
607 .lower_txp = ~0,
608 .lower_txf_offset = true,
609 .lower_rect_offset = true,
610 .lower_txd_cube_map = true,
611 };
612
613 OPT(nir_lower_tex, &tex_options);
614 OPT(nir_normalize_cubemap_coords);
615
616 OPT(nir_lower_global_vars_to_local);
617
618 OPT(nir_split_var_copies);
619
620 nir = nir_optimize(nir, compiler, is_scalar);
621
622 if (is_scalar) {
623 OPT(nir_lower_load_const_to_scalar);
624 }
625
626 /* Lower a bunch of stuff */
627 OPT(nir_lower_var_copies);
628
629 OPT(nir_lower_clip_cull_distance_arrays);
630
631 nir_variable_mode indirect_mask = 0;
632 if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectInput)
633 indirect_mask |= nir_var_shader_in;
634 if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectOutput)
635 indirect_mask |= nir_var_shader_out;
636 if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectTemp)
637 indirect_mask |= nir_var_local;
638
639 nir_lower_indirect_derefs(nir, indirect_mask);
640
641 nir_lower_int64(nir, nir_lower_imul64 |
642 nir_lower_isign64 |
643 nir_lower_divmod64);
644
645 /* Get rid of split copies */
646 nir = nir_optimize(nir, compiler, is_scalar);
647
648 OPT(nir_remove_dead_variables, nir_var_local);
649
650 return nir;
651 }
652
653 /* Prepare the given shader for codegen
654 *
655 * This function is intended to be called right before going into the actual
656 * backend and is highly backend-specific. Also, once this function has been
657 * called on a shader, it will no longer be in SSA form so most optimizations
658 * will not work.
659 */
660 nir_shader *
661 brw_postprocess_nir(nir_shader *nir, const struct brw_compiler *compiler,
662 bool is_scalar)
663 {
664 const struct gen_device_info *devinfo = compiler->devinfo;
665 bool debug_enabled =
666 (INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->stage));
667
668 UNUSED bool progress; /* Written by OPT */
669
670
671 do {
672 progress = false;
673 OPT(nir_opt_algebraic_before_ffma);
674 } while (progress);
675
676 nir = nir_optimize(nir, compiler, is_scalar);
677
678 if (devinfo->gen >= 6) {
679 /* Try and fuse multiply-adds */
680 OPT(brw_nir_opt_peephole_ffma);
681 }
682
683 OPT(nir_opt_algebraic_late);
684
685 OPT(nir_lower_to_source_mods);
686 OPT(nir_copy_prop);
687 OPT(nir_opt_dce);
688 OPT(nir_opt_move_comparisons);
689
690 OPT(nir_lower_locals_to_regs);
691
692 if (unlikely(debug_enabled)) {
693 /* Re-index SSA defs so we print more sensible numbers. */
694 nir_foreach_function(function, nir) {
695 if (function->impl)
696 nir_index_ssa_defs(function->impl);
697 }
698
699 fprintf(stderr, "NIR (SSA form) for %s shader:\n",
700 _mesa_shader_stage_to_string(nir->stage));
701 nir_print_shader(nir, stderr);
702 }
703
704 OPT(nir_convert_from_ssa, true);
705
706 if (!is_scalar) {
707 OPT(nir_move_vec_src_uses_to_dest);
708 OPT(nir_lower_vec_to_movs);
709 }
710
711 /* This is the last pass we run before we start emitting stuff. It
712 * determines when we need to insert boolean resolves on Gen <= 5. We
713 * run it last because it stashes data in instr->pass_flags and we don't
714 * want that to be squashed by other NIR passes.
715 */
716 if (devinfo->gen <= 5)
717 brw_nir_analyze_boolean_resolves(nir);
718
719 nir_sweep(nir);
720
721 if (unlikely(debug_enabled)) {
722 fprintf(stderr, "NIR (final form) for %s shader:\n",
723 _mesa_shader_stage_to_string(nir->stage));
724 nir_print_shader(nir, stderr);
725 }
726
727 return nir;
728 }
729
730 nir_shader *
731 brw_nir_apply_sampler_key(nir_shader *nir,
732 const struct brw_compiler *compiler,
733 const struct brw_sampler_prog_key_data *key_tex,
734 bool is_scalar)
735 {
736 const struct gen_device_info *devinfo = compiler->devinfo;
737 nir_lower_tex_options tex_options = { 0 };
738
739 /* Iron Lake and prior require lowering of all rectangle textures */
740 if (devinfo->gen < 6)
741 tex_options.lower_rect = true;
742
743 /* Prior to Broadwell, our hardware can't actually do GL_CLAMP */
744 if (devinfo->gen < 8) {
745 tex_options.saturate_s = key_tex->gl_clamp_mask[0];
746 tex_options.saturate_t = key_tex->gl_clamp_mask[1];
747 tex_options.saturate_r = key_tex->gl_clamp_mask[2];
748 }
749
750 /* Prior to Haswell, we have to fake texture swizzle */
751 for (unsigned s = 0; s < MAX_SAMPLERS; s++) {
752 if (key_tex->swizzles[s] == SWIZZLE_NOOP)
753 continue;
754
755 tex_options.swizzle_result |= (1 << s);
756 for (unsigned c = 0; c < 4; c++)
757 tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c);
758 }
759
760 /* Prior to Haswell, we have to lower gradients on shadow samplers */
761 tex_options.lower_txd_shadow = devinfo->gen < 8 && !devinfo->is_haswell;
762
763 tex_options.lower_y_uv_external = key_tex->y_uv_image_mask;
764 tex_options.lower_y_u_v_external = key_tex->y_u_v_image_mask;
765 tex_options.lower_yx_xuxv_external = key_tex->yx_xuxv_image_mask;
766
767 if (nir_lower_tex(nir, &tex_options)) {
768 nir_validate_shader(nir);
769 nir = nir_optimize(nir, compiler, is_scalar);
770 }
771
772 return nir;
773 }
774
775 enum brw_reg_type
776 brw_type_for_nir_type(const struct gen_device_info *devinfo, nir_alu_type type)
777 {
778 switch (type) {
779 case nir_type_uint:
780 case nir_type_uint32:
781 return BRW_REGISTER_TYPE_UD;
782 case nir_type_bool:
783 case nir_type_int:
784 case nir_type_bool32:
785 case nir_type_int32:
786 return BRW_REGISTER_TYPE_D;
787 case nir_type_float:
788 case nir_type_float32:
789 return BRW_REGISTER_TYPE_F;
790 case nir_type_float64:
791 return BRW_REGISTER_TYPE_DF;
792 case nir_type_int64:
793 return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_Q;
794 case nir_type_uint64:
795 return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_UQ;
796 default:
797 unreachable("unknown type");
798 }
799
800 return BRW_REGISTER_TYPE_F;
801 }
802
803 /* Returns the glsl_base_type corresponding to a nir_alu_type.
804 * This is used by both brw_vec4_nir and brw_fs_nir.
805 */
806 enum glsl_base_type
807 brw_glsl_base_type_for_nir_type(nir_alu_type type)
808 {
809 switch (type) {
810 case nir_type_float:
811 case nir_type_float32:
812 return GLSL_TYPE_FLOAT;
813
814 case nir_type_float64:
815 return GLSL_TYPE_DOUBLE;
816
817 case nir_type_int:
818 case nir_type_int32:
819 return GLSL_TYPE_INT;
820
821 case nir_type_uint:
822 case nir_type_uint32:
823 return GLSL_TYPE_UINT;
824
825 default:
826 unreachable("bad type");
827 }
828 }