i965/fs: Move remapping of gl_PointSize to the NIR level
[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_tess_levels(nir_builder *b, nir_intrinsic_instr *intr,
101 GLenum primitive_mode)
102 {
103 const int location = nir_intrinsic_base(intr);
104 const unsigned component = nir_intrinsic_component(intr);
105 bool out_of_bounds;
106
107 if (location == VARYING_SLOT_TESS_LEVEL_INNER) {
108 switch (primitive_mode) {
109 case GL_QUADS:
110 /* gl_TessLevelInner[0..1] lives at DWords 3-2 (reversed). */
111 nir_intrinsic_set_base(intr, 0);
112 nir_intrinsic_set_component(intr, 3 - component);
113 out_of_bounds = false;
114 break;
115 case GL_TRIANGLES:
116 /* gl_TessLevelInner[0] lives at DWord 4. */
117 nir_intrinsic_set_base(intr, 1);
118 out_of_bounds = component > 0;
119 break;
120 case GL_ISOLINES:
121 out_of_bounds = true;
122 break;
123 default:
124 unreachable("Bogus tessellation domain");
125 }
126 } else if (location == VARYING_SLOT_TESS_LEVEL_OUTER) {
127 if (primitive_mode == GL_ISOLINES) {
128 /* gl_TessLevelOuter[0..1] lives at DWords 6-7 (in order). */
129 nir_intrinsic_set_base(intr, 1);
130 nir_intrinsic_set_component(intr, 2 + nir_intrinsic_component(intr));
131 out_of_bounds = component > 1;
132 } else {
133 /* Triangles use DWords 7-5 (reversed); Quads use 7-4 (reversed) */
134 nir_intrinsic_set_base(intr, 1);
135 nir_intrinsic_set_component(intr, 3 - nir_intrinsic_component(intr));
136 out_of_bounds = component == 3 && primitive_mode == GL_TRIANGLES;
137 }
138 } else {
139 return false;
140 }
141
142 if (out_of_bounds) {
143 if (nir_intrinsic_infos[intr->intrinsic].has_dest) {
144 b->cursor = nir_before_instr(&intr->instr);
145 nir_ssa_def *undef = nir_ssa_undef(b, 1, 32);
146 nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(undef));
147 }
148 nir_instr_remove(&intr->instr);
149 }
150
151 return true;
152 }
153
154 static bool
155 remap_patch_urb_offsets(nir_block *block, nir_builder *b,
156 const struct brw_vue_map *vue_map,
157 GLenum tes_primitive_mode)
158 {
159 const bool is_passthrough_tcs = b->shader->info.name &&
160 strcmp(b->shader->info.name, "passthrough") == 0;
161
162 nir_foreach_instr_safe(instr, block) {
163 if (instr->type != nir_instr_type_intrinsic)
164 continue;
165
166 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
167
168 gl_shader_stage stage = b->shader->stage;
169
170 if ((stage == MESA_SHADER_TESS_CTRL && is_output(intrin)) ||
171 (stage == MESA_SHADER_TESS_EVAL && is_input(intrin))) {
172
173 if (!is_passthrough_tcs &&
174 remap_tess_levels(b, intrin, tes_primitive_mode))
175 continue;
176
177 int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
178 assert(vue_slot != -1);
179 intrin->const_index[0] = vue_slot;
180
181 nir_src *vertex = nir_get_io_vertex_index_src(intrin);
182 if (vertex) {
183 nir_const_value *const_vertex = nir_src_as_const_value(*vertex);
184 if (const_vertex) {
185 intrin->const_index[0] += const_vertex->u32[0] *
186 vue_map->num_per_vertex_slots;
187 } else {
188 b->cursor = nir_before_instr(&intrin->instr);
189
190 /* Multiply by the number of per-vertex slots. */
191 nir_ssa_def *vertex_offset =
192 nir_imul(b,
193 nir_ssa_for_src(b, *vertex, 1),
194 nir_imm_int(b,
195 vue_map->num_per_vertex_slots));
196
197 /* Add it to the existing offset */
198 nir_src *offset = nir_get_io_offset_src(intrin);
199 nir_ssa_def *total_offset =
200 nir_iadd(b, vertex_offset,
201 nir_ssa_for_src(b, *offset, 1));
202
203 nir_instr_rewrite_src(&intrin->instr, offset,
204 nir_src_for_ssa(total_offset));
205 }
206 }
207 }
208 }
209 return true;
210 }
211
212 void
213 brw_nir_lower_vs_inputs(nir_shader *nir,
214 bool use_legacy_snorm_formula,
215 const uint8_t *vs_attrib_wa_flags)
216 {
217 /* Start with the location of the variable's base. */
218 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
219 var->data.driver_location = var->data.location;
220 }
221
222 /* Now use nir_lower_io to walk dereference chains. Attribute arrays are
223 * loaded as one vec4 or dvec4 per element (or matrix column), depending on
224 * whether it is a double-precision type or not.
225 */
226 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
227
228 /* This pass needs actual constants */
229 nir_opt_constant_folding(nir);
230
231 add_const_offset_to_base(nir, nir_var_shader_in);
232
233 brw_nir_apply_attribute_workarounds(nir, use_legacy_snorm_formula,
234 vs_attrib_wa_flags);
235
236 /* The last step is to remap VERT_ATTRIB_* to actual registers */
237
238 /* Whether or not we have any system generated values. gl_DrawID is not
239 * included here as it lives in its own vec4.
240 */
241 const bool has_sgvs =
242 nir->info.system_values_read &
243 (BITFIELD64_BIT(SYSTEM_VALUE_BASE_VERTEX) |
244 BITFIELD64_BIT(SYSTEM_VALUE_BASE_INSTANCE) |
245 BITFIELD64_BIT(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) |
246 BITFIELD64_BIT(SYSTEM_VALUE_INSTANCE_ID));
247
248 const unsigned num_inputs = _mesa_bitcount_64(nir->info.inputs_read);
249
250 nir_foreach_function(function, nir) {
251 if (!function->impl)
252 continue;
253
254 nir_builder b;
255 nir_builder_init(&b, function->impl);
256
257 nir_foreach_block(block, function->impl) {
258 nir_foreach_instr_safe(instr, block) {
259 if (instr->type != nir_instr_type_intrinsic)
260 continue;
261
262 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
263
264 switch (intrin->intrinsic) {
265 case nir_intrinsic_load_base_vertex:
266 case nir_intrinsic_load_base_instance:
267 case nir_intrinsic_load_vertex_id_zero_base:
268 case nir_intrinsic_load_instance_id:
269 case nir_intrinsic_load_draw_id: {
270 b.cursor = nir_after_instr(&intrin->instr);
271
272 /* gl_VertexID and friends are stored by the VF as the last
273 * vertex element. We convert them to load_input intrinsics at
274 * the right location.
275 */
276 nir_intrinsic_instr *load =
277 nir_intrinsic_instr_create(nir, nir_intrinsic_load_input);
278 load->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0));
279
280 nir_intrinsic_set_base(load, num_inputs);
281 switch (intrin->intrinsic) {
282 case nir_intrinsic_load_base_vertex:
283 nir_intrinsic_set_component(load, 0);
284 break;
285 case nir_intrinsic_load_base_instance:
286 nir_intrinsic_set_component(load, 1);
287 break;
288 case nir_intrinsic_load_vertex_id_zero_base:
289 nir_intrinsic_set_component(load, 2);
290 break;
291 case nir_intrinsic_load_instance_id:
292 nir_intrinsic_set_component(load, 3);
293 break;
294 case nir_intrinsic_load_draw_id:
295 /* gl_DrawID is stored right after gl_VertexID and friends
296 * if any of them exist.
297 */
298 nir_intrinsic_set_base(load, num_inputs + has_sgvs);
299 nir_intrinsic_set_component(load, 0);
300 break;
301 default:
302 unreachable("Invalid system value intrinsic");
303 }
304
305 load->num_components = 1;
306 nir_ssa_dest_init(&load->instr, &load->dest, 1, 32, NULL);
307 nir_builder_instr_insert(&b, &load->instr);
308
309 nir_ssa_def_rewrite_uses(&intrin->dest.ssa,
310 nir_src_for_ssa(&load->dest.ssa));
311 nir_instr_remove(&intrin->instr);
312 break;
313 }
314
315 case nir_intrinsic_load_input: {
316 /* Attributes come in a contiguous block, ordered by their
317 * gl_vert_attrib value. That means we can compute the slot
318 * number for an attribute by masking out the enabled attributes
319 * before it and counting the bits.
320 */
321 int attr = nir_intrinsic_base(intrin);
322 int slot = _mesa_bitcount_64(nir->info.inputs_read &
323 BITFIELD64_MASK(attr));
324 nir_intrinsic_set_base(intrin, slot);
325 break;
326 }
327
328 default:
329 break; /* Nothing to do */
330 }
331 }
332 }
333 }
334 }
335
336 void
337 brw_nir_lower_vue_inputs(nir_shader *nir, bool is_scalar,
338 const struct brw_vue_map *vue_map)
339 {
340 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
341 var->data.driver_location = var->data.location;
342 }
343
344 /* Inputs are stored in vec4 slots, so use type_size_vec4(). */
345 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
346
347 if (nir->stage == MESA_SHADER_GEOMETRY && !is_scalar)
348 return;
349
350 /* This pass needs actual constants */
351 nir_opt_constant_folding(nir);
352
353 add_const_offset_to_base(nir, nir_var_shader_in);
354
355 nir_foreach_function(function, nir) {
356 if (!function->impl)
357 continue;
358
359 nir_foreach_block(block, function->impl) {
360 nir_foreach_instr(instr, block) {
361 if (instr->type != nir_instr_type_intrinsic)
362 continue;
363
364 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
365
366 if (intrin->intrinsic == nir_intrinsic_load_input ||
367 intrin->intrinsic == nir_intrinsic_load_per_vertex_input) {
368 /* Offset 0 is the VUE header, which contains
369 * VARYING_SLOT_LAYER [.y], VARYING_SLOT_VIEWPORT [.z], and
370 * VARYING_SLOT_PSIZ [.w].
371 */
372 int varying = nir_intrinsic_base(intrin);
373 int vue_slot;
374 switch (varying) {
375 case VARYING_SLOT_PSIZ:
376 nir_intrinsic_set_base(intrin, 0);
377 nir_intrinsic_set_component(intrin, 3);
378 break;
379
380 default:
381 vue_slot = vue_map->varying_to_slot[varying];
382 assert(vue_slot != -1);
383 nir_intrinsic_set_base(intrin, vue_slot);
384 break;
385 }
386 }
387 }
388 }
389 }
390 }
391
392 void
393 brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map)
394 {
395 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
396 var->data.driver_location = var->data.location;
397 }
398
399 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
400
401 /* This pass needs actual constants */
402 nir_opt_constant_folding(nir);
403
404 add_const_offset_to_base(nir, nir_var_shader_in);
405
406 nir_foreach_function(function, nir) {
407 if (function->impl) {
408 nir_builder b;
409 nir_builder_init(&b, function->impl);
410 nir_foreach_block(block, function->impl) {
411 remap_patch_urb_offsets(block, &b, vue_map,
412 nir->info.tess.primitive_mode);
413 }
414 }
415 }
416 }
417
418 void
419 brw_nir_lower_fs_inputs(nir_shader *nir,
420 const struct gen_device_info *devinfo,
421 const struct brw_wm_prog_key *key)
422 {
423 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
424 var->data.driver_location = var->data.location;
425
426 /* Apply default interpolation mode.
427 *
428 * Everything defaults to smooth except for the legacy GL color
429 * built-in variables, which might be flat depending on API state.
430 */
431 if (var->data.interpolation == INTERP_MODE_NONE) {
432 const bool flat = key->flat_shade &&
433 (var->data.location == VARYING_SLOT_COL0 ||
434 var->data.location == VARYING_SLOT_COL1);
435
436 var->data.interpolation = flat ? INTERP_MODE_FLAT
437 : INTERP_MODE_SMOOTH;
438 }
439
440 /* On Ironlake and below, there is only one interpolation mode.
441 * Centroid interpolation doesn't mean anything on this hardware --
442 * there is no multisampling.
443 */
444 if (devinfo->gen < 6) {
445 var->data.centroid = false;
446 var->data.sample = false;
447 }
448 }
449
450 nir_lower_io_options lower_io_options = 0;
451 if (key->persample_interp)
452 lower_io_options |= nir_lower_io_force_sample_interpolation;
453
454 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, lower_io_options);
455
456 /* This pass needs actual constants */
457 nir_opt_constant_folding(nir);
458
459 add_const_offset_to_base(nir, nir_var_shader_in);
460 }
461
462 void
463 brw_nir_lower_vue_outputs(nir_shader *nir,
464 bool is_scalar)
465 {
466 nir_foreach_variable(var, &nir->outputs) {
467 var->data.driver_location = var->data.location;
468 }
469
470 nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
471 }
472
473 void
474 brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map,
475 GLenum tes_primitive_mode)
476 {
477 nir_foreach_variable(var, &nir->outputs) {
478 var->data.driver_location = var->data.location;
479 }
480
481 nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
482
483 /* This pass needs actual constants */
484 nir_opt_constant_folding(nir);
485
486 add_const_offset_to_base(nir, nir_var_shader_out);
487
488 nir_foreach_function(function, nir) {
489 if (function->impl) {
490 nir_builder b;
491 nir_builder_init(&b, function->impl);
492 nir_foreach_block(block, function->impl) {
493 remap_patch_urb_offsets(block, &b, vue_map, tes_primitive_mode);
494 }
495 }
496 }
497 }
498
499 void
500 brw_nir_lower_fs_outputs(nir_shader *nir)
501 {
502 nir_foreach_variable(var, &nir->outputs) {
503 var->data.driver_location =
504 SET_FIELD(var->data.index, BRW_NIR_FRAG_OUTPUT_INDEX) |
505 SET_FIELD(var->data.location, BRW_NIR_FRAG_OUTPUT_LOCATION);
506 }
507
508 nir_lower_io(nir, nir_var_shader_out, type_size_dvec4, 0);
509 }
510
511 void
512 brw_nir_lower_cs_shared(nir_shader *nir)
513 {
514 nir_assign_var_locations(&nir->shared, &nir->num_shared,
515 type_size_scalar_bytes);
516 nir_lower_io(nir, nir_var_shared, type_size_scalar_bytes, 0);
517 }
518
519 #define OPT(pass, ...) ({ \
520 bool this_progress = false; \
521 NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
522 if (this_progress) \
523 progress = true; \
524 this_progress; \
525 })
526
527 static nir_shader *
528 nir_optimize(nir_shader *nir, const struct brw_compiler *compiler,
529 bool is_scalar)
530 {
531 nir_variable_mode indirect_mask = 0;
532 if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectInput)
533 indirect_mask |= nir_var_shader_in;
534 if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectOutput)
535 indirect_mask |= nir_var_shader_out;
536 if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectTemp)
537 indirect_mask |= nir_var_local;
538
539 bool progress;
540 do {
541 progress = false;
542 OPT(nir_lower_vars_to_ssa);
543 OPT(nir_opt_copy_prop_vars);
544
545 if (is_scalar) {
546 OPT(nir_lower_alu_to_scalar);
547 }
548
549 OPT(nir_copy_prop);
550
551 if (is_scalar) {
552 OPT(nir_lower_phis_to_scalar);
553 }
554
555 OPT(nir_copy_prop);
556 OPT(nir_opt_dce);
557 OPT(nir_opt_cse);
558 OPT(nir_opt_peephole_select, 0);
559 OPT(nir_opt_algebraic);
560 OPT(nir_opt_constant_folding);
561 OPT(nir_opt_dead_cf);
562 if (OPT(nir_opt_trivial_continues)) {
563 /* If nir_opt_trivial_continues makes progress, then we need to clean
564 * things up if we want any hope of nir_opt_if or nir_opt_loop_unroll
565 * to make progress.
566 */
567 OPT(nir_copy_prop);
568 OPT(nir_opt_dce);
569 }
570 OPT(nir_opt_if);
571 if (nir->options->max_unroll_iterations != 0) {
572 OPT(nir_opt_loop_unroll, indirect_mask);
573 }
574 OPT(nir_opt_remove_phis);
575 OPT(nir_opt_undef);
576 OPT(nir_lower_doubles, nir_lower_drcp |
577 nir_lower_dsqrt |
578 nir_lower_drsq |
579 nir_lower_dtrunc |
580 nir_lower_dfloor |
581 nir_lower_dceil |
582 nir_lower_dfract |
583 nir_lower_dround_even |
584 nir_lower_dmod);
585 OPT(nir_lower_64bit_pack);
586 } while (progress);
587
588 return nir;
589 }
590
591 /* Does some simple lowering and runs the standard suite of optimizations
592 *
593 * This is intended to be called more-or-less directly after you get the
594 * shader out of GLSL or some other source. While it is geared towards i965,
595 * it is not at all generator-specific except for the is_scalar flag. Even
596 * there, it is safe to call with is_scalar = false for a shader that is
597 * intended for the FS backend as long as nir_optimize is called again with
598 * is_scalar = true to scalarize everything prior to code gen.
599 */
600 nir_shader *
601 brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir)
602 {
603 const struct gen_device_info *devinfo = compiler->devinfo;
604 UNUSED bool progress; /* Written by OPT */
605
606 const bool is_scalar = compiler->scalar_stage[nir->stage];
607
608 if (nir->stage == MESA_SHADER_GEOMETRY)
609 OPT(nir_lower_gs_intrinsics);
610
611 /* See also brw_nir_trig_workarounds.py */
612 if (compiler->precise_trig &&
613 !(devinfo->gen >= 10 || devinfo->is_kabylake))
614 OPT(brw_nir_apply_trig_workarounds);
615
616 static const nir_lower_tex_options tex_options = {
617 .lower_txp = ~0,
618 .lower_txf_offset = true,
619 .lower_rect_offset = true,
620 .lower_txd_cube_map = true,
621 };
622
623 OPT(nir_lower_tex, &tex_options);
624 OPT(nir_normalize_cubemap_coords);
625
626 OPT(nir_lower_global_vars_to_local);
627
628 OPT(nir_split_var_copies);
629
630 nir = nir_optimize(nir, compiler, is_scalar);
631
632 if (is_scalar) {
633 OPT(nir_lower_load_const_to_scalar);
634 }
635
636 /* Lower a bunch of stuff */
637 OPT(nir_lower_var_copies);
638
639 OPT(nir_lower_clip_cull_distance_arrays);
640
641 nir_variable_mode indirect_mask = 0;
642 if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectInput)
643 indirect_mask |= nir_var_shader_in;
644 if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectOutput)
645 indirect_mask |= nir_var_shader_out;
646 if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectTemp)
647 indirect_mask |= nir_var_local;
648
649 nir_lower_indirect_derefs(nir, indirect_mask);
650
651 nir_lower_int64(nir, nir_lower_imul64 |
652 nir_lower_isign64 |
653 nir_lower_divmod64);
654
655 /* Get rid of split copies */
656 nir = nir_optimize(nir, compiler, is_scalar);
657
658 OPT(nir_remove_dead_variables, nir_var_local);
659
660 return nir;
661 }
662
663 /* Prepare the given shader for codegen
664 *
665 * This function is intended to be called right before going into the actual
666 * backend and is highly backend-specific. Also, once this function has been
667 * called on a shader, it will no longer be in SSA form so most optimizations
668 * will not work.
669 */
670 nir_shader *
671 brw_postprocess_nir(nir_shader *nir, const struct brw_compiler *compiler,
672 bool is_scalar)
673 {
674 const struct gen_device_info *devinfo = compiler->devinfo;
675 bool debug_enabled =
676 (INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->stage));
677
678 UNUSED bool progress; /* Written by OPT */
679
680
681 do {
682 progress = false;
683 OPT(nir_opt_algebraic_before_ffma);
684 } while (progress);
685
686 nir = nir_optimize(nir, compiler, is_scalar);
687
688 if (devinfo->gen >= 6) {
689 /* Try and fuse multiply-adds */
690 OPT(brw_nir_opt_peephole_ffma);
691 }
692
693 OPT(nir_opt_algebraic_late);
694
695 OPT(nir_lower_to_source_mods);
696 OPT(nir_copy_prop);
697 OPT(nir_opt_dce);
698 OPT(nir_opt_move_comparisons);
699
700 OPT(nir_lower_locals_to_regs);
701
702 if (unlikely(debug_enabled)) {
703 /* Re-index SSA defs so we print more sensible numbers. */
704 nir_foreach_function(function, nir) {
705 if (function->impl)
706 nir_index_ssa_defs(function->impl);
707 }
708
709 fprintf(stderr, "NIR (SSA form) for %s shader:\n",
710 _mesa_shader_stage_to_string(nir->stage));
711 nir_print_shader(nir, stderr);
712 }
713
714 OPT(nir_convert_from_ssa, true);
715
716 if (!is_scalar) {
717 OPT(nir_move_vec_src_uses_to_dest);
718 OPT(nir_lower_vec_to_movs);
719 }
720
721 /* This is the last pass we run before we start emitting stuff. It
722 * determines when we need to insert boolean resolves on Gen <= 5. We
723 * run it last because it stashes data in instr->pass_flags and we don't
724 * want that to be squashed by other NIR passes.
725 */
726 if (devinfo->gen <= 5)
727 brw_nir_analyze_boolean_resolves(nir);
728
729 nir_sweep(nir);
730
731 if (unlikely(debug_enabled)) {
732 fprintf(stderr, "NIR (final form) for %s shader:\n",
733 _mesa_shader_stage_to_string(nir->stage));
734 nir_print_shader(nir, stderr);
735 }
736
737 return nir;
738 }
739
740 nir_shader *
741 brw_nir_apply_sampler_key(nir_shader *nir,
742 const struct brw_compiler *compiler,
743 const struct brw_sampler_prog_key_data *key_tex,
744 bool is_scalar)
745 {
746 const struct gen_device_info *devinfo = compiler->devinfo;
747 nir_lower_tex_options tex_options = { 0 };
748
749 /* Iron Lake and prior require lowering of all rectangle textures */
750 if (devinfo->gen < 6)
751 tex_options.lower_rect = true;
752
753 /* Prior to Broadwell, our hardware can't actually do GL_CLAMP */
754 if (devinfo->gen < 8) {
755 tex_options.saturate_s = key_tex->gl_clamp_mask[0];
756 tex_options.saturate_t = key_tex->gl_clamp_mask[1];
757 tex_options.saturate_r = key_tex->gl_clamp_mask[2];
758 }
759
760 /* Prior to Haswell, we have to fake texture swizzle */
761 for (unsigned s = 0; s < MAX_SAMPLERS; s++) {
762 if (key_tex->swizzles[s] == SWIZZLE_NOOP)
763 continue;
764
765 tex_options.swizzle_result |= (1 << s);
766 for (unsigned c = 0; c < 4; c++)
767 tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c);
768 }
769
770 /* Prior to Haswell, we have to lower gradients on shadow samplers */
771 tex_options.lower_txd_shadow = devinfo->gen < 8 && !devinfo->is_haswell;
772
773 tex_options.lower_y_uv_external = key_tex->y_uv_image_mask;
774 tex_options.lower_y_u_v_external = key_tex->y_u_v_image_mask;
775 tex_options.lower_yx_xuxv_external = key_tex->yx_xuxv_image_mask;
776
777 if (nir_lower_tex(nir, &tex_options)) {
778 nir_validate_shader(nir);
779 nir = nir_optimize(nir, compiler, is_scalar);
780 }
781
782 return nir;
783 }
784
785 enum brw_reg_type
786 brw_type_for_nir_type(const struct gen_device_info *devinfo, nir_alu_type type)
787 {
788 switch (type) {
789 case nir_type_uint:
790 case nir_type_uint32:
791 return BRW_REGISTER_TYPE_UD;
792 case nir_type_bool:
793 case nir_type_int:
794 case nir_type_bool32:
795 case nir_type_int32:
796 return BRW_REGISTER_TYPE_D;
797 case nir_type_float:
798 case nir_type_float32:
799 return BRW_REGISTER_TYPE_F;
800 case nir_type_float64:
801 return BRW_REGISTER_TYPE_DF;
802 case nir_type_int64:
803 return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_Q;
804 case nir_type_uint64:
805 return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_UQ;
806 default:
807 unreachable("unknown type");
808 }
809
810 return BRW_REGISTER_TYPE_F;
811 }
812
813 /* Returns the glsl_base_type corresponding to a nir_alu_type.
814 * This is used by both brw_vec4_nir and brw_fs_nir.
815 */
816 enum glsl_base_type
817 brw_glsl_base_type_for_nir_type(nir_alu_type type)
818 {
819 switch (type) {
820 case nir_type_float:
821 case nir_type_float32:
822 return GLSL_TYPE_FLOAT;
823
824 case nir_type_float64:
825 return GLSL_TYPE_DOUBLE;
826
827 case nir_type_int:
828 case nir_type_int32:
829 return GLSL_TYPE_INT;
830
831 case nir_type_uint:
832 case nir_type_uint32:
833 return GLSL_TYPE_UINT;
834
835 default:
836 unreachable("bad type");
837 }
838 }