f37bf3a0adf679143149f3f6746d7f67992bc713
[mesa.git] / src / mesa / drivers / dri / i965 / 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 "compiler/nir/glsl_to_nir.h"
27 #include "compiler/nir/nir_builder.h"
28 #include "program/prog_to_nir.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 }
36
37 static bool
38 is_output(nir_intrinsic_instr *intrin)
39 {
40 return intrin->intrinsic == nir_intrinsic_load_output ||
41 intrin->intrinsic == nir_intrinsic_load_per_vertex_output ||
42 intrin->intrinsic == nir_intrinsic_store_output ||
43 intrin->intrinsic == nir_intrinsic_store_per_vertex_output;
44 }
45
46 /**
47 * In many cases, we just add the base and offset together, so there's no
48 * reason to keep them separate. Sometimes, combining them is essential:
49 * if a shader only accesses part of a compound variable (such as a matrix
50 * or array), the variable's base may not actually exist in the VUE map.
51 *
52 * This pass adds constant offsets to instr->const_index[0], and resets
53 * the offset source to 0. Non-constant offsets remain unchanged - since
54 * we don't know what part of a compound variable is accessed, we allocate
55 * storage for the entire thing.
56 */
57
58 static bool
59 add_const_offset_to_base_block(nir_block *block, nir_builder *b,
60 nir_variable_mode mode)
61 {
62 nir_foreach_instr_safe(instr, block) {
63 if (instr->type != nir_instr_type_intrinsic)
64 continue;
65
66 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
67
68 if ((mode == nir_var_shader_in && is_input(intrin)) ||
69 (mode == nir_var_shader_out && is_output(intrin))) {
70 nir_src *offset = nir_get_io_offset_src(intrin);
71 nir_const_value *const_offset = nir_src_as_const_value(*offset);
72
73 if (const_offset) {
74 intrin->const_index[0] += const_offset->u32[0];
75 b->cursor = nir_before_instr(&intrin->instr);
76 nir_instr_rewrite_src(&intrin->instr, offset,
77 nir_src_for_ssa(nir_imm_int(b, 0)));
78 }
79 }
80 }
81 return true;
82 }
83
84 static void
85 add_const_offset_to_base(nir_shader *nir, nir_variable_mode mode)
86 {
87 nir_foreach_function(f, nir) {
88 if (f->impl) {
89 nir_builder b;
90 nir_builder_init(&b, f->impl);
91 nir_foreach_block(block, f->impl) {
92 add_const_offset_to_base_block(block, &b, mode);
93 }
94 }
95 }
96 }
97
98 static bool
99 remap_vs_attrs(nir_block *block, struct nir_shader_info *nir_info)
100 {
101 nir_foreach_instr(instr, block) {
102 if (instr->type != nir_instr_type_intrinsic)
103 continue;
104
105 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
106
107 if (intrin->intrinsic == nir_intrinsic_load_input) {
108 /* Attributes come in a contiguous block, ordered by their
109 * gl_vert_attrib value. That means we can compute the slot
110 * number for an attribute by masking out the enabled attributes
111 * before it and counting the bits.
112 */
113 int attr = intrin->const_index[0];
114 int slot = _mesa_bitcount_64(nir_info->inputs_read &
115 BITFIELD64_MASK(attr));
116 int dslot = _mesa_bitcount_64(nir_info->double_inputs_read &
117 BITFIELD64_MASK(attr));
118 intrin->const_index[0] = 4 * (slot + dslot);
119 }
120 }
121 return true;
122 }
123
124 static bool
125 remap_inputs_with_vue_map(nir_block *block, const struct brw_vue_map *vue_map)
126 {
127 nir_foreach_instr(instr, block) {
128 if (instr->type != nir_instr_type_intrinsic)
129 continue;
130
131 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
132
133 if (intrin->intrinsic == nir_intrinsic_load_input ||
134 intrin->intrinsic == nir_intrinsic_load_per_vertex_input) {
135 int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
136 assert(vue_slot != -1);
137 intrin->const_index[0] = vue_slot;
138 }
139 }
140 return true;
141 }
142
143 static bool
144 remap_patch_urb_offsets(nir_block *block, nir_builder *b,
145 const struct brw_vue_map *vue_map)
146 {
147 nir_foreach_instr_safe(instr, block) {
148 if (instr->type != nir_instr_type_intrinsic)
149 continue;
150
151 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
152
153 gl_shader_stage stage = b->shader->stage;
154
155 if ((stage == MESA_SHADER_TESS_CTRL && is_output(intrin)) ||
156 (stage == MESA_SHADER_TESS_EVAL && is_input(intrin))) {
157 int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
158 assert(vue_slot != -1);
159 intrin->const_index[0] = vue_slot;
160
161 nir_src *vertex = nir_get_io_vertex_index_src(intrin);
162 if (vertex) {
163 nir_const_value *const_vertex = nir_src_as_const_value(*vertex);
164 if (const_vertex) {
165 intrin->const_index[0] += const_vertex->u32[0] *
166 vue_map->num_per_vertex_slots;
167 } else {
168 b->cursor = nir_before_instr(&intrin->instr);
169
170 /* Multiply by the number of per-vertex slots. */
171 nir_ssa_def *vertex_offset =
172 nir_imul(b,
173 nir_ssa_for_src(b, *vertex, 1),
174 nir_imm_int(b,
175 vue_map->num_per_vertex_slots));
176
177 /* Add it to the existing offset */
178 nir_src *offset = nir_get_io_offset_src(intrin);
179 nir_ssa_def *total_offset =
180 nir_iadd(b, vertex_offset,
181 nir_ssa_for_src(b, *offset, 1));
182
183 nir_instr_rewrite_src(&intrin->instr, offset,
184 nir_src_for_ssa(total_offset));
185 }
186 }
187 }
188 }
189 return true;
190 }
191
192 void
193 brw_nir_lower_vs_inputs(nir_shader *nir,
194 const struct brw_device_info *devinfo,
195 bool is_scalar,
196 bool use_legacy_snorm_formula,
197 const uint8_t *vs_attrib_wa_flags)
198 {
199 /* Start with the location of the variable's base. */
200 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
201 var->data.driver_location = var->data.location;
202 }
203
204 /* Now use nir_lower_io to walk dereference chains. Attribute arrays are
205 * loaded as one vec4 or dvec4 per element (or matrix column), depending on
206 * whether it is a double-precision type or not.
207 */
208 nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
209
210 /* This pass needs actual constants */
211 nir_opt_constant_folding(nir);
212
213 add_const_offset_to_base(nir, nir_var_shader_in);
214
215 brw_nir_apply_attribute_workarounds(nir, use_legacy_snorm_formula,
216 vs_attrib_wa_flags);
217
218 if (is_scalar) {
219 /* Finally, translate VERT_ATTRIB_* values into the actual registers. */
220
221 nir_foreach_function(function, nir) {
222 if (function->impl) {
223 nir_foreach_block(block, function->impl) {
224 remap_vs_attrs(block, &nir->info);
225 }
226 }
227 }
228 }
229 }
230
231 void
232 brw_nir_lower_vue_inputs(nir_shader *nir, bool is_scalar,
233 const struct brw_vue_map *vue_map)
234 {
235 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
236 var->data.driver_location = var->data.location;
237 }
238
239 /* Inputs are stored in vec4 slots, so use type_size_vec4(). */
240 nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
241
242 if (is_scalar || nir->stage != MESA_SHADER_GEOMETRY) {
243 /* This pass needs actual constants */
244 nir_opt_constant_folding(nir);
245
246 add_const_offset_to_base(nir, nir_var_shader_in);
247
248 nir_foreach_function(function, nir) {
249 if (function->impl) {
250 nir_foreach_block(block, function->impl) {
251 remap_inputs_with_vue_map(block, vue_map);
252 }
253 }
254 }
255 }
256 }
257
258 void
259 brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map)
260 {
261 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
262 var->data.driver_location = var->data.location;
263 }
264
265 nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
266
267 /* This pass needs actual constants */
268 nir_opt_constant_folding(nir);
269
270 add_const_offset_to_base(nir, nir_var_shader_in);
271
272 nir_foreach_function(function, nir) {
273 if (function->impl) {
274 nir_builder b;
275 nir_builder_init(&b, function->impl);
276 nir_foreach_block(block, function->impl) {
277 remap_patch_urb_offsets(block, &b, vue_map);
278 }
279 }
280 }
281 }
282
283 void
284 brw_nir_lower_fs_inputs(nir_shader *nir)
285 {
286 nir_assign_var_locations(&nir->inputs, &nir->num_inputs, type_size_scalar);
287 nir_lower_io(nir, nir_var_shader_in, type_size_scalar);
288 }
289
290 void
291 brw_nir_lower_vue_outputs(nir_shader *nir,
292 bool is_scalar)
293 {
294 if (is_scalar) {
295 nir_assign_var_locations(&nir->outputs, &nir->num_outputs,
296 type_size_vec4_times_4);
297 nir_lower_io(nir, nir_var_shader_out, type_size_vec4_times_4);
298 } else {
299 nir_foreach_variable(var, &nir->outputs)
300 var->data.driver_location = var->data.location;
301 nir_lower_io(nir, nir_var_shader_out, type_size_vec4);
302 }
303 }
304
305 void
306 brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map)
307 {
308 nir_foreach_variable(var, &nir->outputs) {
309 var->data.driver_location = var->data.location;
310 }
311
312 nir_lower_io(nir, nir_var_shader_out, type_size_vec4);
313
314 /* This pass needs actual constants */
315 nir_opt_constant_folding(nir);
316
317 add_const_offset_to_base(nir, nir_var_shader_out);
318
319 nir_foreach_function(function, nir) {
320 if (function->impl) {
321 nir_builder b;
322 nir_builder_init(&b, function->impl);
323 nir_foreach_block(block, function->impl) {
324 remap_patch_urb_offsets(block, &b, vue_map);
325 }
326 }
327 }
328 }
329
330 void
331 brw_nir_lower_fs_outputs(nir_shader *nir)
332 {
333 nir_assign_var_locations(&nir->outputs, &nir->num_outputs,
334 type_size_scalar);
335 nir_lower_io(nir, nir_var_shader_out, type_size_scalar);
336 }
337
338 static int
339 type_size_scalar_bytes(const struct glsl_type *type)
340 {
341 return type_size_scalar(type) * 4;
342 }
343
344 static int
345 type_size_vec4_bytes(const struct glsl_type *type)
346 {
347 return type_size_vec4(type) * 16;
348 }
349
350 static void
351 brw_nir_lower_uniforms(nir_shader *nir, bool is_scalar)
352 {
353 if (is_scalar) {
354 nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
355 type_size_scalar_bytes);
356 nir_lower_io(nir, nir_var_uniform, type_size_scalar_bytes);
357 } else {
358 nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
359 type_size_vec4_bytes);
360 nir_lower_io(nir, nir_var_uniform, type_size_vec4_bytes);
361 }
362 }
363
364 void
365 brw_nir_lower_cs_shared(nir_shader *nir)
366 {
367 nir_assign_var_locations(&nir->shared, &nir->num_shared,
368 type_size_scalar_bytes);
369 nir_lower_io(nir, nir_var_shared, type_size_scalar_bytes);
370 }
371
372 #define OPT(pass, ...) ({ \
373 bool this_progress = false; \
374 NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
375 if (this_progress) \
376 progress = true; \
377 this_progress; \
378 })
379
380 #define OPT_V(pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
381
382 static nir_shader *
383 nir_optimize(nir_shader *nir, bool is_scalar)
384 {
385 bool progress;
386 do {
387 progress = false;
388 OPT_V(nir_lower_vars_to_ssa);
389
390 if (is_scalar) {
391 OPT_V(nir_lower_alu_to_scalar);
392 }
393
394 OPT(nir_copy_prop);
395
396 if (is_scalar) {
397 OPT_V(nir_lower_phis_to_scalar);
398 }
399
400 OPT(nir_copy_prop);
401 OPT(nir_opt_dce);
402 OPT(nir_opt_cse);
403 OPT(nir_opt_peephole_select);
404 OPT(nir_opt_algebraic);
405 OPT(nir_opt_constant_folding);
406 OPT(nir_opt_dead_cf);
407 OPT(nir_opt_remove_phis);
408 OPT(nir_opt_undef);
409 OPT_V(nir_lower_doubles, nir_lower_drcp |
410 nir_lower_dsqrt |
411 nir_lower_drsq |
412 nir_lower_dtrunc |
413 nir_lower_dfloor |
414 nir_lower_dceil |
415 nir_lower_dfract |
416 nir_lower_dround_even |
417 nir_lower_dmod);
418 OPT_V(nir_lower_double_pack);
419 } while (progress);
420
421 return nir;
422 }
423
424 /* Does some simple lowering and runs the standard suite of optimizations
425 *
426 * This is intended to be called more-or-less directly after you get the
427 * shader out of GLSL or some other source. While it is geared towards i965,
428 * it is not at all generator-specific except for the is_scalar flag. Even
429 * there, it is safe to call with is_scalar = false for a shader that is
430 * intended for the FS backend as long as nir_optimize is called again with
431 * is_scalar = true to scalarize everything prior to code gen.
432 */
433 nir_shader *
434 brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir)
435 {
436 bool progress; /* Written by OPT and OPT_V */
437 (void)progress;
438
439 const bool is_scalar = compiler->scalar_stage[nir->stage];
440
441 if (nir->stage == MESA_SHADER_GEOMETRY)
442 OPT(nir_lower_gs_intrinsics);
443
444 if (compiler->precise_trig)
445 OPT(brw_nir_apply_trig_workarounds);
446
447 static const nir_lower_tex_options tex_options = {
448 .lower_txp = ~0,
449 };
450
451 OPT(nir_lower_tex, &tex_options);
452 OPT(nir_normalize_cubemap_coords);
453
454 OPT(nir_lower_global_vars_to_local);
455
456 OPT(nir_split_var_copies);
457
458 nir = nir_optimize(nir, is_scalar);
459
460 if (is_scalar) {
461 OPT_V(nir_lower_load_const_to_scalar);
462 }
463
464 /* Lower a bunch of stuff */
465 OPT_V(nir_lower_var_copies);
466
467 /* Get rid of split copies */
468 nir = nir_optimize(nir, is_scalar);
469
470 OPT(nir_remove_dead_variables, nir_var_local);
471
472 return nir;
473 }
474
475 /* Prepare the given shader for codegen
476 *
477 * This function is intended to be called right before going into the actual
478 * backend and is highly backend-specific. Also, once this function has been
479 * called on a shader, it will no longer be in SSA form so most optimizations
480 * will not work.
481 */
482 nir_shader *
483 brw_postprocess_nir(nir_shader *nir,
484 const struct brw_device_info *devinfo,
485 bool is_scalar)
486 {
487 bool debug_enabled =
488 (INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->stage));
489
490 bool progress; /* Written by OPT and OPT_V */
491 (void)progress;
492
493 nir = nir_optimize(nir, is_scalar);
494
495 if (devinfo->gen >= 6) {
496 /* Try and fuse multiply-adds */
497 OPT(brw_nir_opt_peephole_ffma);
498 }
499
500 OPT(nir_opt_algebraic_late);
501
502 OPT(nir_lower_locals_to_regs);
503
504 OPT_V(nir_lower_to_source_mods);
505 OPT(nir_copy_prop);
506 OPT(nir_opt_dce);
507
508 if (unlikely(debug_enabled)) {
509 /* Re-index SSA defs so we print more sensible numbers. */
510 nir_foreach_function(function, nir) {
511 if (function->impl)
512 nir_index_ssa_defs(function->impl);
513 }
514
515 fprintf(stderr, "NIR (SSA form) for %s shader:\n",
516 _mesa_shader_stage_to_string(nir->stage));
517 nir_print_shader(nir, stderr);
518 }
519
520 OPT_V(nir_convert_from_ssa, true);
521
522 if (!is_scalar) {
523 OPT_V(nir_move_vec_src_uses_to_dest);
524 OPT(nir_lower_vec_to_movs);
525 }
526
527 /* This is the last pass we run before we start emitting stuff. It
528 * determines when we need to insert boolean resolves on Gen <= 5. We
529 * run it last because it stashes data in instr->pass_flags and we don't
530 * want that to be squashed by other NIR passes.
531 */
532 if (devinfo->gen <= 5)
533 brw_nir_analyze_boolean_resolves(nir);
534
535 nir_sweep(nir);
536
537 if (unlikely(debug_enabled)) {
538 fprintf(stderr, "NIR (final form) for %s shader:\n",
539 _mesa_shader_stage_to_string(nir->stage));
540 nir_print_shader(nir, stderr);
541 }
542
543 return nir;
544 }
545
546 nir_shader *
547 brw_create_nir(struct brw_context *brw,
548 const struct gl_shader_program *shader_prog,
549 const struct gl_program *prog,
550 gl_shader_stage stage,
551 bool is_scalar)
552 {
553 struct gl_context *ctx = &brw->ctx;
554 const nir_shader_compiler_options *options =
555 ctx->Const.ShaderCompilerOptions[stage].NirOptions;
556 bool progress;
557 nir_shader *nir;
558
559 /* First, lower the GLSL IR or Mesa IR to NIR */
560 if (shader_prog) {
561 nir = glsl_to_nir(shader_prog, stage, options);
562 OPT_V(nir_lower_io_to_temporaries,
563 nir_shader_get_entrypoint(nir),
564 true, false);
565 } else {
566 nir = prog_to_nir(prog, options);
567 OPT_V(nir_convert_to_ssa); /* turn registers into SSA */
568 }
569 nir_validate_shader(nir);
570
571 (void)progress;
572
573 nir = brw_preprocess_nir(brw->intelScreen->compiler, nir);
574
575 OPT(nir_lower_system_values);
576 OPT_V(brw_nir_lower_uniforms, is_scalar);
577
578 if (shader_prog) {
579 OPT_V(nir_lower_samplers, shader_prog);
580 OPT_V(nir_lower_atomics, shader_prog);
581 }
582
583 return nir;
584 }
585
586 nir_shader *
587 brw_nir_apply_sampler_key(nir_shader *nir,
588 const struct brw_device_info *devinfo,
589 const struct brw_sampler_prog_key_data *key_tex,
590 bool is_scalar)
591 {
592 nir_lower_tex_options tex_options = { 0 };
593
594 /* Iron Lake and prior require lowering of all rectangle textures */
595 if (devinfo->gen < 6)
596 tex_options.lower_rect = true;
597
598 /* Prior to Broadwell, our hardware can't actually do GL_CLAMP */
599 if (devinfo->gen < 8) {
600 tex_options.saturate_s = key_tex->gl_clamp_mask[0];
601 tex_options.saturate_t = key_tex->gl_clamp_mask[1];
602 tex_options.saturate_r = key_tex->gl_clamp_mask[2];
603 }
604
605 /* Prior to Haswell, we have to fake texture swizzle */
606 for (unsigned s = 0; s < MAX_SAMPLERS; s++) {
607 if (key_tex->swizzles[s] == SWIZZLE_NOOP)
608 continue;
609
610 tex_options.swizzle_result |= (1 << s);
611 for (unsigned c = 0; c < 4; c++)
612 tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c);
613 }
614
615 if (nir_lower_tex(nir, &tex_options)) {
616 nir_validate_shader(nir);
617 nir = nir_optimize(nir, is_scalar);
618 }
619
620 return nir;
621 }
622
623 enum brw_reg_type
624 brw_type_for_nir_type(nir_alu_type type)
625 {
626 switch (type) {
627 case nir_type_uint:
628 case nir_type_uint32:
629 return BRW_REGISTER_TYPE_UD;
630 case nir_type_bool:
631 case nir_type_int:
632 case nir_type_bool32:
633 case nir_type_int32:
634 return BRW_REGISTER_TYPE_D;
635 case nir_type_float:
636 case nir_type_float32:
637 return BRW_REGISTER_TYPE_F;
638 case nir_type_float64:
639 return BRW_REGISTER_TYPE_DF;
640 case nir_type_int64:
641 case nir_type_uint64:
642 /* TODO we should only see these in moves, so for now it's ok, but when
643 * we add actual 64-bit integer support we should fix this.
644 */
645 return BRW_REGISTER_TYPE_DF;
646 default:
647 unreachable("unknown type");
648 }
649
650 return BRW_REGISTER_TYPE_F;
651 }
652
653 /* Returns the glsl_base_type corresponding to a nir_alu_type.
654 * This is used by both brw_vec4_nir and brw_fs_nir.
655 */
656 enum glsl_base_type
657 brw_glsl_base_type_for_nir_type(nir_alu_type type)
658 {
659 switch (type) {
660 case nir_type_float:
661 case nir_type_float32:
662 return GLSL_TYPE_FLOAT;
663
664 case nir_type_float64:
665 return GLSL_TYPE_DOUBLE;
666
667 case nir_type_int:
668 case nir_type_int32:
669 return GLSL_TYPE_INT;
670
671 case nir_type_uint:
672 case nir_type_uint32:
673 return GLSL_TYPE_UINT;
674
675 default:
676 unreachable("bad type");
677 }
678 }