f9bcba292bd275010179092fb8e16a147f64817a
[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 struct add_const_offset_to_base_params {
58 nir_builder b;
59 nir_variable_mode mode;
60 };
61
62 static bool
63 add_const_offset_to_base_block(nir_block *block, void *closure)
64 {
65 struct add_const_offset_to_base_params *params = closure;
66 nir_builder *b = &params->b;
67
68 nir_foreach_instr_safe(block, instr) {
69 if (instr->type != nir_instr_type_intrinsic)
70 continue;
71
72 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
73
74 if ((params->mode == nir_var_shader_in && is_input(intrin)) ||
75 (params->mode == nir_var_shader_out && is_output(intrin))) {
76 nir_src *offset = nir_get_io_offset_src(intrin);
77 nir_const_value *const_offset = nir_src_as_const_value(*offset);
78
79 if (const_offset) {
80 intrin->const_index[0] += const_offset->u32[0];
81 b->cursor = nir_before_instr(&intrin->instr);
82 nir_instr_rewrite_src(&intrin->instr, offset,
83 nir_src_for_ssa(nir_imm_int(b, 0)));
84 }
85 }
86 }
87 return true;
88 }
89
90 static void
91 add_const_offset_to_base(nir_shader *nir, nir_variable_mode mode)
92 {
93 struct add_const_offset_to_base_params params = { .mode = mode };
94
95 nir_foreach_function(nir, f) {
96 if (f->impl) {
97 nir_builder_init(&params.b, f->impl);
98 nir_foreach_block_call(f->impl, add_const_offset_to_base_block, &params);
99 }
100 }
101 }
102
103 static bool
104 remap_vs_attrs(nir_block *block, void *closure)
105 {
106 GLbitfield64 inputs_read = *((GLbitfield64 *) closure);
107
108 nir_foreach_instr(block, instr) {
109 if (instr->type != nir_instr_type_intrinsic)
110 continue;
111
112 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
113
114 if (intrin->intrinsic == nir_intrinsic_load_input) {
115 /* Attributes come in a contiguous block, ordered by their
116 * gl_vert_attrib value. That means we can compute the slot
117 * number for an attribute by masking out the enabled attributes
118 * before it and counting the bits.
119 */
120 int attr = intrin->const_index[0];
121 int slot = _mesa_bitcount_64(inputs_read & BITFIELD64_MASK(attr));
122
123 intrin->const_index[0] = 4 * slot;
124 }
125 }
126 return true;
127 }
128
129 static bool
130 remap_inputs_with_vue_map(nir_block *block, void *closure)
131 {
132 const struct brw_vue_map *vue_map = closure;
133
134 nir_foreach_instr(block, instr) {
135 if (instr->type != nir_instr_type_intrinsic)
136 continue;
137
138 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
139
140 if (intrin->intrinsic == nir_intrinsic_load_input ||
141 intrin->intrinsic == nir_intrinsic_load_per_vertex_input) {
142 int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
143 assert(vue_slot != -1);
144 intrin->const_index[0] = vue_slot;
145 }
146 }
147 return true;
148 }
149
150 struct remap_patch_urb_offsets_state {
151 nir_builder b;
152 const struct brw_vue_map *vue_map;
153 };
154
155 static bool
156 remap_patch_urb_offsets(nir_block *block, void *closure)
157 {
158 struct remap_patch_urb_offsets_state *state = closure;
159
160 nir_foreach_instr_safe(block, instr) {
161 if (instr->type != nir_instr_type_intrinsic)
162 continue;
163
164 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
165
166 gl_shader_stage stage = state->b.shader->stage;
167
168 if ((stage == MESA_SHADER_TESS_CTRL && is_output(intrin)) ||
169 (stage == MESA_SHADER_TESS_EVAL && is_input(intrin))) {
170 int vue_slot = state->vue_map->varying_to_slot[intrin->const_index[0]];
171 assert(vue_slot != -1);
172 intrin->const_index[0] = vue_slot;
173
174 nir_src *vertex = nir_get_io_vertex_index_src(intrin);
175 if (vertex) {
176 nir_const_value *const_vertex = nir_src_as_const_value(*vertex);
177 if (const_vertex) {
178 intrin->const_index[0] += const_vertex->u32[0] *
179 state->vue_map->num_per_vertex_slots;
180 } else {
181 state->b.cursor = nir_before_instr(&intrin->instr);
182
183 /* Multiply by the number of per-vertex slots. */
184 nir_ssa_def *vertex_offset =
185 nir_imul(&state->b,
186 nir_ssa_for_src(&state->b, *vertex, 1),
187 nir_imm_int(&state->b,
188 state->vue_map->num_per_vertex_slots));
189
190 /* Add it to the existing offset */
191 nir_src *offset = nir_get_io_offset_src(intrin);
192 nir_ssa_def *total_offset =
193 nir_iadd(&state->b, vertex_offset,
194 nir_ssa_for_src(&state->b, *offset, 1));
195
196 nir_instr_rewrite_src(&intrin->instr, offset,
197 nir_src_for_ssa(total_offset));
198 }
199 }
200 }
201 }
202 return true;
203 }
204
205 void
206 brw_nir_lower_vs_inputs(nir_shader *nir,
207 const struct brw_device_info *devinfo,
208 bool is_scalar,
209 bool use_legacy_snorm_formula,
210 const uint8_t *vs_attrib_wa_flags)
211 {
212 /* Start with the location of the variable's base. */
213 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
214 var->data.driver_location = var->data.location;
215 }
216
217 /* Now use nir_lower_io to walk dereference chains. Attribute arrays
218 * are loaded as one vec4 per element (or matrix column), so we use
219 * type_size_vec4 here.
220 */
221 nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
222
223 /* This pass needs actual constants */
224 nir_opt_constant_folding(nir);
225
226 add_const_offset_to_base(nir, nir_var_shader_in);
227
228 brw_nir_apply_attribute_workarounds(nir, use_legacy_snorm_formula,
229 vs_attrib_wa_flags);
230
231 if (is_scalar) {
232 /* Finally, translate VERT_ATTRIB_* values into the actual registers.
233 *
234 * Note that we can use nir->info.inputs_read instead of
235 * key->inputs_read since the two are identical aside from Gen4-5
236 * edge flag differences.
237 */
238 GLbitfield64 inputs_read = nir->info.inputs_read;
239
240 nir_foreach_function(nir, function) {
241 if (function->impl) {
242 nir_foreach_block_call(function->impl, remap_vs_attrs, &inputs_read);
243 }
244 }
245 }
246 }
247
248 void
249 brw_nir_lower_vue_inputs(nir_shader *nir, bool is_scalar,
250 const struct brw_vue_map *vue_map)
251 {
252 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
253 var->data.driver_location = var->data.location;
254 }
255
256 /* Inputs are stored in vec4 slots, so use type_size_vec4(). */
257 nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
258
259 if (is_scalar || nir->stage != MESA_SHADER_GEOMETRY) {
260 /* This pass needs actual constants */
261 nir_opt_constant_folding(nir);
262
263 add_const_offset_to_base(nir, nir_var_shader_in);
264
265 nir_foreach_function(nir, function) {
266 if (function->impl) {
267 nir_foreach_block_call(function->impl, remap_inputs_with_vue_map,
268 (void *) vue_map);
269 }
270 }
271 }
272 }
273
274 void
275 brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map)
276 {
277 struct remap_patch_urb_offsets_state state;
278 state.vue_map = vue_map;
279
280 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
281 var->data.driver_location = var->data.location;
282 }
283
284 nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
285
286 /* This pass needs actual constants */
287 nir_opt_constant_folding(nir);
288
289 add_const_offset_to_base(nir, nir_var_shader_in);
290
291 nir_foreach_function(nir, function) {
292 if (function->impl) {
293 nir_builder_init(&state.b, function->impl);
294 nir_foreach_block_call(function->impl, remap_patch_urb_offsets, &state);
295 }
296 }
297 }
298
299 void
300 brw_nir_lower_fs_inputs(nir_shader *nir)
301 {
302 nir_assign_var_locations(&nir->inputs, &nir->num_inputs, type_size_scalar);
303 nir_lower_io(nir, nir_var_shader_in, type_size_scalar);
304 }
305
306 void
307 brw_nir_lower_vue_outputs(nir_shader *nir,
308 bool is_scalar)
309 {
310 if (is_scalar) {
311 nir_assign_var_locations(&nir->outputs, &nir->num_outputs,
312 type_size_vec4_times_4);
313 nir_lower_io(nir, nir_var_shader_out, type_size_vec4_times_4);
314 } else {
315 nir_foreach_variable(var, &nir->outputs)
316 var->data.driver_location = var->data.location;
317 nir_lower_io(nir, nir_var_shader_out, type_size_vec4);
318 }
319 }
320
321 void
322 brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map)
323 {
324 struct remap_patch_urb_offsets_state state;
325 state.vue_map = vue_map;
326
327 nir_foreach_variable(var, &nir->outputs) {
328 var->data.driver_location = var->data.location;
329 }
330
331 nir_lower_io(nir, nir_var_shader_out, type_size_vec4);
332
333 /* This pass needs actual constants */
334 nir_opt_constant_folding(nir);
335
336 add_const_offset_to_base(nir, nir_var_shader_out);
337
338 nir_foreach_function(nir, function) {
339 if (function->impl) {
340 nir_builder_init(&state.b, function->impl);
341 nir_foreach_block_call(function->impl, remap_patch_urb_offsets, &state);
342 }
343 }
344 }
345
346 void
347 brw_nir_lower_fs_outputs(nir_shader *nir)
348 {
349 nir_assign_var_locations(&nir->outputs, &nir->num_outputs,
350 type_size_scalar);
351 nir_lower_io(nir, nir_var_shader_out, type_size_scalar);
352 }
353
354 static int
355 type_size_scalar_bytes(const struct glsl_type *type)
356 {
357 return type_size_scalar(type) * 4;
358 }
359
360 static int
361 type_size_vec4_bytes(const struct glsl_type *type)
362 {
363 return type_size_vec4(type) * 16;
364 }
365
366 static void
367 brw_nir_lower_uniforms(nir_shader *nir, bool is_scalar)
368 {
369 if (is_scalar) {
370 nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
371 type_size_scalar_bytes);
372 nir_lower_io(nir, nir_var_uniform, type_size_scalar_bytes);
373 } else {
374 nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
375 type_size_vec4_bytes);
376 nir_lower_io(nir, nir_var_uniform, type_size_vec4_bytes);
377 }
378 }
379
380 void
381 brw_nir_lower_cs_shared(nir_shader *nir)
382 {
383 nir_assign_var_locations(&nir->shared, &nir->num_shared,
384 type_size_scalar_bytes);
385 nir_lower_io(nir, nir_var_shared, type_size_scalar_bytes);
386 }
387
388 #define OPT(pass, ...) ({ \
389 bool this_progress = false; \
390 NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
391 if (this_progress) \
392 progress = true; \
393 this_progress; \
394 })
395
396 #define OPT_V(pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
397
398 static nir_shader *
399 nir_optimize(nir_shader *nir, bool is_scalar)
400 {
401 bool progress;
402 do {
403 progress = false;
404 OPT_V(nir_lower_vars_to_ssa);
405
406 if (is_scalar) {
407 OPT_V(nir_lower_alu_to_scalar);
408 }
409
410 OPT(nir_copy_prop);
411
412 if (is_scalar) {
413 OPT_V(nir_lower_phis_to_scalar);
414 }
415
416 OPT(nir_copy_prop);
417 OPT(nir_opt_dce);
418 OPT(nir_opt_cse);
419 OPT(nir_opt_peephole_select);
420 OPT(nir_opt_algebraic);
421 OPT(nir_opt_constant_folding);
422 OPT(nir_opt_dead_cf);
423 OPT(nir_opt_remove_phis);
424 OPT(nir_opt_undef);
425 } while (progress);
426
427 return nir;
428 }
429
430 /* Does some simple lowering and runs the standard suite of optimizations
431 *
432 * This is intended to be called more-or-less directly after you get the
433 * shader out of GLSL or some other source. While it is geared towards i965,
434 * it is not at all generator-specific except for the is_scalar flag. Even
435 * there, it is safe to call with is_scalar = false for a shader that is
436 * intended for the FS backend as long as nir_optimize is called again with
437 * is_scalar = true to scalarize everything prior to code gen.
438 */
439 nir_shader *
440 brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir)
441 {
442 bool progress; /* Written by OPT and OPT_V */
443 (void)progress;
444
445 const bool is_scalar = compiler->scalar_stage[nir->stage];
446
447 if (nir->stage == MESA_SHADER_GEOMETRY)
448 OPT(nir_lower_gs_intrinsics);
449
450 if (compiler->precise_trig)
451 OPT(brw_nir_apply_trig_workarounds);
452
453 static const nir_lower_tex_options tex_options = {
454 .lower_txp = ~0,
455 };
456
457 OPT(nir_lower_tex, &tex_options);
458 OPT(nir_normalize_cubemap_coords);
459
460 OPT(nir_lower_global_vars_to_local);
461
462 OPT(nir_split_var_copies);
463
464 nir = nir_optimize(nir, is_scalar);
465
466 if (is_scalar) {
467 OPT_V(nir_lower_load_const_to_scalar);
468 }
469
470 /* Lower a bunch of stuff */
471 OPT_V(nir_lower_var_copies);
472
473 /* Get rid of split copies */
474 nir = nir_optimize(nir, is_scalar);
475
476 OPT(nir_remove_dead_variables, nir_var_local);
477
478 return nir;
479 }
480
481 /* Prepare the given shader for codegen
482 *
483 * This function is intended to be called right before going into the actual
484 * backend and is highly backend-specific. Also, once this function has been
485 * called on a shader, it will no longer be in SSA form so most optimizations
486 * will not work.
487 */
488 nir_shader *
489 brw_postprocess_nir(nir_shader *nir,
490 const struct brw_device_info *devinfo,
491 bool is_scalar)
492 {
493 bool debug_enabled =
494 (INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->stage));
495
496 bool progress; /* Written by OPT and OPT_V */
497 (void)progress;
498
499 nir = nir_optimize(nir, is_scalar);
500
501 if (devinfo->gen >= 6) {
502 /* Try and fuse multiply-adds */
503 OPT(brw_nir_opt_peephole_ffma);
504 }
505
506 OPT(nir_opt_algebraic_late);
507
508 OPT(nir_lower_locals_to_regs);
509
510 OPT_V(nir_lower_to_source_mods);
511 OPT(nir_copy_prop);
512 OPT(nir_opt_dce);
513
514 if (unlikely(debug_enabled)) {
515 /* Re-index SSA defs so we print more sensible numbers. */
516 nir_foreach_function(nir, function) {
517 if (function->impl)
518 nir_index_ssa_defs(function->impl);
519 }
520
521 fprintf(stderr, "NIR (SSA form) for %s shader:\n",
522 _mesa_shader_stage_to_string(nir->stage));
523 nir_print_shader(nir, stderr);
524 }
525
526 OPT_V(nir_convert_from_ssa, true);
527
528 if (!is_scalar) {
529 OPT_V(nir_move_vec_src_uses_to_dest);
530 OPT(nir_lower_vec_to_movs);
531 }
532
533 /* This is the last pass we run before we start emitting stuff. It
534 * determines when we need to insert boolean resolves on Gen <= 5. We
535 * run it last because it stashes data in instr->pass_flags and we don't
536 * want that to be squashed by other NIR passes.
537 */
538 if (devinfo->gen <= 5)
539 brw_nir_analyze_boolean_resolves(nir);
540
541 nir_sweep(nir);
542
543 if (unlikely(debug_enabled)) {
544 fprintf(stderr, "NIR (final form) for %s shader:\n",
545 _mesa_shader_stage_to_string(nir->stage));
546 nir_print_shader(nir, stderr);
547 }
548
549 return nir;
550 }
551
552 nir_shader *
553 brw_create_nir(struct brw_context *brw,
554 const struct gl_shader_program *shader_prog,
555 const struct gl_program *prog,
556 gl_shader_stage stage,
557 bool is_scalar)
558 {
559 struct gl_context *ctx = &brw->ctx;
560 const nir_shader_compiler_options *options =
561 ctx->Const.ShaderCompilerOptions[stage].NirOptions;
562 bool progress;
563 nir_shader *nir;
564
565 /* First, lower the GLSL IR or Mesa IR to NIR */
566 if (shader_prog) {
567 nir = glsl_to_nir(shader_prog, stage, options);
568 } else {
569 nir = prog_to_nir(prog, options);
570 OPT_V(nir_convert_to_ssa); /* turn registers into SSA */
571 }
572 nir_validate_shader(nir);
573
574 (void)progress;
575
576 nir = brw_preprocess_nir(brw->intelScreen->compiler, nir);
577
578 OPT(nir_lower_system_values);
579 OPT_V(brw_nir_lower_uniforms, is_scalar);
580
581 if (shader_prog) {
582 OPT_V(nir_lower_samplers, shader_prog);
583 OPT_V(nir_lower_atomics, shader_prog);
584 }
585
586 return nir;
587 }
588
589 nir_shader *
590 brw_nir_apply_sampler_key(nir_shader *nir,
591 const struct brw_device_info *devinfo,
592 const struct brw_sampler_prog_key_data *key_tex,
593 bool is_scalar)
594 {
595 nir_lower_tex_options tex_options = { 0 };
596
597 /* Iron Lake and prior require lowering of all rectangle textures */
598 if (devinfo->gen < 6)
599 tex_options.lower_rect = true;
600
601 /* Prior to Broadwell, our hardware can't actually do GL_CLAMP */
602 if (devinfo->gen < 8) {
603 tex_options.saturate_s = key_tex->gl_clamp_mask[0];
604 tex_options.saturate_t = key_tex->gl_clamp_mask[1];
605 tex_options.saturate_r = key_tex->gl_clamp_mask[2];
606 }
607
608 /* Prior to Haswell, we have to fake texture swizzle */
609 for (unsigned s = 0; s < MAX_SAMPLERS; s++) {
610 if (key_tex->swizzles[s] == SWIZZLE_NOOP)
611 continue;
612
613 tex_options.swizzle_result |= (1 << s);
614 for (unsigned c = 0; c < 4; c++)
615 tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c);
616 }
617
618 if (nir_lower_tex(nir, &tex_options)) {
619 nir_validate_shader(nir);
620 nir = nir_optimize(nir, is_scalar);
621 }
622
623 return nir;
624 }
625
626 enum brw_reg_type
627 brw_type_for_nir_type(nir_alu_type type)
628 {
629 switch (type) {
630 case nir_type_uint:
631 case nir_type_uint32:
632 return BRW_REGISTER_TYPE_UD;
633 case nir_type_bool:
634 case nir_type_int:
635 case nir_type_bool32:
636 case nir_type_int32:
637 return BRW_REGISTER_TYPE_D;
638 case nir_type_float:
639 case nir_type_float32:
640 return BRW_REGISTER_TYPE_F;
641 case nir_type_float64:
642 return BRW_REGISTER_TYPE_DF;
643 case nir_type_int64:
644 case nir_type_uint64:
645 /* TODO we should only see these in moves, so for now it's ok, but when
646 * we add actual 64-bit integer support we should fix this.
647 */
648 return BRW_REGISTER_TYPE_DF;
649 default:
650 unreachable("unknown type");
651 }
652
653 return BRW_REGISTER_TYPE_F;
654 }
655
656 /* Returns the glsl_base_type corresponding to a nir_alu_type.
657 * This is used by both brw_vec4_nir and brw_fs_nir.
658 */
659 enum glsl_base_type
660 brw_glsl_base_type_for_nir_type(nir_alu_type type)
661 {
662 switch (type) {
663 case nir_type_float:
664 case nir_type_float32:
665 return GLSL_TYPE_FLOAT;
666
667 case nir_type_float64:
668 return GLSL_TYPE_DOUBLE;
669
670 case nir_type_int:
671 case nir_type_int32:
672 return GLSL_TYPE_INT;
673
674 case nir_type_uint:
675 case nir_type_uint32:
676 return GLSL_TYPE_UINT;
677
678 default:
679 unreachable("bad type");
680 }
681 }