vk/HACK: Plumb real descriptor set/index into textures
[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 "glsl/glsl_parser_extras.h"
26 #include "glsl/nir/glsl_to_nir.h"
27 #include "program/prog_to_nir.h"
28
29 static void
30 nir_optimize(nir_shader *nir)
31 {
32 bool progress;
33 do {
34 progress = false;
35 nir_lower_vars_to_ssa(nir);
36 nir_validate_shader(nir);
37 nir_lower_alu_to_scalar(nir);
38 nir_validate_shader(nir);
39 progress |= nir_copy_prop(nir);
40 nir_validate_shader(nir);
41 nir_lower_phis_to_scalar(nir);
42 nir_validate_shader(nir);
43 progress |= nir_copy_prop(nir);
44 nir_validate_shader(nir);
45 progress |= nir_opt_dce(nir);
46 nir_validate_shader(nir);
47 progress |= nir_opt_cse(nir);
48 nir_validate_shader(nir);
49 progress |= nir_opt_peephole_select(nir);
50 nir_validate_shader(nir);
51 progress |= nir_opt_algebraic(nir);
52 nir_validate_shader(nir);
53 progress |= nir_opt_constant_folding(nir);
54 nir_validate_shader(nir);
55 progress |= nir_opt_remove_phis(nir);
56 nir_validate_shader(nir);
57 } while (progress);
58 }
59
60 static bool
61 count_nir_instrs_in_block(nir_block *block, void *state)
62 {
63 int *count = (int *) state;
64 nir_foreach_instr(block, instr) {
65 *count = *count + 1;
66 }
67 return true;
68 }
69
70 static int
71 count_nir_instrs(nir_shader *nir)
72 {
73 int count = 0;
74 nir_foreach_overload(nir, overload) {
75 if (!overload->impl)
76 continue;
77 nir_foreach_block(overload->impl, count_nir_instrs_in_block, &count);
78 }
79 return count;
80 }
81
82 nir_shader *
83 brw_create_nir(struct brw_context *brw,
84 const struct gl_shader_program *shader_prog,
85 const struct gl_program *prog,
86 gl_shader_stage stage)
87 {
88 struct gl_context *ctx = &brw->ctx;
89 const nir_shader_compiler_options *options =
90 ctx->Const.ShaderCompilerOptions[stage].NirOptions;
91 struct gl_shader *shader = shader_prog ? shader_prog->_LinkedShaders[stage] : NULL;
92 bool debug_enabled = INTEL_DEBUG & intel_debug_flag_for_shader_stage(stage);
93 nir_shader *nir;
94
95 /* First, lower the GLSL IR or Mesa IR to NIR */
96 if (shader_prog) {
97 nir = glsl_to_nir(shader, options);
98 } else {
99 nir = prog_to_nir(prog, options);
100 nir_convert_to_ssa(nir); /* turn registers into SSA */
101 }
102 nir_validate_shader(nir);
103
104 nir_lower_global_vars_to_local(nir);
105 nir_validate_shader(nir);
106
107 nir_lower_tex_projector(nir);
108 nir_validate_shader(nir);
109
110 nir_normalize_cubemap_coords(nir);
111 nir_validate_shader(nir);
112
113 nir_split_var_copies(nir);
114 nir_validate_shader(nir);
115
116 nir_optimize(nir);
117
118 /* Lower a bunch of stuff */
119 nir_lower_var_copies(nir);
120 nir_validate_shader(nir);
121
122 /* Get rid of split copies */
123 nir_optimize(nir);
124
125 if (shader_prog) {
126 nir_assign_var_locations_scalar_direct_first(nir, &nir->uniforms,
127 &nir->num_direct_uniforms,
128 &nir->num_uniforms);
129 } else {
130 /* ARB programs generally create a giant array of "uniform" data, and allow
131 * indirect addressing without any boundaries. In the absence of bounds
132 * analysis, it's all or nothing. num_direct_uniforms is only useful when
133 * we have some direct and some indirect access; it doesn't matter here.
134 */
135 nir->num_direct_uniforms = 0;
136 }
137 nir_assign_var_locations_scalar(&nir->inputs, &nir->num_inputs);
138 nir_assign_var_locations_scalar(&nir->outputs, &nir->num_outputs);
139
140 nir_lower_io(nir);
141 nir_validate_shader(nir);
142
143 nir_remove_dead_variables(nir);
144 nir_validate_shader(nir);
145
146 if (shader_prog) {
147 nir_lower_samplers_for_vk(nir);
148 nir_validate_shader(nir);
149 }
150
151 nir_lower_system_values(nir);
152 nir_validate_shader(nir);
153
154 nir_lower_atomics(nir);
155 nir_validate_shader(nir);
156
157 nir_optimize(nir);
158
159 if (brw->gen >= 6) {
160 /* Try and fuse multiply-adds */
161 nir_opt_peephole_ffma(nir);
162 nir_validate_shader(nir);
163 }
164
165 nir_opt_algebraic_late(nir);
166 nir_validate_shader(nir);
167
168 nir_lower_locals_to_regs(nir);
169 nir_validate_shader(nir);
170
171 nir_lower_to_source_mods(nir);
172 nir_validate_shader(nir);
173 nir_copy_prop(nir);
174 nir_validate_shader(nir);
175 nir_opt_dce(nir);
176 nir_validate_shader(nir);
177
178 if (unlikely(debug_enabled)) {
179 fprintf(stderr, "NIR (SSA form) for %s shader:\n",
180 _mesa_shader_stage_to_string(stage));
181 nir_print_shader(nir, stderr);
182 }
183
184 static GLuint msg_id = 0;
185 _mesa_gl_debug(&brw->ctx, &msg_id,
186 MESA_DEBUG_SOURCE_SHADER_COMPILER,
187 MESA_DEBUG_TYPE_OTHER,
188 MESA_DEBUG_SEVERITY_NOTIFICATION,
189 "%s NIR shader: %d inst\n",
190 _mesa_shader_stage_to_abbrev(stage),
191 count_nir_instrs(nir));
192
193 nir_convert_from_ssa(nir);
194 nir_validate_shader(nir);
195
196 /* This is the last pass we run before we start emitting stuff. It
197 * determines when we need to insert boolean resolves on Gen <= 5. We
198 * run it last because it stashes data in instr->pass_flags and we don't
199 * want that to be squashed by other NIR passes.
200 */
201 if (brw->gen <= 5)
202 brw_nir_analyze_boolean_resolves(nir);
203
204 nir_sweep(nir);
205
206 if (unlikely(debug_enabled)) {
207 fprintf(stderr, "NIR (final form) for %s shader:\n",
208 _mesa_shader_stage_to_string(stage));
209 nir_print_shader(nir, stderr);
210 }
211
212 return nir;
213 }