i965: enable component packing for vs and fs
[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/glsl_types.h"
27 #include "compiler/nir/nir_builder.h"
28
29 static bool
30 is_input(nir_intrinsic_instr *intrin)
31 {
32 return intrin->intrinsic == nir_intrinsic_load_input ||
33 intrin->intrinsic == nir_intrinsic_load_per_vertex_input ||
34 intrin->intrinsic == nir_intrinsic_load_interpolated_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_vs_input);
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 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
287 var->data.driver_location = var->data.location;
288 }
289
290 nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
291
292 /* This pass needs actual constants */
293 nir_opt_constant_folding(nir);
294
295 add_const_offset_to_base(nir, nir_var_shader_in);
296 }
297
298 void
299 brw_nir_lower_vue_outputs(nir_shader *nir,
300 bool is_scalar)
301 {
302 if (is_scalar) {
303 nir_assign_var_locations(&nir->outputs, &nir->num_outputs,
304 VARYING_SLOT_VAR0,
305 type_size_vec4_times_4);
306 nir_lower_io(nir, nir_var_shader_out, type_size_vec4_times_4);
307 } else {
308 nir_foreach_variable(var, &nir->outputs)
309 var->data.driver_location = var->data.location;
310 nir_lower_io(nir, nir_var_shader_out, type_size_vec4);
311 }
312 }
313
314 void
315 brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map)
316 {
317 nir_foreach_variable(var, &nir->outputs) {
318 var->data.driver_location = var->data.location;
319 }
320
321 nir_lower_io(nir, nir_var_shader_out, type_size_vec4);
322
323 /* This pass needs actual constants */
324 nir_opt_constant_folding(nir);
325
326 add_const_offset_to_base(nir, nir_var_shader_out);
327
328 nir_foreach_function(function, nir) {
329 if (function->impl) {
330 nir_builder b;
331 nir_builder_init(&b, function->impl);
332 nir_foreach_block(block, function->impl) {
333 remap_patch_urb_offsets(block, &b, vue_map);
334 }
335 }
336 }
337 }
338
339 void
340 brw_nir_lower_fs_outputs(nir_shader *nir)
341 {
342 nir_assign_var_locations(&nir->outputs, &nir->num_outputs,
343 FRAG_RESULT_DATA0, type_size_vec4_times_4);
344 nir_lower_io(nir, nir_var_shader_out, type_size_vec4_times_4);
345 }
346
347 void
348 brw_nir_lower_cs_shared(nir_shader *nir)
349 {
350 nir_assign_var_locations(&nir->shared, &nir->num_shared, 0,
351 type_size_scalar_bytes);
352 nir_lower_io(nir, nir_var_shared, type_size_scalar_bytes);
353 }
354
355 #define OPT(pass, ...) ({ \
356 bool this_progress = false; \
357 NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
358 if (this_progress) \
359 progress = true; \
360 this_progress; \
361 })
362
363 #define OPT_V(pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
364
365 static nir_shader *
366 nir_optimize(nir_shader *nir, bool is_scalar)
367 {
368 bool progress;
369 do {
370 progress = false;
371 OPT_V(nir_lower_vars_to_ssa);
372
373 if (is_scalar) {
374 OPT_V(nir_lower_alu_to_scalar);
375 }
376
377 OPT(nir_copy_prop);
378
379 if (is_scalar) {
380 OPT_V(nir_lower_phis_to_scalar);
381 }
382
383 OPT(nir_copy_prop);
384 OPT(nir_opt_dce);
385 OPT(nir_opt_cse);
386 OPT(nir_opt_peephole_select);
387 OPT(nir_opt_algebraic);
388 OPT(nir_opt_constant_folding);
389 OPT(nir_opt_dead_cf);
390 OPT(nir_opt_remove_phis);
391 OPT(nir_opt_undef);
392 OPT_V(nir_lower_doubles, nir_lower_drcp |
393 nir_lower_dsqrt |
394 nir_lower_drsq |
395 nir_lower_dtrunc |
396 nir_lower_dfloor |
397 nir_lower_dceil |
398 nir_lower_dfract |
399 nir_lower_dround_even |
400 nir_lower_dmod);
401 OPT_V(nir_lower_double_pack);
402 } while (progress);
403
404 return nir;
405 }
406
407 /* Does some simple lowering and runs the standard suite of optimizations
408 *
409 * This is intended to be called more-or-less directly after you get the
410 * shader out of GLSL or some other source. While it is geared towards i965,
411 * it is not at all generator-specific except for the is_scalar flag. Even
412 * there, it is safe to call with is_scalar = false for a shader that is
413 * intended for the FS backend as long as nir_optimize is called again with
414 * is_scalar = true to scalarize everything prior to code gen.
415 */
416 nir_shader *
417 brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir)
418 {
419 bool progress; /* Written by OPT and OPT_V */
420 (void)progress;
421
422 const bool is_scalar = compiler->scalar_stage[nir->stage];
423
424 if (nir->stage == MESA_SHADER_GEOMETRY)
425 OPT(nir_lower_gs_intrinsics);
426
427 if (compiler->precise_trig)
428 OPT(brw_nir_apply_trig_workarounds);
429
430 static const nir_lower_tex_options tex_options = {
431 .lower_txp = ~0,
432 };
433
434 OPT(nir_lower_tex, &tex_options);
435 OPT(nir_normalize_cubemap_coords);
436
437 OPT(nir_lower_global_vars_to_local);
438
439 OPT(nir_split_var_copies);
440
441 nir = nir_optimize(nir, is_scalar);
442
443 if (is_scalar) {
444 OPT_V(nir_lower_load_const_to_scalar);
445 }
446
447 /* Lower a bunch of stuff */
448 OPT_V(nir_lower_var_copies);
449
450 /* Get rid of split copies */
451 nir = nir_optimize(nir, is_scalar);
452
453 OPT(nir_remove_dead_variables, nir_var_local);
454
455 return nir;
456 }
457
458 /* Prepare the given shader for codegen
459 *
460 * This function is intended to be called right before going into the actual
461 * backend and is highly backend-specific. Also, once this function has been
462 * called on a shader, it will no longer be in SSA form so most optimizations
463 * will not work.
464 */
465 nir_shader *
466 brw_postprocess_nir(nir_shader *nir,
467 const struct brw_device_info *devinfo,
468 bool is_scalar)
469 {
470 bool debug_enabled =
471 (INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->stage));
472
473 bool progress; /* Written by OPT and OPT_V */
474 (void)progress;
475
476 nir = nir_optimize(nir, is_scalar);
477
478 if (devinfo->gen >= 6) {
479 /* Try and fuse multiply-adds */
480 OPT(brw_nir_opt_peephole_ffma);
481 }
482
483 OPT(nir_opt_algebraic_late);
484
485 OPT(nir_lower_locals_to_regs);
486
487 OPT_V(nir_lower_to_source_mods);
488 OPT(nir_copy_prop);
489 OPT(nir_opt_dce);
490
491 if (unlikely(debug_enabled)) {
492 /* Re-index SSA defs so we print more sensible numbers. */
493 nir_foreach_function(function, nir) {
494 if (function->impl)
495 nir_index_ssa_defs(function->impl);
496 }
497
498 fprintf(stderr, "NIR (SSA form) for %s shader:\n",
499 _mesa_shader_stage_to_string(nir->stage));
500 nir_print_shader(nir, stderr);
501 }
502
503 OPT_V(nir_convert_from_ssa, true);
504
505 if (!is_scalar) {
506 OPT_V(nir_move_vec_src_uses_to_dest);
507 OPT(nir_lower_vec_to_movs);
508 }
509
510 /* This is the last pass we run before we start emitting stuff. It
511 * determines when we need to insert boolean resolves on Gen <= 5. We
512 * run it last because it stashes data in instr->pass_flags and we don't
513 * want that to be squashed by other NIR passes.
514 */
515 if (devinfo->gen <= 5)
516 brw_nir_analyze_boolean_resolves(nir);
517
518 nir_sweep(nir);
519
520 if (unlikely(debug_enabled)) {
521 fprintf(stderr, "NIR (final form) for %s shader:\n",
522 _mesa_shader_stage_to_string(nir->stage));
523 nir_print_shader(nir, stderr);
524 }
525
526 return nir;
527 }
528
529 nir_shader *
530 brw_nir_apply_sampler_key(nir_shader *nir,
531 const struct brw_device_info *devinfo,
532 const struct brw_sampler_prog_key_data *key_tex,
533 bool is_scalar)
534 {
535 nir_lower_tex_options tex_options = { 0 };
536
537 /* Iron Lake and prior require lowering of all rectangle textures */
538 if (devinfo->gen < 6)
539 tex_options.lower_rect = true;
540
541 /* Prior to Broadwell, our hardware can't actually do GL_CLAMP */
542 if (devinfo->gen < 8) {
543 tex_options.saturate_s = key_tex->gl_clamp_mask[0];
544 tex_options.saturate_t = key_tex->gl_clamp_mask[1];
545 tex_options.saturate_r = key_tex->gl_clamp_mask[2];
546 }
547
548 /* Prior to Haswell, we have to fake texture swizzle */
549 for (unsigned s = 0; s < MAX_SAMPLERS; s++) {
550 if (key_tex->swizzles[s] == SWIZZLE_NOOP)
551 continue;
552
553 tex_options.swizzle_result |= (1 << s);
554 for (unsigned c = 0; c < 4; c++)
555 tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c);
556 }
557
558 tex_options.lower_y_uv_external = key_tex->y_uv_image_mask;
559 tex_options.lower_y_u_v_external = key_tex->y_u_v_image_mask;
560 tex_options.lower_yx_xuxv_external = key_tex->yx_xuxv_image_mask;
561
562 if (nir_lower_tex(nir, &tex_options)) {
563 nir_validate_shader(nir);
564 nir = nir_optimize(nir, is_scalar);
565 }
566
567 return nir;
568 }
569
570 enum brw_reg_type
571 brw_type_for_nir_type(nir_alu_type type)
572 {
573 switch (type) {
574 case nir_type_uint:
575 case nir_type_uint32:
576 return BRW_REGISTER_TYPE_UD;
577 case nir_type_bool:
578 case nir_type_int:
579 case nir_type_bool32:
580 case nir_type_int32:
581 return BRW_REGISTER_TYPE_D;
582 case nir_type_float:
583 case nir_type_float32:
584 return BRW_REGISTER_TYPE_F;
585 case nir_type_float64:
586 return BRW_REGISTER_TYPE_DF;
587 case nir_type_int64:
588 case nir_type_uint64:
589 /* TODO we should only see these in moves, so for now it's ok, but when
590 * we add actual 64-bit integer support we should fix this.
591 */
592 return BRW_REGISTER_TYPE_DF;
593 default:
594 unreachable("unknown type");
595 }
596
597 return BRW_REGISTER_TYPE_F;
598 }
599
600 /* Returns the glsl_base_type corresponding to a nir_alu_type.
601 * This is used by both brw_vec4_nir and brw_fs_nir.
602 */
603 enum glsl_base_type
604 brw_glsl_base_type_for_nir_type(nir_alu_type type)
605 {
606 switch (type) {
607 case nir_type_float:
608 case nir_type_float32:
609 return GLSL_TYPE_FLOAT;
610
611 case nir_type_float64:
612 return GLSL_TYPE_DOUBLE;
613
614 case nir_type_int:
615 case nir_type_int32:
616 return GLSL_TYPE_INT;
617
618 case nir_type_uint:
619 case nir_type_uint32:
620 return GLSL_TYPE_UINT;
621
622 default:
623 unreachable("bad type");
624 }
625 }