#include "ir3_compiler.h"
#include "ir3_shader.h"
-static void ir3_setup_const_state(struct ir3_shader *shader, nir_shader *nir);
-
static const nir_shader_compiler_options options = {
.lower_fpow = true,
.lower_scmp = true,
+ .lower_flrp16 = true,
.lower_flrp32 = true,
.lower_flrp64 = true,
.lower_ffract = true,
.lower_isign = true,
.lower_ldexp = true,
.lower_uadd_carry = true,
+ .lower_usub_borrow = true,
.lower_mul_high = true,
+ .lower_mul_2x32_64 = true,
.fuse_ffma = true,
.vertex_id_zero_based = true,
.lower_extract_byte = true,
.lower_helper_invocation = true,
.lower_bitfield_insert_to_shifts = true,
.lower_bitfield_extract_to_shifts = true,
+ .lower_pack_half_2x16 = true,
+ .lower_pack_snorm_4x8 = true,
+ .lower_pack_snorm_2x16 = true,
+ .lower_pack_unorm_4x8 = true,
+ .lower_pack_unorm_2x16 = true,
+ .lower_unpack_half_2x16 = true,
+ .lower_unpack_snorm_4x8 = true,
+ .lower_unpack_snorm_2x16 = true,
+ .lower_unpack_unorm_4x8 = true,
+ .lower_unpack_unorm_2x16 = true,
+ .lower_pack_split = true,
.use_interpolated_input_intrinsics = true,
.lower_rotate = true,
+ .lower_to_scalar = true,
+ .has_imul24 = true,
+ .lower_wpos_pntc = true,
};
/* we don't want to lower vertex_id to _zero_based on newer gpus: */
static const nir_shader_compiler_options options_a6xx = {
.lower_fpow = true,
.lower_scmp = true,
+ .lower_flrp16 = true,
.lower_flrp32 = true,
.lower_flrp64 = true,
.lower_ffract = true,
.lower_isign = true,
.lower_ldexp = true,
.lower_uadd_carry = true,
+ .lower_usub_borrow = true,
.lower_mul_high = true,
+ .lower_mul_2x32_64 = true,
.fuse_ffma = true,
.vertex_id_zero_based = false,
.lower_extract_byte = true,
.lower_helper_invocation = true,
.lower_bitfield_insert_to_shifts = true,
.lower_bitfield_extract_to_shifts = true,
+ .lower_pack_half_2x16 = true,
+ .lower_pack_snorm_4x8 = true,
+ .lower_pack_snorm_2x16 = true,
+ .lower_pack_unorm_4x8 = true,
+ .lower_pack_unorm_2x16 = true,
+ .lower_unpack_half_2x16 = true,
+ .lower_unpack_snorm_4x8 = true,
+ .lower_unpack_snorm_2x16 = true,
+ .lower_unpack_unorm_4x8 = true,
+ .lower_unpack_unorm_2x16 = true,
+ .lower_pack_split = true,
.use_interpolated_input_intrinsics = true,
.lower_rotate = true,
.vectorize_io = true,
+ .lower_to_scalar = true,
+ .has_imul24 = true,
+ .max_unroll_iterations = 32,
+ .lower_wpos_pntc = true,
};
const nir_shader_compiler_options *
return &options;
}
-/* for given shader key, are any steps handled in nir? */
-bool
-ir3_key_lowers_nir(const struct ir3_shader_key *key)
-{
- return key->fsaturate_s | key->fsaturate_t | key->fsaturate_r |
- key->vsaturate_s | key->vsaturate_t | key->vsaturate_r |
- key->ucp_enables | key->color_two_side |
- key->fclamp_color | key->vclamp_color;
-}
-
#define OPT(nir, pass, ...) ({ \
bool this_progress = false; \
NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
progress |= OPT(s, nir_opt_peephole_select, 16, true, true);
progress |= OPT(s, nir_opt_intrinsics);
progress |= OPT(s, nir_opt_algebraic);
+ progress |= OPT(s, nir_lower_alu);
+ progress |= OPT(s, nir_lower_pack);
progress |= OPT(s, nir_opt_constant_folding);
if (lower_flrp != 0) {
progress |= OPT(s, nir_opt_if, false);
progress |= OPT(s, nir_opt_remove_phis);
progress |= OPT(s, nir_opt_undef);
-
} while (progress);
}
+static bool
+should_split_wrmask(const nir_instr *instr, const void *data)
+{
+ nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
+
+ switch (intr->intrinsic) {
+ case nir_intrinsic_store_ssbo:
+ case nir_intrinsic_store_shared:
+ case nir_intrinsic_store_global:
+ return true;
+ default:
+ return false;
+ }
+}
+
void
-ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s,
- const struct ir3_shader_key *key)
+ir3_finalize_nir(struct ir3_compiler *compiler, nir_shader *s)
{
struct nir_lower_tex_options tex_options = {
.lower_rect = 0,
.lower_tg4_offsets = true,
};
- if (key) {
- switch (shader->type) {
- case MESA_SHADER_FRAGMENT:
- tex_options.saturate_s = key->fsaturate_s;
- tex_options.saturate_t = key->fsaturate_t;
- tex_options.saturate_r = key->fsaturate_r;
- break;
- case MESA_SHADER_VERTEX:
- tex_options.saturate_s = key->vsaturate_s;
- tex_options.saturate_t = key->vsaturate_t;
- tex_options.saturate_r = key->vsaturate_r;
- break;
- default:
- /* TODO */
- break;
- }
- }
-
- if (shader->compiler->gpu_id >= 400) {
+ if (compiler->gpu_id >= 400) {
/* a4xx seems to have *no* sam.p */
tex_options.lower_txp = ~0; /* lower all txp */
} else {
debug_printf("----------------------\n");
}
- OPT_V(s, nir_lower_regs_to_ssa);
- OPT_V(s, ir3_nir_lower_io_offsets);
-
- if (key) {
- if (s->info.stage == MESA_SHADER_VERTEX) {
- OPT_V(s, nir_lower_clip_vs, key->ucp_enables, false);
- if (key->vclamp_color)
- OPT_V(s, nir_lower_clamp_color_outputs);
- } else if (s->info.stage == MESA_SHADER_FRAGMENT) {
- OPT_V(s, nir_lower_clip_fs, key->ucp_enables);
- if (key->fclamp_color)
- OPT_V(s, nir_lower_clamp_color_outputs);
- }
- if (key->color_two_side) {
- OPT_V(s, nir_lower_two_sided_color);
- }
- } else {
- /* only want to do this the first time (when key is null)
- * and not again on any potential 2nd variant lowering pass:
- */
- OPT_V(s, ir3_nir_apply_trig_workarounds);
+ if (s->info.stage == MESA_SHADER_GEOMETRY)
+ NIR_PASS_V(s, ir3_nir_lower_gs);
- /* This wouldn't hurt to run multiple times, but there is
- * no need to:
- */
- if (shader->type == MESA_SHADER_FRAGMENT)
- OPT_V(s, nir_lower_fb_read);
- }
+ NIR_PASS_V(s, nir_lower_io_arrays_to_elements_no_indirects, false);
+
+ NIR_PASS_V(s, nir_lower_amul, ir3_glsl_type_size);
+
+ OPT_V(s, nir_lower_regs_to_ssa);
+ OPT_V(s, nir_lower_wrmasks, should_split_wrmask, s);
OPT_V(s, nir_lower_tex, &tex_options);
OPT_V(s, nir_lower_load_const_to_scalar);
- if (shader->compiler->gpu_id < 500)
+ if (compiler->gpu_id < 500)
OPT_V(s, ir3_nir_lower_tg4_to_tex);
ir3_optimize_loop(s);
- /* do ubo load and idiv lowering after first opt loop to get a chance to
- * propagate constants for divide by immed power-of-two and constant ubo
- * block/offsets:
- *
- * NOTE that UBO analysis pass should only be done once, before variants
+ /* do idiv lowering after first opt loop to get a chance to propagate
+ * constants for divide by immed power-of-two:
+ */
+ const bool idiv_progress = OPT(s, nir_lower_idiv, nir_lower_idiv_fast);
+
+ if (idiv_progress)
+ ir3_optimize_loop(s);
+
+ OPT_V(s, nir_remove_dead_variables, nir_var_function_temp, NULL);
+
+ if (ir3_shader_debug & IR3_DBG_DISASM) {
+ debug_printf("----------------------\n");
+ nir_print_shader(s, stdout);
+ debug_printf("----------------------\n");
+ }
+
+ nir_sweep(s);
+}
+
+/**
+ * Late passes that need to be done after pscreen->finalize_nir()
+ */
+void
+ir3_nir_post_finalize(struct ir3_compiler *compiler, nir_shader *s)
+{
+ NIR_PASS_V(s, nir_lower_io, nir_var_all, ir3_glsl_type_size,
+ (nir_lower_io_options)0);
+
+ if (s->info.stage == MESA_SHADER_FRAGMENT) {
+ /* NOTE: lower load_barycentric_at_sample first, since it
+ * produces load_barycentric_at_offset:
+ */
+ NIR_PASS_V(s, ir3_nir_lower_load_barycentric_at_sample);
+ NIR_PASS_V(s, ir3_nir_lower_load_barycentric_at_offset);
+ NIR_PASS_V(s, ir3_nir_move_varying_inputs);
+ NIR_PASS_V(s, nir_lower_fb_read);
+ }
+
+ if (compiler->gpu_id >= 600 &&
+ s->info.stage == MESA_SHADER_FRAGMENT &&
+ !(ir3_shader_debug & IR3_DBG_NOFP16)) {
+ NIR_PASS_V(s, nir_lower_mediump_outputs);
+ }
+
+ /* we cannot ensure that ir3_finalize_nir() is only called once, so
+ * we also need to do trig workarounds here:
+ */
+ OPT_V(s, ir3_nir_apply_trig_workarounds);
+
+ ir3_optimize_loop(s);
+}
+
+void
+ir3_nir_lower_variant(struct ir3_shader_variant *so, nir_shader *s)
+{
+ if (ir3_shader_debug & IR3_DBG_DISASM) {
+ debug_printf("----------------------\n");
+ nir_print_shader(s, stdout);
+ debug_printf("----------------------\n");
+ }
+
+ bool progress = false;
+
+ if (so->key.has_gs || so->key.tessellation) {
+ switch (so->shader->type) {
+ case MESA_SHADER_VERTEX:
+ NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, so, so->key.tessellation);
+ progress = true;
+ break;
+ case MESA_SHADER_TESS_CTRL:
+ NIR_PASS_V(s, ir3_nir_lower_tess_ctrl, so, so->key.tessellation);
+ NIR_PASS_V(s, ir3_nir_lower_to_explicit_input);
+ progress = true;
+ break;
+ case MESA_SHADER_TESS_EVAL:
+ NIR_PASS_V(s, ir3_nir_lower_tess_eval, so->key.tessellation);
+ if (so->key.has_gs)
+ NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, so, so->key.tessellation);
+ progress = true;
+ break;
+ case MESA_SHADER_GEOMETRY:
+ NIR_PASS_V(s, ir3_nir_lower_to_explicit_input);
+ progress = true;
+ break;
+ default:
+ break;
+ }
+ }
+
+ if (s->info.stage == MESA_SHADER_VERTEX) {
+ if (so->key.ucp_enables)
+ progress |= OPT(s, nir_lower_clip_vs, so->key.ucp_enables, false, false, NULL);
+ if (so->key.vclamp_color)
+ progress |= OPT(s, nir_lower_clamp_color_outputs);
+ } else if (s->info.stage == MESA_SHADER_FRAGMENT) {
+ if (so->key.ucp_enables)
+ progress |= OPT(s, nir_lower_clip_fs, so->key.ucp_enables, false);
+ if (so->key.fclamp_color)
+ progress |= OPT(s, nir_lower_clamp_color_outputs);
+ }
+ if (so->key.color_two_side) {
+ OPT_V(s, nir_lower_two_sided_color);
+ progress = true;
+ }
+
+ struct nir_lower_tex_options tex_options = { };
+
+ switch (so->shader->type) {
+ case MESA_SHADER_FRAGMENT:
+ tex_options.saturate_s = so->key.fsaturate_s;
+ tex_options.saturate_t = so->key.fsaturate_t;
+ tex_options.saturate_r = so->key.fsaturate_r;
+ break;
+ case MESA_SHADER_VERTEX:
+ tex_options.saturate_s = so->key.vsaturate_s;
+ tex_options.saturate_t = so->key.vsaturate_t;
+ tex_options.saturate_r = so->key.vsaturate_r;
+ break;
+ default:
+ /* TODO */
+ break;
+ }
+
+ if (tex_options.saturate_s || tex_options.saturate_t ||
+ tex_options.saturate_r) {
+ progress |= OPT(s, nir_lower_tex, &tex_options);
+ }
+
+ if (!so->binning_pass)
+ OPT_V(s, ir3_nir_analyze_ubo_ranges, so);
+
+ progress |= OPT(s, ir3_nir_lower_ubo_loads, so);
+
+ /* UBO offset lowering has to come after we've decided what will
+ * be left as load_ubo
*/
- const bool ubo_progress = !key && OPT(s, ir3_nir_analyze_ubo_ranges, shader);
- const bool idiv_progress = OPT(s, nir_lower_idiv);
- if (ubo_progress || idiv_progress)
+ OPT_V(s, ir3_nir_lower_io_offsets, so->shader->compiler->gpu_id);
+
+ if (progress)
ir3_optimize_loop(s);
- OPT_V(s, nir_remove_dead_variables, nir_var_function_temp);
+ /* Do late algebraic optimization to turn add(a, neg(b)) back into
+ * subs, then the mandatory cleanup after algebraic. Note that it may
+ * produce fnegs, and if so then we need to keep running to squash
+ * fneg(fneg(a)).
+ */
+ bool more_late_algebraic = true;
+ while (more_late_algebraic) {
+ more_late_algebraic = OPT(s, nir_opt_algebraic_late);
+ OPT_V(s, nir_opt_constant_folding);
+ OPT_V(s, nir_copy_prop);
+ OPT_V(s, nir_opt_dce);
+ OPT_V(s, nir_opt_cse);
+ }
OPT_V(s, nir_opt_sink, nir_move_const_undef);
nir_sweep(s);
- /* The first time thru, when not creating variant, do the one-time
- * const_state layout setup. This should be done after ubo range
- * analysis.
+ /* Binning pass variants re-use the const_state of the corresponding
+ * draw pass shader, so that same const emit can be re-used for both
+ * passes:
*/
- if (!key) {
- ir3_setup_const_state(shader, s);
- }
+ if (!so->binning_pass)
+ ir3_setup_const_state(s, so, ir3_const_state(so));
}
static void
ir3_nir_scan_driver_consts(nir_shader *shader,
struct ir3_const_state *layout)
{
- nir_foreach_function(function, shader) {
+ nir_foreach_function (function, shader) {
if (!function->impl)
continue;
- nir_foreach_block(block, function->impl) {
- nir_foreach_instr(instr, block) {
+ nir_foreach_block (block, function->impl) {
+ nir_foreach_instr (instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
layout->ssbo_size.count;
layout->ssbo_size.count += 1; /* one const per */
break;
- case nir_intrinsic_image_deref_atomic_add:
- case nir_intrinsic_image_deref_atomic_imin:
- case nir_intrinsic_image_deref_atomic_umin:
- case nir_intrinsic_image_deref_atomic_imax:
- case nir_intrinsic_image_deref_atomic_umax:
- case nir_intrinsic_image_deref_atomic_and:
- case nir_intrinsic_image_deref_atomic_or:
- case nir_intrinsic_image_deref_atomic_xor:
- case nir_intrinsic_image_deref_atomic_exchange:
- case nir_intrinsic_image_deref_atomic_comp_swap:
- case nir_intrinsic_image_deref_store:
- case nir_intrinsic_image_deref_size:
- idx = nir_intrinsic_get_var(intr, 0)->data.driver_location;
+ case nir_intrinsic_image_atomic_add:
+ case nir_intrinsic_image_atomic_imin:
+ case nir_intrinsic_image_atomic_umin:
+ case nir_intrinsic_image_atomic_imax:
+ case nir_intrinsic_image_atomic_umax:
+ case nir_intrinsic_image_atomic_and:
+ case nir_intrinsic_image_atomic_or:
+ case nir_intrinsic_image_atomic_xor:
+ case nir_intrinsic_image_atomic_exchange:
+ case nir_intrinsic_image_atomic_comp_swap:
+ case nir_intrinsic_image_store:
+ case nir_intrinsic_image_size:
+ idx = nir_src_as_uint(intr->src[0]);
if (layout->image_dims.mask & (1 << idx))
break;
layout->image_dims.mask |= (1 << idx);
layout->image_dims.count;
layout->image_dims.count += 3; /* three const per */
break;
- case nir_intrinsic_load_ubo:
- if (nir_src_is_const(intr->src[0])) {
- layout->num_ubos = MAX2(layout->num_ubos,
- nir_src_as_uint(intr->src[0]) + 1);
- } else {
- layout->num_ubos = shader->info.num_ubos;
- }
- break;
case nir_intrinsic_load_base_vertex:
case nir_intrinsic_load_first_vertex:
layout->num_driver_params =
MAX2(layout->num_driver_params, IR3_DP_VTXID_BASE + 1);
break;
+ case nir_intrinsic_load_base_instance:
+ layout->num_driver_params =
+ MAX2(layout->num_driver_params, IR3_DP_INSTID_BASE + 1);
+ break;
case nir_intrinsic_load_user_clip_plane:
layout->num_driver_params =
MAX2(layout->num_driver_params, IR3_DP_UCP7_W + 1);
}
}
-static void
-ir3_setup_const_state(struct ir3_shader *shader, nir_shader *nir)
+/* Sets up the variant-dependent constant state for the ir3_shader. Note
+ * that it is also used from ir3_nir_analyze_ubo_ranges() to figure out the
+ * maximum number of driver params that would eventually be used, to leave
+ * space for this function to allocate the driver params.
+ */
+void
+ir3_setup_const_state(nir_shader *nir, struct ir3_shader_variant *v,
+ struct ir3_const_state *const_state)
{
- struct ir3_compiler *compiler = shader->compiler;
- struct ir3_const_state *const_state = &shader->const_state;
+ struct ir3_compiler *compiler = v->shader->compiler;
memset(&const_state->offsets, ~0, sizeof(const_state->offsets));
ir3_nir_scan_driver_consts(nir, const_state);
if ((compiler->gpu_id < 500) &&
- (shader->stream_output.num_outputs > 0)) {
+ (v->shader->stream_output.num_outputs > 0)) {
const_state->num_driver_params =
MAX2(const_state->num_driver_params, IR3_DP_VTXCNT_MAX + 1);
}
+ const_state->num_ubos = nir->info.num_ubos;
+
/* num_driver_params is scalar, align to vec4: */
const_state->num_driver_params = align(const_state->num_driver_params, 4);
- debug_assert((shader->ubo_state.size % 16) == 0);
- unsigned constoff = align(shader->ubo_state.size / 16, 8);
+ debug_assert((const_state->ubo_state.size % 16) == 0);
+ unsigned constoff = const_state->ubo_state.size / 16;
unsigned ptrsz = ir3_pointer_size(compiler);
if (const_state->num_ubos > 0) {
const_state->offsets.ubo = constoff;
- constoff += align(nir->info.num_ubos * ptrsz, 4) / 4;
+ constoff += align(const_state->num_ubos * ptrsz, 4) / 4;
}
if (const_state->ssbo_size.count > 0) {
constoff += align(cnt, 4) / 4;
}
- if (const_state->num_driver_params > 0)
+ if (const_state->num_driver_params > 0) {
+ /* offset cannot be 0 for vs params loaded by CP_DRAW_INDIRECT_MULTI */
+ if (v->type == MESA_SHADER_VERTEX && compiler->gpu_id >= 600)
+ constoff = MAX2(constoff, 1);
const_state->offsets.driver_param = constoff;
+ }
constoff += const_state->num_driver_params / 4;
- if ((shader->type == MESA_SHADER_VERTEX) &&
+ if ((v->type == MESA_SHADER_VERTEX) &&
(compiler->gpu_id < 500) &&
- shader->stream_output.num_outputs > 0) {
+ v->shader->stream_output.num_outputs > 0) {
const_state->offsets.tfbo = constoff;
constoff += align(IR3_MAX_SO_BUFFERS * ptrsz, 4) / 4;
}
+ switch (v->type) {
+ case MESA_SHADER_VERTEX:
+ const_state->offsets.primitive_param = constoff;
+ constoff += 1;
+ break;
+ case MESA_SHADER_TESS_CTRL:
+ case MESA_SHADER_TESS_EVAL:
+ constoff = align(constoff - 1, 4) + 3;
+ const_state->offsets.primitive_param = constoff;
+ const_state->offsets.primitive_map = constoff + 5;
+ constoff += 5 + DIV_ROUND_UP(nir->num_inputs, 4);
+ break;
+ case MESA_SHADER_GEOMETRY:
+ const_state->offsets.primitive_param = constoff;
+ const_state->offsets.primitive_map = constoff + 1;
+ constoff += 1 + DIV_ROUND_UP(nir->num_inputs, 4);
+ break;
+ default:
+ break;
+ }
+
const_state->offsets.immediate = constoff;
+
+ assert(constoff <= ir3_max_const(v));
}