#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_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: */
.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 |
- key->tessellation | key->has_gs;
-}
-
#define OPT(nir, pass, ...) ({ \
bool this_progress = false; \
NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
} 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 && (key->has_gs || key->tessellation)) {
- switch (shader->type) {
- case MESA_SHADER_VERTEX:
- NIR_PASS_V(s, ir3_nir_lower_to_explicit_io, shader, key->tessellation);
- break;
- case MESA_SHADER_TESS_CTRL:
- NIR_PASS_V(s, ir3_nir_lower_tess_ctrl, shader, key->tessellation);
- break;
- case MESA_SHADER_TESS_EVAL:
- NIR_PASS_V(s, ir3_nir_lower_tess_eval, key->tessellation);
- if (key->has_gs)
- NIR_PASS_V(s, ir3_nir_lower_to_explicit_io, shader, key->tessellation);
- break;
- case MESA_SHADER_GEOMETRY:
- NIR_PASS_V(s, ir3_nir_lower_gs, shader);
- break;
- default:
- break;
- }
- }
-
- 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, false, NULL);
- 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, false);
- 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 ubo_progress = !key && OPT(s, ir3_nir_analyze_ubo_ranges, shader);
const bool idiv_progress = OPT(s, nir_lower_idiv, nir_lower_idiv_fast);
- if (ubo_progress || idiv_progress)
+
+ 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
+ */
+ OPT_V(s, ir3_nir_lower_io_offsets, so->shader->compiler->gpu_id);
+
+ if (progress)
ir3_optimize_loop(s);
/* Do late algebraic optimization to turn add(a, neg(b)) back into
OPT_V(s, nir_opt_cse);
}
- OPT_V(s, nir_remove_dead_variables, nir_var_function_temp);
-
OPT_V(s, nir_opt_sink, nir_move_const_undef);
if (ir3_shader_debug & IR3_DBG_DISASM) {
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
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 =
}
}
-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 (shader->type) {
+ switch (v->type) {
case MESA_SHADER_VERTEX:
const_state->offsets.primitive_param = constoff;
constoff += 1;
}
const_state->offsets.immediate = constoff;
+
+ assert(constoff <= ir3_max_const(v));
}