#include "util/debug.h"
+#include "util/u_math.h"
#include "ir3_nir.h"
#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_fdiv = true,
.lower_isign = true,
.lower_ldexp = true,
+ .lower_uadd_carry = true,
+ .lower_mul_high = true,
.fuse_ffma = true,
- .native_integers = true,
.vertex_id_zero_based = true,
.lower_extract_byte = true,
.lower_extract_word = true,
- .lower_all_io_to_temps = true,
+ .lower_all_io_to_elements = true,
.lower_helper_invocation = true,
+ .lower_bitfield_insert_to_shifts = true,
+ .lower_bitfield_extract_to_shifts = true,
+ .lower_bfm = true,
+ .use_interpolated_input_intrinsics = true,
};
/* we don't want to lower vertex_id to _zero_based on newer gpus: */
.lower_fdiv = true,
.lower_isign = true,
.lower_ldexp = true,
+ .lower_uadd_carry = true,
+ .lower_mul_high = true,
.fuse_ffma = true,
- .native_integers = true,
.vertex_id_zero_based = false,
.lower_extract_byte = true,
.lower_extract_word = true,
- .lower_all_io_to_temps = true,
+ .lower_all_io_to_elements = true,
.lower_helper_invocation = true,
+ .lower_bitfield_insert_to_shifts = true,
+ .lower_bitfield_extract_to_shifts = true,
+ .lower_bfm = true,
+ .use_interpolated_input_intrinsics = true,
};
const nir_shader_compiler_options *
ir3_optimize_loop(nir_shader *s)
{
bool progress;
+ unsigned lower_flrp =
+ (s->options->lower_flrp16 ? 16 : 0) |
+ (s->options->lower_flrp32 ? 32 : 0) |
+ (s->options->lower_flrp64 ? 64 : 0);
+
do {
progress = false;
progress |= OPT(s, nir_opt_intrinsics);
progress |= OPT(s, nir_opt_algebraic);
progress |= OPT(s, nir_opt_constant_folding);
+
+ if (lower_flrp != 0) {
+ if (OPT(s, nir_lower_flrp,
+ lower_flrp,
+ false /* always_precise */,
+ s->options->lower_ffma)) {
+ OPT(s, nir_opt_constant_folding);
+ progress = true;
+ }
+
+ /* Nothing should rematerialize any flrps, so we only
+ * need to do this lowering once.
+ */
+ lower_flrp = 0;
+ }
+
progress |= OPT(s, nir_opt_dead_cf);
if (OPT(s, nir_opt_trivial_continues)) {
progress |= true;
OPT(s, nir_copy_prop);
OPT(s, nir_opt_dce);
}
- progress |= OPT(s, nir_opt_if);
+ progress |= OPT(s, nir_opt_if, false);
progress |= OPT(s, nir_opt_remove_phis);
progress |= OPT(s, nir_opt_undef);
{
struct nir_lower_tex_options tex_options = {
.lower_rect = 0,
+ .lower_tg4_offsets = true,
};
if (key) {
debug_printf("----------------------\n");
}
- OPT_V(s, nir_opt_global_to_local);
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) {
* and not again on any potential 2nd variant lowering pass:
*/
OPT_V(s, ir3_nir_apply_trig_workarounds);
+
+ /* 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);
}
OPT_V(s, nir_lower_tex, &tex_options);
ir3_optimize_loop(s);
- /* do idiv lowering after first opt loop to give a chance for
- * divide by immed power-of-two to be caught first:
+ /* 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
*/
- if (OPT(s, nir_lower_idiv))
+ 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)
ir3_optimize_loop(s);
OPT_V(s, nir_remove_dead_variables, nir_var_function_temp);
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.
+ */
+ if (!key) {
+ ir3_setup_const_state(shader, s);
+ }
+
return s;
}
-void
+static void
ir3_nir_scan_driver_consts(nir_shader *shader,
- struct ir3_driver_const_layout *layout)
+ struct ir3_const_state *layout)
{
nir_foreach_function(function, shader) {
if (!function->impl)
switch (intr->intrinsic) {
case nir_intrinsic_get_buffer_size:
- idx = nir_src_as_const_value(intr->src[0])->u32[0];
+ idx = nir_src_as_uint(intr->src[0]);
if (layout->ssbo_size.mask & (1 << idx))
break;
layout->ssbo_size.mask |= (1 << idx);
}
}
}
+
+static void
+ir3_setup_const_state(struct ir3_shader *shader, nir_shader *nir)
+{
+ struct ir3_compiler *compiler = shader->compiler;
+ struct ir3_const_state *const_state = &shader->const_state;
+
+ memset(&const_state->offsets, ~0, sizeof(const_state->offsets));
+
+ ir3_nir_scan_driver_consts(nir, const_state);
+
+ const_state->num_uniforms = nir->num_uniforms;
+ const_state->num_ubos = nir->info.num_ubos;
+
+ debug_assert((shader->ubo_state.size % 16) == 0);
+ unsigned constoff = align(shader->ubo_state.size / 16, 4);
+ 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;
+ }
+
+ if (const_state->ssbo_size.count > 0) {
+ unsigned cnt = const_state->ssbo_size.count;
+ const_state->offsets.ssbo_sizes = constoff;
+ constoff += align(cnt, 4) / 4;
+ }
+
+ if (const_state->image_dims.count > 0) {
+ unsigned cnt = const_state->image_dims.count;
+ const_state->offsets.image_dims = constoff;
+ constoff += align(cnt, 4) / 4;
+ }
+
+ unsigned num_driver_params = 0;
+ if (shader->type == MESA_SHADER_VERTEX) {
+ num_driver_params = IR3_DP_VS_COUNT;
+ } else if (shader->type == MESA_SHADER_COMPUTE) {
+ num_driver_params = IR3_DP_CS_COUNT;
+ }
+
+ const_state->offsets.driver_param = constoff;
+ constoff += align(num_driver_params, 4) / 4;
+
+ if ((shader->type == MESA_SHADER_VERTEX) &&
+ (compiler->gpu_id < 500) &&
+ shader->stream_output.num_outputs > 0) {
+ const_state->offsets.tfbo = constoff;
+ constoff += align(IR3_MAX_SO_BUFFERS * ptrsz, 4) / 4;
+ }
+
+ const_state->offsets.immediate = constoff;
+}