#include "ir3/ir3_nir.h"
-static nir_function *
+static nir_shader *
tu_spirv_to_nir(struct ir3_compiler *compiler,
const uint32_t *words,
size_t word_count,
{
/* TODO these are made-up */
const struct spirv_to_nir_options spirv_options = {
- .lower_workgroup_access_to_offsets = true,
+ .frag_coord_is_sysval = true,
.lower_ubo_ssbo_access_to_offsets = true,
.caps = { false },
};
num_spec = spec_info->mapEntryCount;
}
- nir_function *entry_point =
+ nir_shader *nir =
spirv_to_nir(words, word_count, spec, num_spec, stage, entry_point_name,
&spirv_options, nir_options);
free(spec);
- assert(entry_point->shader->info.stage == stage);
- nir_validate_shader(entry_point->shader, "after spirv_to_nir");
+ assert(nir->info.stage == stage);
+ nir_validate_shader(nir, "after spirv_to_nir");
- return entry_point;
+ return nir;
}
static void
exec_list_move_nodes_to(&sorted, variables);
}
+static unsigned
+map_add(struct tu_descriptor_map *map, int set, int binding)
+{
+ unsigned index;
+ for (index = 0; index < map->num; index++) {
+ if (set == map->set[index] && binding == map->binding[index])
+ break;
+ }
+
+ assert(index < ARRAY_SIZE(map->set));
+
+ map->set[index] = set;
+ map->binding[index] = binding;
+ map->num = MAX2(map->num, index + 1);
+ return index;
+}
+
+static void
+lower_tex_src_to_offset(nir_builder *b, nir_tex_instr *instr, unsigned src_idx,
+ struct tu_shader *shader)
+{
+ nir_ssa_def *index = NULL;
+ unsigned base_index = 0;
+ unsigned array_elements = 1;
+ nir_tex_src *src = &instr->src[src_idx];
+ bool is_sampler = src->src_type == nir_tex_src_sampler_deref;
+
+ /* We compute first the offsets */
+ nir_deref_instr *deref = nir_instr_as_deref(src->src.ssa->parent_instr);
+ while (deref->deref_type != nir_deref_type_var) {
+ assert(deref->parent.is_ssa);
+ nir_deref_instr *parent =
+ nir_instr_as_deref(deref->parent.ssa->parent_instr);
+
+ assert(deref->deref_type == nir_deref_type_array);
+
+ if (nir_src_is_const(deref->arr.index) && index == NULL) {
+ /* We're still building a direct index */
+ base_index += nir_src_as_uint(deref->arr.index) * array_elements;
+ } else {
+ if (index == NULL) {
+ /* We used to be direct but not anymore */
+ index = nir_imm_int(b, base_index);
+ base_index = 0;
+ }
+
+ index = nir_iadd(b, index,
+ nir_imul(b, nir_imm_int(b, array_elements),
+ nir_ssa_for_src(b, deref->arr.index, 1)));
+ }
+
+ array_elements *= glsl_get_length(parent->type);
+
+ deref = parent;
+ }
+
+ if (index)
+ index = nir_umin(b, index, nir_imm_int(b, array_elements - 1));
+
+ /* We have the offsets, we apply them, rewriting the source or removing
+ * instr if needed
+ */
+ if (index) {
+ nir_instr_rewrite_src(&instr->instr, &src->src,
+ nir_src_for_ssa(index));
+
+ src->src_type = is_sampler ?
+ nir_tex_src_sampler_offset :
+ nir_tex_src_texture_offset;
+
+ instr->texture_array_size = array_elements;
+ } else {
+ nir_tex_instr_remove_src(instr, src_idx);
+ }
+
+ if (array_elements > 1)
+ tu_finishme("texture/sampler array");
+
+ if (is_sampler) {
+ instr->sampler_index = map_add(&shader->sampler_map,
+ deref->var->data.descriptor_set,
+ deref->var->data.binding);
+ instr->sampler_index += base_index;
+ } else {
+ instr->texture_index = map_add(&shader->texture_map,
+ deref->var->data.descriptor_set,
+ deref->var->data.binding);
+ instr->texture_index += base_index;
+ instr->texture_array_size = array_elements;
+ }
+}
+
+static bool
+lower_sampler(nir_builder *b, nir_tex_instr *instr, struct tu_shader *shader)
+{
+ int texture_idx =
+ nir_tex_instr_src_index(instr, nir_tex_src_texture_deref);
+
+ if (texture_idx >= 0)
+ lower_tex_src_to_offset(b, instr, texture_idx, shader);
+
+ int sampler_idx =
+ nir_tex_instr_src_index(instr, nir_tex_src_sampler_deref);
+
+ if (sampler_idx >= 0)
+ lower_tex_src_to_offset(b, instr, sampler_idx, shader);
+
+ if (texture_idx < 0 && sampler_idx < 0)
+ return false;
+
+ return true;
+}
+
+static bool
+lower_intrinsic(nir_builder *b, nir_intrinsic_instr *instr,
+ struct tu_shader *shader)
+{
+ if (instr->intrinsic != nir_intrinsic_vulkan_resource_index)
+ return false;
+
+ nir_const_value *const_val = nir_src_as_const_value(instr->src[0]);
+ if (!const_val || const_val->u32 != 0) {
+ tu_finishme("non-zero vulkan_resource_index array index");
+ return false;
+ }
+
+ if (nir_intrinsic_desc_type(instr) != VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER) {
+ tu_finishme("non-ubo vulkan_resource_index");
+ return false;
+ }
+
+ unsigned index = map_add(&shader->ubo_map,
+ nir_intrinsic_desc_set(instr),
+ nir_intrinsic_binding(instr));
+
+ b->cursor = nir_before_instr(&instr->instr);
+ /* skip index 0 because ir3 treats it differently */
+ nir_ssa_def_rewrite_uses(&instr->dest.ssa,
+ nir_src_for_ssa(nir_imm_int(b, index + 1)));
+ nir_instr_remove(&instr->instr);
+
+ return true;
+}
+
+static bool
+lower_impl(nir_function_impl *impl, struct tu_shader *shader)
+{
+ nir_builder b;
+ nir_builder_init(&b, impl);
+ bool progress = false;
+
+ nir_foreach_block(block, impl) {
+ nir_foreach_instr_safe(instr, block) {
+ switch (instr->type) {
+ case nir_instr_type_tex:
+ progress |= lower_sampler(&b, nir_instr_as_tex(instr), shader);
+ break;
+ case nir_instr_type_intrinsic:
+ progress |= lower_intrinsic(&b, nir_instr_as_intrinsic(instr), shader);
+ break;
+ default:
+ break;
+ }
+ }
+ }
+
+ return progress;
+}
+
+static bool
+tu_lower_io(nir_shader *shader, struct tu_shader *tu_shader)
+{
+ bool progress = false;
+
+ nir_foreach_function(function, shader) {
+ if (function->impl)
+ progress |= lower_impl(function->impl, tu_shader);
+ }
+
+ return progress;
+}
+
struct tu_shader *
tu_shader_create(struct tu_device *dev,
gl_shader_stage stage,
/* translate SPIR-V to NIR */
assert(module->code_size % 4 == 0);
- nir_function *entry_point = tu_spirv_to_nir(
+ nir_shader *nir = tu_spirv_to_nir(
dev->compiler, (const uint32_t *) module->code, module->code_size / 4,
stage, stage_info->pName, stage_info->pSpecializationInfo);
- if (!entry_point) {
+ if (!nir) {
vk_free2(&dev->alloc, alloc, shader);
return NULL;
}
- nir_shader *nir = entry_point->shader;
-
if (unlikely(dev->physical_device->instance->debug_flags & TU_DEBUG_NIR)) {
fprintf(stderr, "translated nir:\n");
nir_print_shader(nir, stderr);
}
- /* TODO what needs to happen? */
+ /* multi step inlining procedure */
+ NIR_PASS_V(nir, nir_lower_constant_initializers, nir_var_function_temp);
+ NIR_PASS_V(nir, nir_lower_returns);
+ NIR_PASS_V(nir, nir_inline_functions);
+ NIR_PASS_V(nir, nir_opt_deref);
+ foreach_list_typed_safe(nir_function, func, node, &nir->functions) {
+ if (!func->is_entrypoint)
+ exec_node_remove(&func->node);
+ }
+ assert(exec_list_length(&nir->functions) == 1);
+ NIR_PASS_V(nir, nir_lower_constant_initializers, ~nir_var_function_temp);
+
+ /* Split member structs. We do this before lower_io_to_temporaries so that
+ * it doesn't lower system values to temporaries by accident.
+ */
+ NIR_PASS_V(nir, nir_split_var_copies);
+ NIR_PASS_V(nir, nir_split_per_member_structs);
+
+ NIR_PASS_V(nir, nir_remove_dead_variables,
+ nir_var_shader_in | nir_var_shader_out | nir_var_system_value | nir_var_mem_shared);
+
+ NIR_PASS_V(nir, nir_propagate_invariant);
+
+ NIR_PASS_V(nir, nir_lower_io_to_temporaries, nir_shader_get_entrypoint(nir), true, true);
+
+ NIR_PASS_V(nir, nir_lower_global_vars_to_local);
+ NIR_PASS_V(nir, nir_split_var_copies);
+ NIR_PASS_V(nir, nir_lower_var_copies);
+
+ NIR_PASS_V(nir, nir_opt_copy_prop_vars);
+ NIR_PASS_V(nir, nir_opt_combine_stores, nir_var_all);
+
+ /* ir3 doesn't support indirect input/output */
+ NIR_PASS_V(nir, nir_lower_indirect_derefs, nir_var_shader_in | nir_var_shader_out);
switch (stage) {
case MESA_SHADER_VERTEX:
break;
}
- nir_assign_var_locations(&nir->inputs, &nir->num_inputs,
- ir3_glsl_type_size);
- nir_assign_var_locations(&nir->outputs, &nir->num_outputs,
- ir3_glsl_type_size);
- nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
- ir3_glsl_type_size);
+ nir_assign_io_var_locations(&nir->inputs, &nir->num_inputs, stage);
+ nir_assign_io_var_locations(&nir->outputs, &nir->num_outputs, stage);
NIR_PASS_V(nir, nir_lower_system_values);
NIR_PASS_V(nir, nir_lower_frexp);
+
+ NIR_PASS_V(nir, tu_lower_io, shader);
+
NIR_PASS_V(nir, nir_lower_io, nir_var_all, ir3_glsl_type_size, 0);
- nir_shader_gather_info(nir, entry_point->impl);
+ if (stage == MESA_SHADER_FRAGMENT) {
+ /* NOTE: lower load_barycentric_at_sample first, since it
+ * produces load_barycentric_at_offset:
+ */
+ NIR_PASS_V(nir, ir3_nir_lower_load_barycentric_at_sample);
+ NIR_PASS_V(nir, ir3_nir_lower_load_barycentric_at_offset);
+
+ NIR_PASS_V(nir, ir3_nir_move_varying_inputs);
+ }
+
+ NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
+
+ nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
shader->ir3_shader.compiler = dev->compiler;
shader->ir3_shader.type = stage;
for (uint32_t i = 0; i < 1 + shader->has_binning_pass; i++) {
if (shader->variants[i].ir)
ir3_destroy(shader->variants[i].ir);
- if (shader->variants[i].const_state.immediates)
- free(shader->variants[i].const_state.immediates);
}
+ if (shader->ir3_shader.const_state.immediates)
+ free(shader->ir3_shader.const_state.immediates);
if (shader->binary)
free(shader->binary);
if (shader->binning_binary)
*options = (struct tu_shader_compile_options) {
/* TODO ir3_key */
- .optimize = !(pipeline_info->flags &
- VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT),
+ /* TODO: VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT
+ * some optimizations need to happen otherwise shader might not compile
+ */
+ .optimize = true,
.include_binning_pass = true,
};
}
static uint32_t *
tu_compile_shader_variant(struct ir3_shader *shader,
const struct ir3_shader_key *key,
- bool binning_pass,
+ struct ir3_shader_variant *nonbinning,
struct ir3_shader_variant *variant)
{
variant->shader = shader;
variant->type = shader->type;
variant->key = *key;
- variant->binning_pass = binning_pass;
+ variant->binning_pass = !!nonbinning;
+ variant->nonbinning = nonbinning;
int ret = ir3_compile_shader_nir(shader->compiler, variant);
if (ret)
}
shader->binary = tu_compile_shader_variant(
- &shader->ir3_shader, &options->key, false, &shader->variants[0]);
+ &shader->ir3_shader, &options->key, NULL, &shader->variants[0]);
if (!shader->binary)
return VK_ERROR_OUT_OF_HOST_MEMORY;
if (options->include_binning_pass &&
shader->ir3_shader.type == MESA_SHADER_VERTEX) {
shader->binning_binary = tu_compile_shader_variant(
- &shader->ir3_shader, &options->key, true, &shader->variants[1]);
+ &shader->ir3_shader, &options->key, &shader->variants[0],
+ &shader->variants[1]);
if (!shader->binning_binary)
return VK_ERROR_OUT_OF_HOST_MEMORY;