const uint8_t *vs_attrib_wa_flags)
{
/* Start with the location of the variable's base. */
- foreach_list_typed(nir_variable, var, node, &nir->inputs) {
+ nir_foreach_shader_in_variable(var, nir)
var->data.driver_location = var->data.location;
- }
/* Now use nir_lower_io to walk dereference chains. Attribute arrays are
* loaded as one vec4 or dvec4 per element (or matrix column), depending on
brw_nir_lower_vue_inputs(nir_shader *nir,
const struct brw_vue_map *vue_map)
{
- foreach_list_typed(nir_variable, var, node, &nir->inputs) {
+ nir_foreach_shader_in_variable(var, nir)
var->data.driver_location = var->data.location;
- }
/* Inputs are stored in vec4 slots, so use type_size_vec4(). */
nir_lower_io(nir, nir_var_shader_in, type_size_vec4,
void
brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map)
{
- foreach_list_typed(nir_variable, var, node, &nir->inputs) {
+ nir_foreach_shader_in_variable(var, nir)
var->data.driver_location = var->data.location;
- }
nir_lower_io(nir, nir_var_shader_in, type_size_vec4,
nir_lower_io_lower_64bit_to_32);
const struct gen_device_info *devinfo,
const struct brw_wm_prog_key *key)
{
- foreach_list_typed(nir_variable, var, node, &nir->inputs) {
+ nir_foreach_shader_in_variable(var, nir) {
var->data.driver_location = var->data.location;
/* Apply default interpolation mode.
void
brw_nir_lower_vue_outputs(nir_shader *nir)
{
- nir_foreach_variable(var, &nir->outputs) {
+ nir_foreach_shader_out_variable(var, nir) {
var->data.driver_location = var->data.location;
}
brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map,
GLenum tes_primitive_mode)
{
- nir_foreach_variable(var, &nir->outputs) {
+ nir_foreach_shader_out_variable(var, nir) {
var->data.driver_location = var->data.location;
}
void
brw_nir_lower_fs_outputs(nir_shader *nir)
{
- nir_foreach_variable(var, &nir->outputs) {
+ nir_foreach_shader_out_variable(var, nir) {
var->data.driver_location =
SET_FIELD(var->data.index, BRW_NIR_FRAG_OUTPUT_INDEX) |
SET_FIELD(var->data.location, BRW_NIR_FRAG_OUTPUT_LOCATION);
brw_nir_no_indirect_mask(const struct brw_compiler *compiler,
gl_shader_stage stage)
{
+ const struct gen_device_info *devinfo = compiler->devinfo;
+ const bool is_scalar = compiler->scalar_stage[stage];
nir_variable_mode indirect_mask = 0;
- if (compiler->glsl_compiler_options[stage].EmitNoIndirectInput)
+ switch (stage) {
+ case MESA_SHADER_VERTEX:
+ case MESA_SHADER_FRAGMENT:
indirect_mask |= nir_var_shader_in;
- if (compiler->glsl_compiler_options[stage].EmitNoIndirectOutput)
+ break;
+
+ case MESA_SHADER_GEOMETRY:
+ if (!is_scalar)
+ indirect_mask |= nir_var_shader_in;
+ break;
+
+ default:
+ /* Everything else can handle indirect inputs */
+ break;
+ }
+
+ if (is_scalar && stage != MESA_SHADER_TESS_CTRL)
indirect_mask |= nir_var_shader_out;
- if (compiler->glsl_compiler_options[stage].EmitNoIndirectTemp)
+
+ /* On HSW+, we allow indirects in scalar shaders. They get implemented
+ * using nir_lower_vars_to_explicit_types and nir_lower_explicit_io in
+ * brw_postprocess_nir.
+ *
+ * We haven't plumbed through the indirect scratch messages on gen6 or
+ * earlier so doing indirects via scratch doesn't work there. On gen7 and
+ * earlier the scratch space size is limited to 12kB. If we allowed
+ * indirects as scratch all the time, we may easily exceed this limit
+ * without having any fallback.
+ */
+ if (is_scalar && devinfo->gen <= 7 && !devinfo->is_haswell)
indirect_mask |= nir_var_function_temp;
return indirect_mask;
brw_nir_optimize(nir_shader *nir, const struct brw_compiler *compiler,
bool is_scalar, bool allow_copies)
{
- nir_variable_mode indirect_mask =
+ nir_variable_mode loop_indirect_mask =
brw_nir_no_indirect_mask(compiler, nir->info.stage);
+ /* We can handle indirects via scratch messages. However, they are
+ * expensive so we'd rather not if we can avoid it. Have loop unrolling
+ * try to get rid of them.
+ */
+ if (is_scalar)
+ loop_indirect_mask |= nir_var_function_temp;
+
bool progress;
unsigned lower_flrp =
(nir->options->lower_flrp16 ? 16 : 0) |
if (is_scalar) {
OPT(nir_lower_alu_to_scalar, NULL, NULL);
+ } else {
+ OPT(nir_opt_shrink_vectors);
}
OPT(nir_copy_prop);
OPT(nir_opt_if, false);
OPT(nir_opt_conditional_discard);
if (nir->options->max_unroll_iterations != 0) {
- OPT(nir_opt_loop_unroll, indirect_mask);
+ OPT(nir_opt_loop_unroll, loop_indirect_mask);
}
OPT(nir_opt_remove_phis);
OPT(nir_opt_undef);
/* Workaround Gfxbench unused local sampler variable which will trigger an
* assert in the opt_large_constants pass.
*/
- OPT(nir_remove_dead_variables, nir_var_function_temp);
+ OPT(nir_remove_dead_variables, nir_var_function_temp, NULL);
}
static unsigned
brw_nir_optimize(nir, compiler, is_scalar, true);
OPT(nir_lower_doubles, softfp64, nir->options->lower_doubles_options);
- OPT(nir_lower_int64, nir->options->lower_int64_options);
+ OPT(nir_lower_int64);
OPT(nir_lower_bit_size, lower_bit_size_callback, (void *)compiler);
}
OPT(nir_lower_system_values);
+ OPT(nir_lower_compute_system_values, NULL);
const nir_lower_subgroups_options subgroups_options = {
.ballot_bit_size = 32,
OPT(nir_lower_clip_cull_distance_arrays);
- if ((devinfo->gen >= 8 || devinfo->is_haswell) && is_scalar) {
- /* TODO: Yes, we could in theory do this on gen6 and earlier. However,
- * that would require plumbing through support for these indirect
- * scratch read/write messages with message registers and that's just a
- * pain. Also, the primary benefit of this is for compute shaders which
- * won't run on gen6 and earlier anyway.
- *
- * On gen7 and earlier the scratch space size is limited to 12kB.
- * By enabling this optimization we may easily exceed this limit without
- * having any fallback.
- *
- * The threshold of 128B was chosen semi-arbitrarily. The idea is that
- * 128B per channel on a SIMD8 program is 32 registers or 25% of the
- * register file. Any array that large is likely to cause pressure
- * issues. Also, this value is sufficiently high that the benchmarks
- * known to suffer from large temporary array issues are helped but
- * nothing else in shader-db is hurt except for maybe that one kerbal
- * space program shader.
- */
- OPT(nir_lower_vars_to_scratch, nir_var_function_temp, 128,
- glsl_get_natural_size_align_bytes);
- }
-
nir_variable_mode indirect_mask =
brw_nir_no_indirect_mask(compiler, nir->info.stage);
- OPT(nir_lower_indirect_derefs, indirect_mask);
+ OPT(nir_lower_indirect_derefs, indirect_mask, UINT32_MAX);
+
+ /* Even in cases where we can handle indirect temporaries via scratch, we
+ * it can still be expensive. Lower indirects on small arrays to
+ * conditional load/stores.
+ *
+ * The threshold of 16 was chosen semi-arbitrarily. The idea is that an
+ * indirect on an array of 16 elements is about 30 instructions at which
+ * point, you may be better off doing a send. With a SIMD8 program, 16
+ * floats is 1/8 of the entire register file. Any array larger than that
+ * is likely to cause pressure issues. Also, this value is sufficiently
+ * high that the benchmarks known to suffer from large temporary array
+ * issues are helped but nothing else in shader-db is hurt except for maybe
+ * that one kerbal space program shader.
+ */
+ if (is_scalar && !(indirect_mask & nir_var_function_temp))
+ OPT(nir_lower_indirect_derefs, nir_var_function_temp, 16);
/* Lower array derefs of vectors for SSBO and UBO loads. For both UBOs and
* SSBOs, our back-end is capable of loading an entire vec4 at a time and
if (nir_link_opt_varyings(producer, consumer))
brw_nir_optimize(consumer, compiler, c_is_scalar, false);
- NIR_PASS_V(producer, nir_remove_dead_variables, nir_var_shader_out);
- NIR_PASS_V(consumer, nir_remove_dead_variables, nir_var_shader_in);
+ NIR_PASS_V(producer, nir_remove_dead_variables, nir_var_shader_out, NULL);
+ NIR_PASS_V(consumer, nir_remove_dead_variables, nir_var_shader_in, NULL);
if (nir_remove_unused_varyings(producer, consumer)) {
NIR_PASS_V(producer, nir_lower_global_vars_to_local);
* varyings we have demoted here.
*/
NIR_PASS_V(producer, nir_lower_indirect_derefs,
- brw_nir_no_indirect_mask(compiler, producer->info.stage));
+ brw_nir_no_indirect_mask(compiler, producer->info.stage),
+ UINT32_MAX);
NIR_PASS_V(consumer, nir_lower_indirect_derefs,
- brw_nir_no_indirect_mask(compiler, consumer->info.stage));
+ brw_nir_no_indirect_mask(compiler, consumer->info.stage),
+ UINT32_MAX);
brw_nir_optimize(producer, compiler, p_is_scalar, false);
brw_nir_optimize(consumer, compiler, c_is_scalar, false);
}
}
+static bool
+brw_nir_should_vectorize_mem(unsigned align, unsigned bit_size,
+ unsigned num_components, unsigned high_offset,
+ nir_intrinsic_instr *low,
+ nir_intrinsic_instr *high)
+{
+ /* Don't combine things to generate 64-bit loads/stores. We have to split
+ * those back into 32-bit ones anyway and UBO loads aren't split in NIR so
+ * we don't want to make a mess for the back-end.
+ */
+ if (bit_size > 32)
+ return false;
+
+ /* We can handle at most a vec4 right now. Anything bigger would get
+ * immediately split by brw_nir_lower_mem_access_bit_sizes anyway.
+ */
+ if (num_components > 4)
+ return false;
+
+ if (align < bit_size / 8)
+ return false;
+
+ return true;
+}
+
static
bool combine_all_barriers(nir_intrinsic_instr *a,
nir_intrinsic_instr *b,
return true;
}
+static void
+brw_vectorize_lower_mem_access(nir_shader *nir,
+ const struct brw_compiler *compiler,
+ bool is_scalar)
+{
+ const struct gen_device_info *devinfo = compiler->devinfo;
+ bool progress = false;
+
+ if (is_scalar) {
+ OPT(nir_opt_load_store_vectorize,
+ nir_var_mem_ubo | nir_var_mem_ssbo |
+ nir_var_mem_global | nir_var_mem_shared,
+ brw_nir_should_vectorize_mem,
+ (nir_variable_mode)0);
+ }
+
+ OPT(brw_nir_lower_mem_access_bit_sizes, devinfo);
+
+ while (progress) {
+ progress = false;
+
+ OPT(nir_lower_pack);
+ OPT(nir_copy_prop);
+ OPT(nir_opt_dce);
+ OPT(nir_opt_cse);
+ OPT(nir_opt_algebraic);
+ OPT(nir_opt_constant_folding);
+ }
+}
+
+static bool
+nir_shader_has_local_variables(const nir_shader *nir)
+{
+ nir_foreach_function(func, nir) {
+ if (func->impl && !exec_list_is_empty(&func->impl->locals))
+ return true;
+ }
+
+ return false;
+}
+
/* Prepare the given shader for codegen
*
* This function is intended to be called right before going into the actual
UNUSED bool progress; /* Written by OPT */
- OPT(brw_nir_lower_mem_access_bit_sizes, devinfo);
-
+ OPT(brw_nir_lower_scoped_barriers);
OPT(nir_opt_combine_memory_barriers, combine_all_barriers, NULL);
do {
brw_nir_optimize(nir, compiler, is_scalar, false);
- if (OPT(nir_lower_int64, nir->options->lower_int64_options))
+ if (is_scalar && nir_shader_has_local_variables(nir)) {
+ OPT(nir_lower_vars_to_explicit_types, nir_var_function_temp,
+ glsl_get_natural_size_align_bytes);
+ OPT(nir_lower_explicit_io, nir_var_function_temp,
+ nir_address_format_32bit_offset);
+ brw_nir_optimize(nir, compiler, is_scalar, false);
+ }
+
+ brw_vectorize_lower_mem_access(nir, compiler, is_scalar);
+
+ if (OPT(nir_lower_int64))
brw_nir_optimize(nir, compiler, is_scalar, false);
if (devinfo->gen >= 6) {
OPT(nir_opt_cse);
}
- OPT(nir_lower_to_source_mods, nir_lower_all_source_mods);
OPT(nir_copy_prop);
OPT(nir_opt_dce);
OPT(nir_opt_move, nir_move_comparisons);
tex_options.lower_xy_uxvx_external = key_tex->xy_uxvx_image_mask;
tex_options.lower_ayuv_external = key_tex->ayuv_image_mask;
tex_options.lower_xyuv_external = key_tex->xyuv_image_mask;
+ tex_options.bt709_external = key_tex->bt709_mask;
+ tex_options.bt2020_external = key_tex->bt2020_mask;
/* Setup array of scaling factors for each texture. */
memcpy(&tex_options.scale_factors, &key_tex->scale_factors,
case nir_op_b32all_iequal4:
return BRW_CONDITIONAL_Z;
- case nir_op_fne:
- case nir_op_fne32:
+ case nir_op_fneu:
+ case nir_op_fneu32:
case nir_op_ine:
case nir_op_ine32:
case nir_op_b32any_fnequal2: