#include "brw_nir.h"
#include "brw_shader.h"
+#include "compiler/glsl_types.h"
#include "compiler/nir/glsl_to_nir.h"
#include "compiler/nir/nir_builder.h"
#include "program/prog_to_nir.h"
+#include "program/prog_parameter.h"
static bool
is_input(nir_intrinsic_instr *intrin)
* we don't know what part of a compound variable is accessed, we allocate
* storage for the entire thing.
*/
-struct add_const_offset_to_base_params {
- nir_builder b;
- nir_variable_mode mode;
-};
static bool
-add_const_offset_to_base_block(nir_block *block, void *closure)
+add_const_offset_to_base_block(nir_block *block, nir_builder *b,
+ nir_variable_mode mode)
{
- struct add_const_offset_to_base_params *params = closure;
- nir_builder *b = ¶ms->b;
-
- nir_foreach_instr_safe(block, instr) {
+ nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
- if ((params->mode == nir_var_shader_in && is_input(intrin)) ||
- (params->mode == nir_var_shader_out && is_output(intrin))) {
+ if ((mode == nir_var_shader_in && is_input(intrin)) ||
+ (mode == nir_var_shader_out && is_output(intrin))) {
nir_src *offset = nir_get_io_offset_src(intrin);
nir_const_value *const_offset = nir_src_as_const_value(*offset);
static void
add_const_offset_to_base(nir_shader *nir, nir_variable_mode mode)
{
- struct add_const_offset_to_base_params params = { .mode = mode };
-
- nir_foreach_function(nir, f) {
+ nir_foreach_function(f, nir) {
if (f->impl) {
- nir_builder_init(¶ms.b, f->impl);
- nir_foreach_block(f->impl, add_const_offset_to_base_block, ¶ms);
+ nir_builder b;
+ nir_builder_init(&b, f->impl);
+ nir_foreach_block(block, f->impl) {
+ add_const_offset_to_base_block(block, &b, mode);
+ }
}
}
}
static bool
-remap_vs_attrs(nir_block *block, void *closure)
+remap_vs_attrs(nir_block *block, struct nir_shader_info *nir_info)
{
- GLbitfield64 inputs_read = *((GLbitfield64 *) closure);
-
- nir_foreach_instr(block, instr) {
+ nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
* before it and counting the bits.
*/
int attr = intrin->const_index[0];
- int slot = _mesa_bitcount_64(inputs_read & BITFIELD64_MASK(attr));
-
- intrin->const_index[0] = 4 * slot;
+ int slot = _mesa_bitcount_64(nir_info->inputs_read &
+ BITFIELD64_MASK(attr));
+ int dslot = _mesa_bitcount_64(nir_info->double_inputs_read &
+ BITFIELD64_MASK(attr));
+ intrin->const_index[0] = 4 * (slot + dslot);
}
}
return true;
}
static bool
-remap_inputs_with_vue_map(nir_block *block, void *closure)
+remap_inputs_with_vue_map(nir_block *block, const struct brw_vue_map *vue_map)
{
- const struct brw_vue_map *vue_map = closure;
-
- nir_foreach_instr(block, instr) {
+ nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
return true;
}
-struct remap_patch_urb_offsets_state {
- nir_builder b;
- const struct brw_vue_map *vue_map;
-};
-
static bool
-remap_patch_urb_offsets(nir_block *block, void *closure)
+remap_patch_urb_offsets(nir_block *block, nir_builder *b,
+ const struct brw_vue_map *vue_map)
{
- struct remap_patch_urb_offsets_state *state = closure;
-
- nir_foreach_instr_safe(block, instr) {
+ nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
- gl_shader_stage stage = state->b.shader->stage;
+ gl_shader_stage stage = b->shader->stage;
if ((stage == MESA_SHADER_TESS_CTRL && is_output(intrin)) ||
(stage == MESA_SHADER_TESS_EVAL && is_input(intrin))) {
- int vue_slot = state->vue_map->varying_to_slot[intrin->const_index[0]];
+ int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
assert(vue_slot != -1);
intrin->const_index[0] = vue_slot;
nir_const_value *const_vertex = nir_src_as_const_value(*vertex);
if (const_vertex) {
intrin->const_index[0] += const_vertex->u32[0] *
- state->vue_map->num_per_vertex_slots;
+ vue_map->num_per_vertex_slots;
} else {
- state->b.cursor = nir_before_instr(&intrin->instr);
+ b->cursor = nir_before_instr(&intrin->instr);
/* Multiply by the number of per-vertex slots. */
nir_ssa_def *vertex_offset =
- nir_imul(&state->b,
- nir_ssa_for_src(&state->b, *vertex, 1),
- nir_imm_int(&state->b,
- state->vue_map->num_per_vertex_slots));
+ nir_imul(b,
+ nir_ssa_for_src(b, *vertex, 1),
+ nir_imm_int(b,
+ vue_map->num_per_vertex_slots));
/* Add it to the existing offset */
nir_src *offset = nir_get_io_offset_src(intrin);
nir_ssa_def *total_offset =
- nir_iadd(&state->b, vertex_offset,
- nir_ssa_for_src(&state->b, *offset, 1));
+ nir_iadd(b, vertex_offset,
+ nir_ssa_for_src(b, *offset, 1));
nir_instr_rewrite_src(&intrin->instr, offset,
nir_src_for_ssa(total_offset));
var->data.driver_location = var->data.location;
}
- /* Now use nir_lower_io to walk dereference chains. Attribute arrays
- * are loaded as one vec4 per element (or matrix column), so we use
- * type_size_vec4 here.
+ /* 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
+ * whether it is a double-precision type or not.
*/
- nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
+ nir_lower_io(nir, nir_var_shader_in, type_size_vs_input);
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
vs_attrib_wa_flags);
if (is_scalar) {
- /* Finally, translate VERT_ATTRIB_* values into the actual registers.
- *
- * Note that we can use nir->info.inputs_read instead of
- * key->inputs_read since the two are identical aside from Gen4-5
- * edge flag differences.
- */
- GLbitfield64 inputs_read = nir->info.inputs_read;
+ /* Finally, translate VERT_ATTRIB_* values into the actual registers. */
- nir_foreach_function(nir, function) {
+ nir_foreach_function(function, nir) {
if (function->impl) {
- nir_foreach_block(function->impl, remap_vs_attrs, &inputs_read);
+ nir_foreach_block(block, function->impl) {
+ remap_vs_attrs(block, &nir->info);
+ }
}
}
}
add_const_offset_to_base(nir, nir_var_shader_in);
- nir_foreach_function(nir, function) {
+ nir_foreach_function(function, nir) {
if (function->impl) {
- nir_foreach_block(function->impl, remap_inputs_with_vue_map,
- (void *) vue_map);
+ nir_foreach_block(block, function->impl) {
+ remap_inputs_with_vue_map(block, vue_map);
+ }
}
}
}
void
brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map)
{
- struct remap_patch_urb_offsets_state state;
- state.vue_map = vue_map;
-
foreach_list_typed(nir_variable, var, node, &nir->inputs) {
var->data.driver_location = var->data.location;
}
add_const_offset_to_base(nir, nir_var_shader_in);
- nir_foreach_function(nir, function) {
+ nir_foreach_function(function, nir) {
if (function->impl) {
- nir_builder_init(&state.b, function->impl);
- nir_foreach_block(function->impl, remap_patch_urb_offsets, &state);
+ nir_builder b;
+ nir_builder_init(&b, function->impl);
+ nir_foreach_block(block, function->impl) {
+ remap_patch_urb_offsets(block, &b, vue_map);
+ }
}
}
}
void
brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map)
{
- struct remap_patch_urb_offsets_state state;
- state.vue_map = vue_map;
-
nir_foreach_variable(var, &nir->outputs) {
var->data.driver_location = var->data.location;
}
add_const_offset_to_base(nir, nir_var_shader_out);
- nir_foreach_function(nir, function) {
+ nir_foreach_function(function, nir) {
if (function->impl) {
- nir_builder_init(&state.b, function->impl);
- nir_foreach_block(function->impl, remap_patch_urb_offsets, &state);
+ nir_builder b;
+ nir_builder_init(&b, function->impl);
+ nir_foreach_block(block, function->impl) {
+ remap_patch_urb_offsets(block, &b, vue_map);
+ }
}
}
}
OPT(nir_opt_dead_cf);
OPT(nir_opt_remove_phis);
OPT(nir_opt_undef);
+ OPT_V(nir_lower_doubles, nir_lower_drcp |
+ nir_lower_dsqrt |
+ nir_lower_drsq |
+ nir_lower_dtrunc |
+ nir_lower_dfloor |
+ nir_lower_dceil |
+ nir_lower_dfract |
+ nir_lower_dround_even |
+ nir_lower_dmod);
+ OPT_V(nir_lower_double_pack);
} while (progress);
return nir;
* is_scalar = true to scalarize everything prior to code gen.
*/
nir_shader *
-brw_preprocess_nir(nir_shader *nir, bool is_scalar)
+brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir)
{
bool progress; /* Written by OPT and OPT_V */
(void)progress;
+ const bool is_scalar = compiler->scalar_stage[nir->stage];
+
if (nir->stage == MESA_SHADER_GEOMETRY)
OPT(nir_lower_gs_intrinsics);
+ if (compiler->precise_trig)
+ OPT(brw_nir_apply_trig_workarounds);
+
static const nir_lower_tex_options tex_options = {
.lower_txp = ~0,
};
if (unlikely(debug_enabled)) {
/* Re-index SSA defs so we print more sensible numbers. */
- nir_foreach_function(nir, function) {
+ nir_foreach_function(function, nir) {
if (function->impl)
nir_index_ssa_defs(function->impl);
}
/* First, lower the GLSL IR or Mesa IR to NIR */
if (shader_prog) {
nir = glsl_to_nir(shader_prog, stage, options);
+ nir_remove_dead_variables(nir, nir_var_shader_in | nir_var_shader_out);
+ OPT_V(nir_lower_io_to_temporaries,
+ nir_shader_get_entrypoint(nir),
+ true, false);
} else {
nir = prog_to_nir(prog, options);
OPT_V(nir_convert_to_ssa); /* turn registers into SSA */
(void)progress;
- nir = brw_preprocess_nir(nir, is_scalar);
+ nir = brw_preprocess_nir(brw->intelScreen->compiler, nir);
+
+ if (stage == MESA_SHADER_FRAGMENT) {
+ static const struct nir_lower_wpos_ytransform_options wpos_options = {
+ .state_tokens = {STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM, 0, 0, 0},
+ .fs_coord_pixel_center_integer = 1,
+ .fs_coord_origin_upper_left = 1,
+ };
+ _mesa_add_state_reference(prog->Parameters,
+ (gl_state_index *) wpos_options.state_tokens);
+
+ OPT(nir_lower_wpos_ytransform, &wpos_options);
+ }
OPT(nir_lower_system_values);
OPT_V(brw_nir_lower_uniforms, is_scalar);