X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Ffreedreno%2Fir3%2Fir3_nir.c;h=196c99f302435741837dcd08db5d41bc37fc1e81;hb=836d41d77265a2d2ca42bdbfd25de07b9bb134c9;hp=0afe624a3552734bc6c970c4062a661639bc4f16;hpb=91ed8b7fe370d7293fcdc511cfd65c7c97ed516d;p=mesa.git diff --git a/src/freedreno/ir3/ir3_nir.c b/src/freedreno/ir3/ir3_nir.c index 0afe624a355..196c99f3024 100644 --- a/src/freedreno/ir3/ir3_nir.c +++ b/src/freedreno/ir3/ir3_nir.c @@ -70,6 +70,7 @@ static const nir_shader_compiler_options options = { .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: */ @@ -113,6 +114,7 @@ static const nir_shader_compiler_options options_a6xx = { .lower_to_scalar = true, .has_imul24 = true, .max_unroll_iterations = 32, + .lower_wpos_pntc = true, }; const nir_shader_compiler_options * @@ -123,17 +125,6 @@ ir3_get_compiler_options(struct ir3_compiler *compiler) 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__); \ @@ -224,116 +215,183 @@ should_split_wrmask(const nir_instr *instr, const void *data) } 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) { + if (compiler->gpu_id >= 400) { + /* a4xx seems to have *no* sam.p */ + tex_options.lower_txp = ~0; /* lower all txp */ + } else { + /* a3xx just needs to avoid sam.p for 3d tex */ + tex_options.lower_txp = (1 << GLSL_SAMPLER_DIM_3D); + } + + if (ir3_shader_debug & IR3_DBG_DISASM) { + debug_printf("----------------------\n"); + nir_print_shader(s, stdout); + debug_printf("----------------------\n"); + } + + if (s->info.stage == MESA_SHADER_GEOMETRY) + NIR_PASS_V(s, ir3_nir_lower_gs); + + 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 (compiler->gpu_id < 500) + OPT_V(s, ir3_nir_lower_tg4_to_tex); + + ir3_optimize_loop(s); + + /* do idiv lowering after first opt loop to get a chance to propagate + * constants for divide by immed power-of-two: + */ + const bool idiv_progress = OPT(s, nir_lower_idiv, nir_lower_idiv_fast); + + 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_shader_in | nir_var_shader_out, + 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, shader, key->tessellation); + 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, shader, key->tessellation); + 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, key->tessellation); - if (key->has_gs) - NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, shader, key->tessellation); + 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 (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 (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 (shader->compiler->gpu_id >= 400) { - /* a4xx seems to have *no* sam.p */ - tex_options.lower_txp = ~0; /* lower all txp */ - } else { - /* a3xx just needs to avoid sam.p for 3d tex */ - tex_options.lower_txp = (1 << GLSL_SAMPLER_DIM_3D); + if (so->key.color_two_side) { + OPT_V(s, nir_lower_two_sided_color); + progress = true; } - if (ir3_shader_debug & IR3_DBG_DISASM) { - debug_printf("----------------------\n"); - nir_print_shader(s, stdout); - debug_printf("----------------------\n"); - } + struct nir_lower_tex_options tex_options = { }; - OPT_V(s, nir_lower_regs_to_ssa); - OPT_V(s, nir_lower_wrmasks, should_split_wrmask, s); - - 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); + 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; + } - /* 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); + if (tex_options.saturate_s || tex_options.saturate_t || + tex_options.saturate_r) { + progress |= OPT(s, nir_lower_tex, &tex_options); } - OPT_V(s, nir_lower_tex, &tex_options); - OPT_V(s, nir_lower_load_const_to_scalar); - if (shader->compiler->gpu_id < 500) - OPT_V(s, ir3_nir_lower_tg4_to_tex); + if (!so->binning_pass) + OPT_V(s, ir3_nir_analyze_ubo_ranges, so); - ir3_optimize_loop(s); + progress |= OPT(s, ir3_nir_lower_ubo_loads, so); - /* 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 + /* UBO offset lowering has to come after we've decided what will + * be left as load_ubo */ - 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); - /* 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, shader->compiler->gpu_id); + OPT_V(s, ir3_nir_lower_io_offsets, so->shader->compiler->gpu_id); - if (ubo_progress || idiv_progress) + if (progress) ir3_optimize_loop(s); /* Do late algebraic optimization to turn add(a, neg(b)) back into @@ -350,8 +408,6 @@ ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s, OPT_V(s, nir_opt_cse); } - OPT_V(s, nir_remove_dead_variables, nir_var_function_temp, NULL); - OPT_V(s, nir_opt_sink, nir_move_const_undef); if (ir3_shader_debug & IR3_DBG_DISASM) { @@ -362,13 +418,12 @@ ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s, 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, &shader->const_state); - } + if (!so->binning_pass) + ir3_setup_const_state(s, so, ir3_const_state(so)); } static void @@ -428,8 +483,9 @@ ir3_nir_scan_driver_consts(nir_shader *shader, MAX2(layout->num_driver_params, IR3_DP_INSTID_BASE + 1); break; case nir_intrinsic_load_user_clip_plane: + idx = nir_intrinsic_ucp_id(intr); layout->num_driver_params = - MAX2(layout->num_driver_params, IR3_DP_UCP7_W + 1); + MAX2(layout->num_driver_params, IR3_DP_UCP0_X + (idx + 1) * 4); break; case nir_intrinsic_load_num_work_groups: layout->num_driver_params = @@ -447,23 +503,23 @@ ir3_nir_scan_driver_consts(nir_shader *shader, } } -/* Sets up the non-variant-dependent constant state for the ir3_shader. Note +/* 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(struct ir3_shader *shader, nir_shader *nir, - struct ir3_const_state *const_state) +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_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); } @@ -494,18 +550,22 @@ ir3_setup_const_state(struct ir3_shader *shader, nir_shader *nir, 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; @@ -528,5 +588,5 @@ ir3_setup_const_state(struct ir3_shader *shader, nir_shader *nir, const_state->offsets.immediate = constoff; - assert(constoff <= compiler->max_const); + assert(constoff <= ir3_max_const(v)); }