#include "compiler.h"
#include "bi_quirks.h"
+static int
+glsl_type_size(const struct glsl_type *type, bool bindless)
+{
+ return glsl_count_attribute_slots(type, false);
+}
+
+static void
+bi_optimize_nir(nir_shader *nir)
+{
+ bool progress;
+ unsigned lower_flrp = 16 | 32 | 64;
+
+ NIR_PASS(progress, nir, nir_lower_regs_to_ssa);
+ NIR_PASS(progress, nir, nir_lower_idiv, nir_lower_idiv_fast);
+
+ nir_lower_tex_options lower_tex_options = {
+ .lower_txs_lod = true,
+ .lower_txp = ~0,
+ .lower_tex_without_implicit_lod = true,
+ .lower_txd = true,
+ };
+
+ NIR_PASS(progress, nir, nir_lower_tex, &lower_tex_options);
+
+ do {
+ progress = false;
+
+ NIR_PASS(progress, nir, nir_lower_var_copies);
+ NIR_PASS(progress, nir, nir_lower_vars_to_ssa);
+
+ NIR_PASS(progress, nir, nir_copy_prop);
+ NIR_PASS(progress, nir, nir_opt_remove_phis);
+ NIR_PASS(progress, nir, nir_opt_dce);
+ NIR_PASS(progress, nir, nir_opt_dead_cf);
+ NIR_PASS(progress, nir, nir_opt_cse);
+ NIR_PASS(progress, nir, nir_opt_peephole_select, 64, false, true);
+ NIR_PASS(progress, nir, nir_opt_algebraic);
+ NIR_PASS(progress, nir, nir_opt_constant_folding);
+
+ if (lower_flrp != 0) {
+ bool lower_flrp_progress = false;
+ NIR_PASS(lower_flrp_progress,
+ nir,
+ nir_lower_flrp,
+ lower_flrp,
+ false /* always_precise */,
+ nir->options->lower_ffma);
+ if (lower_flrp_progress) {
+ NIR_PASS(progress, nir,
+ nir_opt_constant_folding);
+ progress = true;
+ }
+
+ /* Nothing should rematerialize any flrps, so we only
+ * need to do this lowering once.
+ */
+ lower_flrp = 0;
+ }
+
+ NIR_PASS(progress, nir, nir_opt_undef);
+ NIR_PASS(progress, nir, nir_opt_loop_unroll,
+ nir_var_shader_in |
+ nir_var_shader_out |
+ nir_var_function_temp);
+ } while (progress);
+
+ NIR_PASS(progress, nir, nir_opt_algebraic_late);
+
+ /* Take us out of SSA */
+ NIR_PASS(progress, nir, nir_lower_locals_to_regs);
+ NIR_PASS(progress, nir, nir_convert_from_ssa, true);
+}
+
void
bifrost_compile_shader_nir(nir_shader *nir, bifrost_program *program, unsigned product_id)
{
bi_context *ctx = rzalloc(NULL, bi_context);
ctx->nir = nir;
+ ctx->stage = nir->info.stage;
ctx->quirks = bifrost_get_quirks(product_id);
+ /* Lower gl_Position pre-optimisation, but after lowering vars to ssa
+ * (so we don't accidentally duplicate the epilogue since mesa/st has
+ * messed with our I/O quite a bit already) */
+
+ NIR_PASS_V(nir, nir_lower_vars_to_ssa);
+
+ if (ctx->stage == MESA_SHADER_VERTEX) {
+ NIR_PASS_V(nir, nir_lower_viewport_transform);
+ NIR_PASS_V(nir, nir_lower_point_size, 1.0, 1024.0);
+ }
+
+ NIR_PASS_V(nir, nir_split_var_copies);
+ NIR_PASS_V(nir, nir_lower_global_vars_to_local);
+ NIR_PASS_V(nir, nir_lower_var_copies);
+ NIR_PASS_V(nir, nir_lower_vars_to_ssa);
+ NIR_PASS_V(nir, nir_lower_io, nir_var_all, glsl_type_size, 0);
+ NIR_PASS_V(nir, nir_lower_ssbo);
+
+ /* We have to lower ALU to scalar ourselves since viewport
+ * transformations produce vector ops */
+ NIR_PASS_V(nir, nir_lower_alu_to_scalar, NULL, NULL);
+
+ bi_optimize_nir(nir);
nir_print_shader(nir, stdout);
+ bi_print_shader(ctx, stdout);
+
ralloc_free(ctx);
}