nir: add callback to nir_remove_dead_variables()
[mesa.git] / src / freedreno / ir3 / ir3_nir.c
1 /*
2 * Copyright (C) 2015 Rob Clark <robclark@freedesktop.org>
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 * SOFTWARE.
22 *
23 * Authors:
24 * Rob Clark <robclark@freedesktop.org>
25 */
26
27
28 #include "util/debug.h"
29 #include "util/u_math.h"
30
31 #include "ir3_nir.h"
32 #include "ir3_compiler.h"
33 #include "ir3_shader.h"
34
35 static void ir3_setup_const_state(struct ir3_shader *shader, nir_shader *nir);
36
37 static const nir_shader_compiler_options options = {
38 .lower_fpow = true,
39 .lower_scmp = true,
40 .lower_flrp16 = true,
41 .lower_flrp32 = true,
42 .lower_flrp64 = true,
43 .lower_ffract = true,
44 .lower_fmod = true,
45 .lower_fdiv = true,
46 .lower_isign = true,
47 .lower_ldexp = true,
48 .lower_uadd_carry = true,
49 .lower_usub_borrow = true,
50 .lower_mul_high = true,
51 .lower_mul_2x32_64 = true,
52 .fuse_ffma = true,
53 .vertex_id_zero_based = true,
54 .lower_extract_byte = true,
55 .lower_extract_word = true,
56 .lower_all_io_to_elements = true,
57 .lower_helper_invocation = true,
58 .lower_bitfield_insert_to_shifts = true,
59 .lower_bitfield_extract_to_shifts = true,
60 .lower_pack_half_2x16 = true,
61 .lower_pack_snorm_4x8 = true,
62 .lower_pack_snorm_2x16 = true,
63 .lower_pack_unorm_4x8 = true,
64 .lower_pack_unorm_2x16 = true,
65 .lower_unpack_half_2x16 = true,
66 .lower_unpack_snorm_4x8 = true,
67 .lower_unpack_snorm_2x16 = true,
68 .lower_unpack_unorm_4x8 = true,
69 .lower_unpack_unorm_2x16 = true,
70 .lower_pack_split = true,
71 .use_interpolated_input_intrinsics = true,
72 .lower_rotate = true,
73 .lower_to_scalar = true,
74 .has_imul24 = true,
75 };
76
77 /* we don't want to lower vertex_id to _zero_based on newer gpus: */
78 static const nir_shader_compiler_options options_a6xx = {
79 .lower_fpow = true,
80 .lower_scmp = true,
81 .lower_flrp16 = true,
82 .lower_flrp32 = true,
83 .lower_flrp64 = true,
84 .lower_ffract = true,
85 .lower_fmod = true,
86 .lower_fdiv = true,
87 .lower_isign = true,
88 .lower_ldexp = true,
89 .lower_uadd_carry = true,
90 .lower_usub_borrow = true,
91 .lower_mul_high = true,
92 .lower_mul_2x32_64 = true,
93 .fuse_ffma = true,
94 .vertex_id_zero_based = false,
95 .lower_extract_byte = true,
96 .lower_extract_word = true,
97 .lower_all_io_to_elements = true,
98 .lower_helper_invocation = true,
99 .lower_bitfield_insert_to_shifts = true,
100 .lower_bitfield_extract_to_shifts = true,
101 .lower_pack_half_2x16 = true,
102 .lower_pack_snorm_4x8 = true,
103 .lower_pack_snorm_2x16 = true,
104 .lower_pack_unorm_4x8 = true,
105 .lower_pack_unorm_2x16 = true,
106 .lower_unpack_half_2x16 = true,
107 .lower_unpack_snorm_4x8 = true,
108 .lower_unpack_snorm_2x16 = true,
109 .lower_unpack_unorm_4x8 = true,
110 .lower_unpack_unorm_2x16 = true,
111 .lower_pack_split = true,
112 .use_interpolated_input_intrinsics = true,
113 .lower_rotate = true,
114 .vectorize_io = true,
115 .lower_to_scalar = true,
116 .has_imul24 = true,
117 .max_unroll_iterations = 32,
118 };
119
120 const nir_shader_compiler_options *
121 ir3_get_compiler_options(struct ir3_compiler *compiler)
122 {
123 if (compiler->gpu_id >= 600)
124 return &options_a6xx;
125 return &options;
126 }
127
128 /* for given shader key, are any steps handled in nir? */
129 bool
130 ir3_key_lowers_nir(const struct ir3_shader_key *key)
131 {
132 return key->fsaturate_s | key->fsaturate_t | key->fsaturate_r |
133 key->vsaturate_s | key->vsaturate_t | key->vsaturate_r |
134 key->ucp_enables | key->color_two_side |
135 key->fclamp_color | key->vclamp_color |
136 key->tessellation | key->has_gs;
137 }
138
139 #define OPT(nir, pass, ...) ({ \
140 bool this_progress = false; \
141 NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
142 this_progress; \
143 })
144
145 #define OPT_V(nir, pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
146
147 static void
148 ir3_optimize_loop(nir_shader *s)
149 {
150 bool progress;
151 unsigned lower_flrp =
152 (s->options->lower_flrp16 ? 16 : 0) |
153 (s->options->lower_flrp32 ? 32 : 0) |
154 (s->options->lower_flrp64 ? 64 : 0);
155
156 do {
157 progress = false;
158
159 OPT_V(s, nir_lower_vars_to_ssa);
160 progress |= OPT(s, nir_opt_copy_prop_vars);
161 progress |= OPT(s, nir_opt_dead_write_vars);
162 progress |= OPT(s, nir_lower_alu_to_scalar, NULL, NULL);
163 progress |= OPT(s, nir_lower_phis_to_scalar);
164
165 progress |= OPT(s, nir_copy_prop);
166 progress |= OPT(s, nir_opt_dce);
167 progress |= OPT(s, nir_opt_cse);
168 static int gcm = -1;
169 if (gcm == -1)
170 gcm = env_var_as_unsigned("GCM", 0);
171 if (gcm == 1)
172 progress |= OPT(s, nir_opt_gcm, true);
173 else if (gcm == 2)
174 progress |= OPT(s, nir_opt_gcm, false);
175 progress |= OPT(s, nir_opt_peephole_select, 16, true, true);
176 progress |= OPT(s, nir_opt_intrinsics);
177 progress |= OPT(s, nir_opt_algebraic);
178 progress |= OPT(s, nir_lower_alu);
179 progress |= OPT(s, nir_lower_pack);
180 progress |= OPT(s, nir_opt_constant_folding);
181
182 if (lower_flrp != 0) {
183 if (OPT(s, nir_lower_flrp,
184 lower_flrp,
185 false /* always_precise */,
186 s->options->lower_ffma)) {
187 OPT(s, nir_opt_constant_folding);
188 progress = true;
189 }
190
191 /* Nothing should rematerialize any flrps, so we only
192 * need to do this lowering once.
193 */
194 lower_flrp = 0;
195 }
196
197 progress |= OPT(s, nir_opt_dead_cf);
198 if (OPT(s, nir_opt_trivial_continues)) {
199 progress |= true;
200 /* If nir_opt_trivial_continues makes progress, then we need to clean
201 * things up if we want any hope of nir_opt_if or nir_opt_loop_unroll
202 * to make progress.
203 */
204 OPT(s, nir_copy_prop);
205 OPT(s, nir_opt_dce);
206 }
207 progress |= OPT(s, nir_opt_if, false);
208 progress |= OPT(s, nir_opt_remove_phis);
209 progress |= OPT(s, nir_opt_undef);
210 } while (progress);
211 }
212
213 static bool
214 should_split_wrmask(const nir_instr *instr, const void *data)
215 {
216 nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
217
218 switch (intr->intrinsic) {
219 case nir_intrinsic_store_ssbo:
220 case nir_intrinsic_store_shared:
221 case nir_intrinsic_store_global:
222 return true;
223 default:
224 return false;
225 }
226 }
227
228 void
229 ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s,
230 const struct ir3_shader_key *key)
231 {
232 struct nir_lower_tex_options tex_options = {
233 .lower_rect = 0,
234 .lower_tg4_offsets = true,
235 };
236
237 if (key && (key->has_gs || key->tessellation)) {
238 switch (shader->type) {
239 case MESA_SHADER_VERTEX:
240 NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, shader, key->tessellation);
241 break;
242 case MESA_SHADER_TESS_CTRL:
243 NIR_PASS_V(s, ir3_nir_lower_tess_ctrl, shader, key->tessellation);
244 NIR_PASS_V(s, ir3_nir_lower_to_explicit_input);
245 break;
246 case MESA_SHADER_TESS_EVAL:
247 NIR_PASS_V(s, ir3_nir_lower_tess_eval, key->tessellation);
248 if (key->has_gs)
249 NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, shader, key->tessellation);
250 break;
251 case MESA_SHADER_GEOMETRY:
252 NIR_PASS_V(s, ir3_nir_lower_to_explicit_input);
253 break;
254 default:
255 break;
256 }
257 }
258
259 if (key) {
260 switch (shader->type) {
261 case MESA_SHADER_FRAGMENT:
262 tex_options.saturate_s = key->fsaturate_s;
263 tex_options.saturate_t = key->fsaturate_t;
264 tex_options.saturate_r = key->fsaturate_r;
265 break;
266 case MESA_SHADER_VERTEX:
267 tex_options.saturate_s = key->vsaturate_s;
268 tex_options.saturate_t = key->vsaturate_t;
269 tex_options.saturate_r = key->vsaturate_r;
270 break;
271 default:
272 /* TODO */
273 break;
274 }
275 }
276
277 if (shader->compiler->gpu_id >= 400) {
278 /* a4xx seems to have *no* sam.p */
279 tex_options.lower_txp = ~0; /* lower all txp */
280 } else {
281 /* a3xx just needs to avoid sam.p for 3d tex */
282 tex_options.lower_txp = (1 << GLSL_SAMPLER_DIM_3D);
283 }
284
285 if (ir3_shader_debug & IR3_DBG_DISASM) {
286 debug_printf("----------------------\n");
287 nir_print_shader(s, stdout);
288 debug_printf("----------------------\n");
289 }
290
291 OPT_V(s, nir_lower_regs_to_ssa);
292 OPT_V(s, nir_lower_wrmasks, should_split_wrmask, s);
293
294 if (key) {
295 if (s->info.stage == MESA_SHADER_VERTEX) {
296 OPT_V(s, nir_lower_clip_vs, key->ucp_enables, false, false, NULL);
297 if (key->vclamp_color)
298 OPT_V(s, nir_lower_clamp_color_outputs);
299 } else if (s->info.stage == MESA_SHADER_FRAGMENT) {
300 OPT_V(s, nir_lower_clip_fs, key->ucp_enables, false);
301 if (key->fclamp_color)
302 OPT_V(s, nir_lower_clamp_color_outputs);
303 }
304 if (key->color_two_side) {
305 OPT_V(s, nir_lower_two_sided_color);
306 }
307 } else {
308 /* only want to do this the first time (when key is null)
309 * and not again on any potential 2nd variant lowering pass:
310 */
311 OPT_V(s, ir3_nir_apply_trig_workarounds);
312
313 /* This wouldn't hurt to run multiple times, but there is
314 * no need to:
315 */
316 if (shader->type == MESA_SHADER_FRAGMENT)
317 OPT_V(s, nir_lower_fb_read);
318 }
319
320 OPT_V(s, nir_lower_tex, &tex_options);
321 OPT_V(s, nir_lower_load_const_to_scalar);
322 if (shader->compiler->gpu_id < 500)
323 OPT_V(s, ir3_nir_lower_tg4_to_tex);
324
325 ir3_optimize_loop(s);
326
327 /* do ubo load and idiv lowering after first opt loop to get a chance to
328 * propagate constants for divide by immed power-of-two and constant ubo
329 * block/offsets:
330 *
331 * NOTE that UBO analysis pass should only be done once, before variants
332 */
333 const bool ubo_progress = !key && OPT(s, ir3_nir_analyze_ubo_ranges, shader);
334 const bool idiv_progress = OPT(s, nir_lower_idiv, nir_lower_idiv_fast);
335 /* UBO offset lowering has to come after we've decided what will be left as load_ubo */
336 OPT_V(s, ir3_nir_lower_io_offsets, shader->compiler->gpu_id);
337
338 if (ubo_progress || idiv_progress)
339 ir3_optimize_loop(s);
340
341 /* Do late algebraic optimization to turn add(a, neg(b)) back into
342 * subs, then the mandatory cleanup after algebraic. Note that it may
343 * produce fnegs, and if so then we need to keep running to squash
344 * fneg(fneg(a)).
345 */
346 bool more_late_algebraic = true;
347 while (more_late_algebraic) {
348 more_late_algebraic = OPT(s, nir_opt_algebraic_late);
349 OPT_V(s, nir_opt_constant_folding);
350 OPT_V(s, nir_copy_prop);
351 OPT_V(s, nir_opt_dce);
352 OPT_V(s, nir_opt_cse);
353 }
354
355 OPT_V(s, nir_remove_dead_variables, nir_var_function_temp, NULL);
356
357 OPT_V(s, nir_opt_sink, nir_move_const_undef);
358
359 if (ir3_shader_debug & IR3_DBG_DISASM) {
360 debug_printf("----------------------\n");
361 nir_print_shader(s, stdout);
362 debug_printf("----------------------\n");
363 }
364
365 nir_sweep(s);
366
367 /* The first time thru, when not creating variant, do the one-time
368 * const_state layout setup. This should be done after ubo range
369 * analysis.
370 */
371 if (!key) {
372 ir3_setup_const_state(shader, s);
373 }
374 }
375
376 static void
377 ir3_nir_scan_driver_consts(nir_shader *shader,
378 struct ir3_const_state *layout)
379 {
380 nir_foreach_function (function, shader) {
381 if (!function->impl)
382 continue;
383
384 nir_foreach_block (block, function->impl) {
385 nir_foreach_instr (instr, block) {
386 if (instr->type != nir_instr_type_intrinsic)
387 continue;
388
389 nir_intrinsic_instr *intr =
390 nir_instr_as_intrinsic(instr);
391 unsigned idx;
392
393 switch (intr->intrinsic) {
394 case nir_intrinsic_get_buffer_size:
395 idx = nir_src_as_uint(intr->src[0]);
396 if (layout->ssbo_size.mask & (1 << idx))
397 break;
398 layout->ssbo_size.mask |= (1 << idx);
399 layout->ssbo_size.off[idx] =
400 layout->ssbo_size.count;
401 layout->ssbo_size.count += 1; /* one const per */
402 break;
403 case nir_intrinsic_image_atomic_add:
404 case nir_intrinsic_image_atomic_imin:
405 case nir_intrinsic_image_atomic_umin:
406 case nir_intrinsic_image_atomic_imax:
407 case nir_intrinsic_image_atomic_umax:
408 case nir_intrinsic_image_atomic_and:
409 case nir_intrinsic_image_atomic_or:
410 case nir_intrinsic_image_atomic_xor:
411 case nir_intrinsic_image_atomic_exchange:
412 case nir_intrinsic_image_atomic_comp_swap:
413 case nir_intrinsic_image_store:
414 case nir_intrinsic_image_size:
415 idx = nir_src_as_uint(intr->src[0]);
416 if (layout->image_dims.mask & (1 << idx))
417 break;
418 layout->image_dims.mask |= (1 << idx);
419 layout->image_dims.off[idx] =
420 layout->image_dims.count;
421 layout->image_dims.count += 3; /* three const per */
422 break;
423 case nir_intrinsic_load_base_vertex:
424 case nir_intrinsic_load_first_vertex:
425 layout->num_driver_params =
426 MAX2(layout->num_driver_params, IR3_DP_VTXID_BASE + 1);
427 break;
428 case nir_intrinsic_load_base_instance:
429 layout->num_driver_params =
430 MAX2(layout->num_driver_params, IR3_DP_INSTID_BASE + 1);
431 break;
432 case nir_intrinsic_load_user_clip_plane:
433 layout->num_driver_params =
434 MAX2(layout->num_driver_params, IR3_DP_UCP7_W + 1);
435 break;
436 case nir_intrinsic_load_num_work_groups:
437 layout->num_driver_params =
438 MAX2(layout->num_driver_params, IR3_DP_NUM_WORK_GROUPS_Z + 1);
439 break;
440 case nir_intrinsic_load_local_group_size:
441 layout->num_driver_params =
442 MAX2(layout->num_driver_params, IR3_DP_LOCAL_GROUP_SIZE_Z + 1);
443 break;
444 default:
445 break;
446 }
447 }
448 }
449 }
450 }
451
452 static void
453 ir3_setup_const_state(struct ir3_shader *shader, nir_shader *nir)
454 {
455 struct ir3_compiler *compiler = shader->compiler;
456 struct ir3_const_state *const_state = &shader->const_state;
457
458 memset(&const_state->offsets, ~0, sizeof(const_state->offsets));
459
460 ir3_nir_scan_driver_consts(nir, const_state);
461
462 if ((compiler->gpu_id < 500) &&
463 (shader->stream_output.num_outputs > 0)) {
464 const_state->num_driver_params =
465 MAX2(const_state->num_driver_params, IR3_DP_VTXCNT_MAX + 1);
466 }
467
468 /* On a6xx, we use UBO descriptors and LDC instead of UBO pointers in the
469 * constbuf.
470 */
471 if (compiler->gpu_id >= 600)
472 shader->num_ubos = nir->info.num_ubos;
473 else
474 const_state->num_ubos = nir->info.num_ubos;
475
476 /* num_driver_params is scalar, align to vec4: */
477 const_state->num_driver_params = align(const_state->num_driver_params, 4);
478
479 debug_assert((shader->ubo_state.size % 16) == 0);
480 unsigned constoff = align(shader->ubo_state.size / 16, 8);
481 unsigned ptrsz = ir3_pointer_size(compiler);
482
483 if (const_state->num_ubos > 0) {
484 const_state->offsets.ubo = constoff;
485 constoff += align(const_state->num_ubos * ptrsz, 4) / 4;
486 }
487
488 if (const_state->ssbo_size.count > 0) {
489 unsigned cnt = const_state->ssbo_size.count;
490 const_state->offsets.ssbo_sizes = constoff;
491 constoff += align(cnt, 4) / 4;
492 }
493
494 if (const_state->image_dims.count > 0) {
495 unsigned cnt = const_state->image_dims.count;
496 const_state->offsets.image_dims = constoff;
497 constoff += align(cnt, 4) / 4;
498 }
499
500 if (const_state->num_driver_params > 0)
501 const_state->offsets.driver_param = constoff;
502 constoff += const_state->num_driver_params / 4;
503
504 if ((shader->type == MESA_SHADER_VERTEX) &&
505 (compiler->gpu_id < 500) &&
506 shader->stream_output.num_outputs > 0) {
507 const_state->offsets.tfbo = constoff;
508 constoff += align(IR3_MAX_SO_BUFFERS * ptrsz, 4) / 4;
509 }
510
511 switch (shader->type) {
512 case MESA_SHADER_VERTEX:
513 const_state->offsets.primitive_param = constoff;
514 constoff += 1;
515 break;
516 case MESA_SHADER_TESS_CTRL:
517 case MESA_SHADER_TESS_EVAL:
518 constoff = align(constoff - 1, 4) + 3;
519 const_state->offsets.primitive_param = constoff;
520 const_state->offsets.primitive_map = constoff + 5;
521 constoff += 5 + DIV_ROUND_UP(nir->num_inputs, 4);
522 break;
523 case MESA_SHADER_GEOMETRY:
524 const_state->offsets.primitive_param = constoff;
525 const_state->offsets.primitive_map = constoff + 1;
526 constoff += 1 + DIV_ROUND_UP(nir->num_inputs, 4);
527 break;
528 default:
529 break;
530 }
531
532 const_state->offsets.immediate = constoff;
533 }