freedreno/ir3: Enable PIPE_CAP_PACKED_UNIFORMS
[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
30 #include "ir3_nir.h"
31 #include "ir3_compiler.h"
32 #include "ir3_shader.h"
33
34 static const nir_shader_compiler_options options = {
35 .lower_fpow = true,
36 .lower_scmp = true,
37 .lower_flrp32 = true,
38 .lower_flrp64 = true,
39 .lower_ffract = true,
40 .lower_fmod32 = true,
41 .lower_fmod64 = true,
42 .lower_fdiv = true,
43 .lower_isign = true,
44 .lower_ldexp = true,
45 .lower_uadd_carry = true,
46 .lower_mul_high = true,
47 .fuse_ffma = true,
48 .native_integers = true,
49 .vertex_id_zero_based = true,
50 .lower_extract_byte = true,
51 .lower_extract_word = true,
52 .lower_all_io_to_temps = true,
53 .lower_helper_invocation = true,
54 .lower_bitfield_insert_to_shifts = true,
55 .lower_bitfield_extract_to_shifts = true,
56 .lower_bfm = true,
57 };
58
59 /* we don't want to lower vertex_id to _zero_based on newer gpus: */
60 static const nir_shader_compiler_options options_a6xx = {
61 .lower_fpow = true,
62 .lower_scmp = true,
63 .lower_flrp32 = true,
64 .lower_flrp64 = true,
65 .lower_ffract = true,
66 .lower_fmod32 = true,
67 .lower_fmod64 = true,
68 .lower_fdiv = true,
69 .lower_isign = true,
70 .lower_ldexp = true,
71 .lower_uadd_carry = true,
72 .lower_mul_high = true,
73 .fuse_ffma = true,
74 .native_integers = true,
75 .vertex_id_zero_based = false,
76 .lower_extract_byte = true,
77 .lower_extract_word = true,
78 .lower_all_io_to_temps = true,
79 .lower_helper_invocation = true,
80 .lower_bitfield_insert_to_shifts = true,
81 .lower_bitfield_extract_to_shifts = true,
82 .lower_bfm = true,
83 };
84
85 const nir_shader_compiler_options *
86 ir3_get_compiler_options(struct ir3_compiler *compiler)
87 {
88 if (compiler->gpu_id >= 600)
89 return &options_a6xx;
90 return &options;
91 }
92
93 /* for given shader key, are any steps handled in nir? */
94 bool
95 ir3_key_lowers_nir(const struct ir3_shader_key *key)
96 {
97 return key->fsaturate_s | key->fsaturate_t | key->fsaturate_r |
98 key->vsaturate_s | key->vsaturate_t | key->vsaturate_r |
99 key->ucp_enables | key->color_two_side |
100 key->fclamp_color | key->vclamp_color;
101 }
102
103 #define OPT(nir, pass, ...) ({ \
104 bool this_progress = false; \
105 NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
106 this_progress; \
107 })
108
109 #define OPT_V(nir, pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
110
111 static void
112 ir3_optimize_loop(nir_shader *s)
113 {
114 bool progress;
115 do {
116 progress = false;
117
118 OPT_V(s, nir_lower_vars_to_ssa);
119 progress |= OPT(s, nir_opt_copy_prop_vars);
120 progress |= OPT(s, nir_opt_dead_write_vars);
121 progress |= OPT(s, nir_lower_alu_to_scalar);
122 progress |= OPT(s, nir_lower_phis_to_scalar);
123
124 progress |= OPT(s, nir_copy_prop);
125 progress |= OPT(s, nir_opt_dce);
126 progress |= OPT(s, nir_opt_cse);
127 static int gcm = -1;
128 if (gcm == -1)
129 gcm = env_var_as_unsigned("GCM", 0);
130 if (gcm == 1)
131 progress |= OPT(s, nir_opt_gcm, true);
132 else if (gcm == 2)
133 progress |= OPT(s, nir_opt_gcm, false);
134 progress |= OPT(s, nir_opt_peephole_select, 16, true, true);
135 progress |= OPT(s, nir_opt_intrinsics);
136 progress |= OPT(s, nir_opt_algebraic);
137 progress |= OPT(s, nir_opt_constant_folding);
138 progress |= OPT(s, nir_opt_dead_cf);
139 if (OPT(s, nir_opt_trivial_continues)) {
140 progress |= true;
141 /* If nir_opt_trivial_continues makes progress, then we need to clean
142 * things up if we want any hope of nir_opt_if or nir_opt_loop_unroll
143 * to make progress.
144 */
145 OPT(s, nir_copy_prop);
146 OPT(s, nir_opt_dce);
147 }
148 progress |= OPT(s, nir_opt_if);
149 progress |= OPT(s, nir_opt_remove_phis);
150 progress |= OPT(s, nir_opt_undef);
151
152 } while (progress);
153 }
154
155 struct nir_shader *
156 ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s,
157 const struct ir3_shader_key *key)
158 {
159 struct nir_lower_tex_options tex_options = {
160 .lower_rect = 0,
161 .lower_tg4_offsets = true,
162 };
163
164 if (key) {
165 switch (shader->type) {
166 case MESA_SHADER_FRAGMENT:
167 tex_options.saturate_s = key->fsaturate_s;
168 tex_options.saturate_t = key->fsaturate_t;
169 tex_options.saturate_r = key->fsaturate_r;
170 break;
171 case MESA_SHADER_VERTEX:
172 tex_options.saturate_s = key->vsaturate_s;
173 tex_options.saturate_t = key->vsaturate_t;
174 tex_options.saturate_r = key->vsaturate_r;
175 break;
176 default:
177 /* TODO */
178 break;
179 }
180 }
181
182 if (shader->compiler->gpu_id >= 400) {
183 /* a4xx seems to have *no* sam.p */
184 tex_options.lower_txp = ~0; /* lower all txp */
185 } else {
186 /* a3xx just needs to avoid sam.p for 3d tex */
187 tex_options.lower_txp = (1 << GLSL_SAMPLER_DIM_3D);
188 }
189
190 if (ir3_shader_debug & IR3_DBG_DISASM) {
191 debug_printf("----------------------\n");
192 nir_print_shader(s, stdout);
193 debug_printf("----------------------\n");
194 }
195
196 OPT_V(s, nir_opt_global_to_local);
197 OPT_V(s, nir_lower_regs_to_ssa);
198 OPT_V(s, ir3_nir_lower_io_offsets);
199
200 if (key) {
201 if (s->info.stage == MESA_SHADER_VERTEX) {
202 OPT_V(s, nir_lower_clip_vs, key->ucp_enables, false);
203 if (key->vclamp_color)
204 OPT_V(s, nir_lower_clamp_color_outputs);
205 } else if (s->info.stage == MESA_SHADER_FRAGMENT) {
206 OPT_V(s, nir_lower_clip_fs, key->ucp_enables);
207 if (key->fclamp_color)
208 OPT_V(s, nir_lower_clamp_color_outputs);
209 }
210 if (key->color_two_side) {
211 OPT_V(s, nir_lower_two_sided_color);
212 }
213 } else {
214 /* only want to do this the first time (when key is null)
215 * and not again on any potential 2nd variant lowering pass:
216 */
217 OPT_V(s, ir3_nir_apply_trig_workarounds);
218 }
219
220 OPT_V(s, nir_lower_tex, &tex_options);
221 OPT_V(s, nir_lower_load_const_to_scalar);
222 if (shader->compiler->gpu_id < 500)
223 OPT_V(s, ir3_nir_lower_tg4_to_tex);
224
225 ir3_optimize_loop(s);
226
227 /* do ubo load and idiv lowering after first opt loop to get a chance to
228 * propagate constants for divide by immed power-of-two and constant ubo
229 * block/offsets:
230 */
231 const bool ubo_progress = OPT(s, ir3_nir_analyze_ubo_ranges, shader);
232 const bool idiv_progress = OPT(s, nir_lower_idiv);
233 if (ubo_progress || idiv_progress)
234 ir3_optimize_loop(s);
235
236 OPT_V(s, nir_remove_dead_variables, nir_var_function_temp);
237
238 OPT_V(s, nir_move_load_const);
239
240 if (ir3_shader_debug & IR3_DBG_DISASM) {
241 debug_printf("----------------------\n");
242 nir_print_shader(s, stdout);
243 debug_printf("----------------------\n");
244 }
245
246 nir_sweep(s);
247
248 return s;
249 }
250
251 void
252 ir3_nir_scan_driver_consts(nir_shader *shader,
253 struct ir3_driver_const_layout *layout)
254 {
255 nir_foreach_function(function, shader) {
256 if (!function->impl)
257 continue;
258
259 nir_foreach_block(block, function->impl) {
260 nir_foreach_instr(instr, block) {
261 if (instr->type != nir_instr_type_intrinsic)
262 continue;
263
264 nir_intrinsic_instr *intr =
265 nir_instr_as_intrinsic(instr);
266 unsigned idx;
267
268 switch (intr->intrinsic) {
269 case nir_intrinsic_get_buffer_size:
270 idx = nir_src_as_const_value(intr->src[0])->u32[0];
271 if (layout->ssbo_size.mask & (1 << idx))
272 break;
273 layout->ssbo_size.mask |= (1 << idx);
274 layout->ssbo_size.off[idx] =
275 layout->ssbo_size.count;
276 layout->ssbo_size.count += 1; /* one const per */
277 break;
278 case nir_intrinsic_image_deref_atomic_add:
279 case nir_intrinsic_image_deref_atomic_min:
280 case nir_intrinsic_image_deref_atomic_max:
281 case nir_intrinsic_image_deref_atomic_and:
282 case nir_intrinsic_image_deref_atomic_or:
283 case nir_intrinsic_image_deref_atomic_xor:
284 case nir_intrinsic_image_deref_atomic_exchange:
285 case nir_intrinsic_image_deref_atomic_comp_swap:
286 case nir_intrinsic_image_deref_store:
287 case nir_intrinsic_image_deref_size:
288 idx = nir_intrinsic_get_var(intr, 0)->data.driver_location;
289 if (layout->image_dims.mask & (1 << idx))
290 break;
291 layout->image_dims.mask |= (1 << idx);
292 layout->image_dims.off[idx] =
293 layout->image_dims.count;
294 layout->image_dims.count += 3; /* three const per */
295 break;
296 default:
297 break;
298 }
299 }
300 }
301 }
302 }