ir3: use empirical size for params as used by the shader
[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 const nir_shader_compiler_options options = {
36 .lower_fpow = true,
37 .lower_scmp = true,
38 .lower_flrp16 = true,
39 .lower_flrp32 = true,
40 .lower_flrp64 = true,
41 .lower_ffract = true,
42 .lower_fmod = true,
43 .lower_fdiv = true,
44 .lower_isign = true,
45 .lower_ldexp = true,
46 .lower_uadd_carry = true,
47 .lower_usub_borrow = true,
48 .lower_mul_high = true,
49 .lower_mul_2x32_64 = true,
50 .fuse_ffma = true,
51 .vertex_id_zero_based = true,
52 .lower_extract_byte = true,
53 .lower_extract_word = true,
54 .lower_all_io_to_elements = true,
55 .lower_helper_invocation = true,
56 .lower_bitfield_insert_to_shifts = true,
57 .lower_bitfield_extract_to_shifts = true,
58 .lower_pack_half_2x16 = true,
59 .lower_pack_snorm_4x8 = true,
60 .lower_pack_snorm_2x16 = true,
61 .lower_pack_unorm_4x8 = true,
62 .lower_pack_unorm_2x16 = true,
63 .lower_unpack_half_2x16 = true,
64 .lower_unpack_snorm_4x8 = true,
65 .lower_unpack_snorm_2x16 = true,
66 .lower_unpack_unorm_4x8 = true,
67 .lower_unpack_unorm_2x16 = true,
68 .lower_pack_split = true,
69 .use_interpolated_input_intrinsics = true,
70 .lower_rotate = true,
71 .lower_to_scalar = true,
72 .has_imul24 = true,
73 .lower_wpos_pntc = true,
74 };
75
76 /* we don't want to lower vertex_id to _zero_based on newer gpus: */
77 static const nir_shader_compiler_options options_a6xx = {
78 .lower_fpow = true,
79 .lower_scmp = true,
80 .lower_flrp16 = true,
81 .lower_flrp32 = true,
82 .lower_flrp64 = true,
83 .lower_ffract = true,
84 .lower_fmod = true,
85 .lower_fdiv = true,
86 .lower_isign = true,
87 .lower_ldexp = true,
88 .lower_uadd_carry = true,
89 .lower_usub_borrow = true,
90 .lower_mul_high = true,
91 .lower_mul_2x32_64 = true,
92 .fuse_ffma = true,
93 .vertex_id_zero_based = false,
94 .lower_extract_byte = true,
95 .lower_extract_word = true,
96 .lower_all_io_to_elements = true,
97 .lower_helper_invocation = true,
98 .lower_bitfield_insert_to_shifts = true,
99 .lower_bitfield_extract_to_shifts = true,
100 .lower_pack_half_2x16 = true,
101 .lower_pack_snorm_4x8 = true,
102 .lower_pack_snorm_2x16 = true,
103 .lower_pack_unorm_4x8 = true,
104 .lower_pack_unorm_2x16 = true,
105 .lower_unpack_half_2x16 = true,
106 .lower_unpack_snorm_4x8 = true,
107 .lower_unpack_snorm_2x16 = true,
108 .lower_unpack_unorm_4x8 = true,
109 .lower_unpack_unorm_2x16 = true,
110 .lower_pack_split = true,
111 .use_interpolated_input_intrinsics = true,
112 .lower_rotate = true,
113 .vectorize_io = true,
114 .lower_to_scalar = true,
115 .has_imul24 = true,
116 .max_unroll_iterations = 32,
117 .lower_wpos_pntc = true,
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 #define OPT(nir, pass, ...) ({ \
129 bool this_progress = false; \
130 NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
131 this_progress; \
132 })
133
134 #define OPT_V(nir, pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
135
136 static void
137 ir3_optimize_loop(nir_shader *s)
138 {
139 bool progress;
140 unsigned lower_flrp =
141 (s->options->lower_flrp16 ? 16 : 0) |
142 (s->options->lower_flrp32 ? 32 : 0) |
143 (s->options->lower_flrp64 ? 64 : 0);
144
145 do {
146 progress = false;
147
148 OPT_V(s, nir_lower_vars_to_ssa);
149 progress |= OPT(s, nir_opt_copy_prop_vars);
150 progress |= OPT(s, nir_opt_dead_write_vars);
151 progress |= OPT(s, nir_lower_alu_to_scalar, NULL, NULL);
152 progress |= OPT(s, nir_lower_phis_to_scalar);
153
154 progress |= OPT(s, nir_copy_prop);
155 progress |= OPT(s, nir_opt_dce);
156 progress |= OPT(s, nir_opt_cse);
157 static int gcm = -1;
158 if (gcm == -1)
159 gcm = env_var_as_unsigned("GCM", 0);
160 if (gcm == 1)
161 progress |= OPT(s, nir_opt_gcm, true);
162 else if (gcm == 2)
163 progress |= OPT(s, nir_opt_gcm, false);
164 progress |= OPT(s, nir_opt_peephole_select, 16, true, true);
165 progress |= OPT(s, nir_opt_intrinsics);
166 progress |= OPT(s, nir_opt_algebraic);
167 progress |= OPT(s, nir_lower_alu);
168 progress |= OPT(s, nir_lower_pack);
169 progress |= OPT(s, nir_opt_constant_folding);
170
171 if (lower_flrp != 0) {
172 if (OPT(s, nir_lower_flrp,
173 lower_flrp,
174 false /* always_precise */,
175 s->options->lower_ffma)) {
176 OPT(s, nir_opt_constant_folding);
177 progress = true;
178 }
179
180 /* Nothing should rematerialize any flrps, so we only
181 * need to do this lowering once.
182 */
183 lower_flrp = 0;
184 }
185
186 progress |= OPT(s, nir_opt_dead_cf);
187 if (OPT(s, nir_opt_trivial_continues)) {
188 progress |= true;
189 /* If nir_opt_trivial_continues makes progress, then we need to clean
190 * things up if we want any hope of nir_opt_if or nir_opt_loop_unroll
191 * to make progress.
192 */
193 OPT(s, nir_copy_prop);
194 OPT(s, nir_opt_dce);
195 }
196 progress |= OPT(s, nir_opt_if, false);
197 progress |= OPT(s, nir_opt_remove_phis);
198 progress |= OPT(s, nir_opt_undef);
199 } while (progress);
200 }
201
202 static bool
203 should_split_wrmask(const nir_instr *instr, const void *data)
204 {
205 nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
206
207 switch (intr->intrinsic) {
208 case nir_intrinsic_store_ssbo:
209 case nir_intrinsic_store_shared:
210 case nir_intrinsic_store_global:
211 return true;
212 default:
213 return false;
214 }
215 }
216
217 void
218 ir3_finalize_nir(struct ir3_compiler *compiler, nir_shader *s)
219 {
220 struct nir_lower_tex_options tex_options = {
221 .lower_rect = 0,
222 .lower_tg4_offsets = true,
223 };
224
225 if (compiler->gpu_id >= 400) {
226 /* a4xx seems to have *no* sam.p */
227 tex_options.lower_txp = ~0; /* lower all txp */
228 } else {
229 /* a3xx just needs to avoid sam.p for 3d tex */
230 tex_options.lower_txp = (1 << GLSL_SAMPLER_DIM_3D);
231 }
232
233 if (ir3_shader_debug & IR3_DBG_DISASM) {
234 debug_printf("----------------------\n");
235 nir_print_shader(s, stdout);
236 debug_printf("----------------------\n");
237 }
238
239 if (s->info.stage == MESA_SHADER_GEOMETRY)
240 NIR_PASS_V(s, ir3_nir_lower_gs);
241
242 NIR_PASS_V(s, nir_lower_io_arrays_to_elements_no_indirects, false);
243
244 NIR_PASS_V(s, nir_lower_amul, ir3_glsl_type_size);
245
246 OPT_V(s, nir_lower_regs_to_ssa);
247 OPT_V(s, nir_lower_wrmasks, should_split_wrmask, s);
248
249 OPT_V(s, nir_lower_tex, &tex_options);
250 OPT_V(s, nir_lower_load_const_to_scalar);
251 if (compiler->gpu_id < 500)
252 OPT_V(s, ir3_nir_lower_tg4_to_tex);
253
254 ir3_optimize_loop(s);
255
256 /* do idiv lowering after first opt loop to get a chance to propagate
257 * constants for divide by immed power-of-two:
258 */
259 const bool idiv_progress = OPT(s, nir_lower_idiv, nir_lower_idiv_fast);
260
261 if (idiv_progress)
262 ir3_optimize_loop(s);
263
264 OPT_V(s, nir_remove_dead_variables, nir_var_function_temp, NULL);
265
266 if (ir3_shader_debug & IR3_DBG_DISASM) {
267 debug_printf("----------------------\n");
268 nir_print_shader(s, stdout);
269 debug_printf("----------------------\n");
270 }
271
272 nir_sweep(s);
273 }
274
275 /**
276 * Late passes that need to be done after pscreen->finalize_nir()
277 */
278 void
279 ir3_nir_post_finalize(struct ir3_compiler *compiler, nir_shader *s)
280 {
281 NIR_PASS_V(s, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
282 ir3_glsl_type_size, (nir_lower_io_options)0);
283
284 if (s->info.stage == MESA_SHADER_FRAGMENT) {
285 /* NOTE: lower load_barycentric_at_sample first, since it
286 * produces load_barycentric_at_offset:
287 */
288 NIR_PASS_V(s, ir3_nir_lower_load_barycentric_at_sample);
289 NIR_PASS_V(s, ir3_nir_lower_load_barycentric_at_offset);
290 NIR_PASS_V(s, ir3_nir_move_varying_inputs);
291 NIR_PASS_V(s, nir_lower_fb_read);
292 }
293
294 if (compiler->gpu_id >= 600 &&
295 s->info.stage == MESA_SHADER_FRAGMENT &&
296 !(ir3_shader_debug & IR3_DBG_NOFP16)) {
297 NIR_PASS_V(s, nir_lower_mediump_outputs);
298 }
299
300 /* we cannot ensure that ir3_finalize_nir() is only called once, so
301 * we also need to do trig workarounds here:
302 */
303 OPT_V(s, ir3_nir_apply_trig_workarounds);
304
305 ir3_optimize_loop(s);
306 }
307
308 void
309 ir3_nir_lower_variant(struct ir3_shader_variant *so, nir_shader *s)
310 {
311 if (ir3_shader_debug & IR3_DBG_DISASM) {
312 debug_printf("----------------------\n");
313 nir_print_shader(s, stdout);
314 debug_printf("----------------------\n");
315 }
316
317 bool progress = false;
318
319 if (so->key.has_gs || so->key.tessellation) {
320 switch (so->shader->type) {
321 case MESA_SHADER_VERTEX:
322 NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, so, so->key.tessellation);
323 progress = true;
324 break;
325 case MESA_SHADER_TESS_CTRL:
326 NIR_PASS_V(s, ir3_nir_lower_tess_ctrl, so, so->key.tessellation);
327 NIR_PASS_V(s, ir3_nir_lower_to_explicit_input);
328 progress = true;
329 break;
330 case MESA_SHADER_TESS_EVAL:
331 NIR_PASS_V(s, ir3_nir_lower_tess_eval, so->key.tessellation);
332 if (so->key.has_gs)
333 NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, so, so->key.tessellation);
334 progress = true;
335 break;
336 case MESA_SHADER_GEOMETRY:
337 NIR_PASS_V(s, ir3_nir_lower_to_explicit_input);
338 progress = true;
339 break;
340 default:
341 break;
342 }
343 }
344
345 if (s->info.stage == MESA_SHADER_VERTEX) {
346 if (so->key.ucp_enables)
347 progress |= OPT(s, nir_lower_clip_vs, so->key.ucp_enables, false, false, NULL);
348 if (so->key.vclamp_color)
349 progress |= OPT(s, nir_lower_clamp_color_outputs);
350 } else if (s->info.stage == MESA_SHADER_FRAGMENT) {
351 if (so->key.ucp_enables)
352 progress |= OPT(s, nir_lower_clip_fs, so->key.ucp_enables, false);
353 if (so->key.fclamp_color)
354 progress |= OPT(s, nir_lower_clamp_color_outputs);
355 }
356 if (so->key.color_two_side) {
357 OPT_V(s, nir_lower_two_sided_color);
358 progress = true;
359 }
360
361 struct nir_lower_tex_options tex_options = { };
362
363 switch (so->shader->type) {
364 case MESA_SHADER_FRAGMENT:
365 tex_options.saturate_s = so->key.fsaturate_s;
366 tex_options.saturate_t = so->key.fsaturate_t;
367 tex_options.saturate_r = so->key.fsaturate_r;
368 break;
369 case MESA_SHADER_VERTEX:
370 tex_options.saturate_s = so->key.vsaturate_s;
371 tex_options.saturate_t = so->key.vsaturate_t;
372 tex_options.saturate_r = so->key.vsaturate_r;
373 break;
374 default:
375 /* TODO */
376 break;
377 }
378
379 if (tex_options.saturate_s || tex_options.saturate_t ||
380 tex_options.saturate_r) {
381 progress |= OPT(s, nir_lower_tex, &tex_options);
382 }
383
384 if (!so->binning_pass)
385 OPT_V(s, ir3_nir_analyze_ubo_ranges, so);
386
387 progress |= OPT(s, ir3_nir_lower_ubo_loads, so);
388
389 /* UBO offset lowering has to come after we've decided what will
390 * be left as load_ubo
391 */
392 OPT_V(s, ir3_nir_lower_io_offsets, so->shader->compiler->gpu_id);
393
394 if (progress)
395 ir3_optimize_loop(s);
396
397 /* Do late algebraic optimization to turn add(a, neg(b)) back into
398 * subs, then the mandatory cleanup after algebraic. Note that it may
399 * produce fnegs, and if so then we need to keep running to squash
400 * fneg(fneg(a)).
401 */
402 bool more_late_algebraic = true;
403 while (more_late_algebraic) {
404 more_late_algebraic = OPT(s, nir_opt_algebraic_late);
405 OPT_V(s, nir_opt_constant_folding);
406 OPT_V(s, nir_copy_prop);
407 OPT_V(s, nir_opt_dce);
408 OPT_V(s, nir_opt_cse);
409 }
410
411 OPT_V(s, nir_opt_sink, nir_move_const_undef);
412
413 if (ir3_shader_debug & IR3_DBG_DISASM) {
414 debug_printf("----------------------\n");
415 nir_print_shader(s, stdout);
416 debug_printf("----------------------\n");
417 }
418
419 nir_sweep(s);
420
421 /* Binning pass variants re-use the const_state of the corresponding
422 * draw pass shader, so that same const emit can be re-used for both
423 * passes:
424 */
425 if (!so->binning_pass)
426 ir3_setup_const_state(s, so, ir3_const_state(so));
427 }
428
429 static void
430 ir3_nir_scan_driver_consts(nir_shader *shader,
431 struct ir3_const_state *layout)
432 {
433 nir_foreach_function (function, shader) {
434 if (!function->impl)
435 continue;
436
437 nir_foreach_block (block, function->impl) {
438 nir_foreach_instr (instr, block) {
439 if (instr->type != nir_instr_type_intrinsic)
440 continue;
441
442 nir_intrinsic_instr *intr =
443 nir_instr_as_intrinsic(instr);
444 unsigned idx;
445
446 switch (intr->intrinsic) {
447 case nir_intrinsic_get_buffer_size:
448 idx = nir_src_as_uint(intr->src[0]);
449 if (layout->ssbo_size.mask & (1 << idx))
450 break;
451 layout->ssbo_size.mask |= (1 << idx);
452 layout->ssbo_size.off[idx] =
453 layout->ssbo_size.count;
454 layout->ssbo_size.count += 1; /* one const per */
455 break;
456 case nir_intrinsic_image_atomic_add:
457 case nir_intrinsic_image_atomic_imin:
458 case nir_intrinsic_image_atomic_umin:
459 case nir_intrinsic_image_atomic_imax:
460 case nir_intrinsic_image_atomic_umax:
461 case nir_intrinsic_image_atomic_and:
462 case nir_intrinsic_image_atomic_or:
463 case nir_intrinsic_image_atomic_xor:
464 case nir_intrinsic_image_atomic_exchange:
465 case nir_intrinsic_image_atomic_comp_swap:
466 case nir_intrinsic_image_store:
467 case nir_intrinsic_image_size:
468 idx = nir_src_as_uint(intr->src[0]);
469 if (layout->image_dims.mask & (1 << idx))
470 break;
471 layout->image_dims.mask |= (1 << idx);
472 layout->image_dims.off[idx] =
473 layout->image_dims.count;
474 layout->image_dims.count += 3; /* three const per */
475 break;
476 case nir_intrinsic_load_base_vertex:
477 case nir_intrinsic_load_first_vertex:
478 layout->num_driver_params =
479 MAX2(layout->num_driver_params, IR3_DP_VTXID_BASE + 1);
480 break;
481 case nir_intrinsic_load_base_instance:
482 layout->num_driver_params =
483 MAX2(layout->num_driver_params, IR3_DP_INSTID_BASE + 1);
484 break;
485 case nir_intrinsic_load_user_clip_plane:
486 idx = nir_intrinsic_ucp_id(intr);
487 layout->num_driver_params =
488 MAX2(layout->num_driver_params, IR3_DP_UCP0_X + (idx + 1) * 4);
489 break;
490 case nir_intrinsic_load_num_work_groups:
491 layout->num_driver_params =
492 MAX2(layout->num_driver_params, IR3_DP_NUM_WORK_GROUPS_Z + 1);
493 break;
494 case nir_intrinsic_load_local_group_size:
495 layout->num_driver_params =
496 MAX2(layout->num_driver_params, IR3_DP_LOCAL_GROUP_SIZE_Z + 1);
497 break;
498 default:
499 break;
500 }
501 }
502 }
503 }
504 }
505
506 /* Sets up the variant-dependent constant state for the ir3_shader. Note
507 * that it is also used from ir3_nir_analyze_ubo_ranges() to figure out the
508 * maximum number of driver params that would eventually be used, to leave
509 * space for this function to allocate the driver params.
510 */
511 void
512 ir3_setup_const_state(nir_shader *nir, struct ir3_shader_variant *v,
513 struct ir3_const_state *const_state)
514 {
515 struct ir3_compiler *compiler = v->shader->compiler;
516
517 memset(&const_state->offsets, ~0, sizeof(const_state->offsets));
518
519 ir3_nir_scan_driver_consts(nir, const_state);
520
521 if ((compiler->gpu_id < 500) &&
522 (v->shader->stream_output.num_outputs > 0)) {
523 const_state->num_driver_params =
524 MAX2(const_state->num_driver_params, IR3_DP_VTXCNT_MAX + 1);
525 }
526
527 const_state->num_ubos = nir->info.num_ubos;
528
529 /* num_driver_params is scalar, align to vec4: */
530 const_state->num_driver_params = align(const_state->num_driver_params, 4);
531
532 debug_assert((const_state->ubo_state.size % 16) == 0);
533 unsigned constoff = const_state->ubo_state.size / 16;
534 unsigned ptrsz = ir3_pointer_size(compiler);
535
536 if (const_state->num_ubos > 0) {
537 const_state->offsets.ubo = constoff;
538 constoff += align(const_state->num_ubos * ptrsz, 4) / 4;
539 }
540
541 if (const_state->ssbo_size.count > 0) {
542 unsigned cnt = const_state->ssbo_size.count;
543 const_state->offsets.ssbo_sizes = constoff;
544 constoff += align(cnt, 4) / 4;
545 }
546
547 if (const_state->image_dims.count > 0) {
548 unsigned cnt = const_state->image_dims.count;
549 const_state->offsets.image_dims = constoff;
550 constoff += align(cnt, 4) / 4;
551 }
552
553 if (const_state->num_driver_params > 0) {
554 /* offset cannot be 0 for vs params loaded by CP_DRAW_INDIRECT_MULTI */
555 if (v->type == MESA_SHADER_VERTEX && compiler->gpu_id >= 600)
556 constoff = MAX2(constoff, 1);
557 const_state->offsets.driver_param = constoff;
558 }
559 constoff += const_state->num_driver_params / 4;
560
561 if ((v->type == MESA_SHADER_VERTEX) &&
562 (compiler->gpu_id < 500) &&
563 v->shader->stream_output.num_outputs > 0) {
564 const_state->offsets.tfbo = constoff;
565 constoff += align(IR3_MAX_SO_BUFFERS * ptrsz, 4) / 4;
566 }
567
568 switch (v->type) {
569 case MESA_SHADER_VERTEX:
570 const_state->offsets.primitive_param = constoff;
571 constoff += 1;
572 break;
573 case MESA_SHADER_TESS_CTRL:
574 case MESA_SHADER_TESS_EVAL:
575 constoff = align(constoff - 1, 4) + 3;
576 const_state->offsets.primitive_param = constoff;
577 const_state->offsets.primitive_map = constoff + 5;
578 constoff += 5 + DIV_ROUND_UP(nir->num_inputs, 4);
579 break;
580 case MESA_SHADER_GEOMETRY:
581 const_state->offsets.primitive_param = constoff;
582 const_state->offsets.primitive_map = constoff + 1;
583 constoff += 1 + DIV_ROUND_UP(nir->num_inputs, 4);
584 break;
585 default:
586 break;
587 }
588
589 const_state->offsets.immediate = constoff;
590
591 assert(constoff <= ir3_max_const(v));
592 }