intel/nir: Move 64-bit lowering later
[mesa.git] / src / intel / compiler / brw_nir.c
1 /*
2 * Copyright © 2014 Intel Corporation
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
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "brw_nir.h"
25 #include "brw_shader.h"
26 #include "common/gen_debug.h"
27 #include "compiler/glsl_types.h"
28 #include "compiler/nir/nir_builder.h"
29 #include "util/u_math.h"
30
31 static bool
32 is_input(nir_intrinsic_instr *intrin)
33 {
34 return intrin->intrinsic == nir_intrinsic_load_input ||
35 intrin->intrinsic == nir_intrinsic_load_per_vertex_input ||
36 intrin->intrinsic == nir_intrinsic_load_interpolated_input;
37 }
38
39 static bool
40 is_output(nir_intrinsic_instr *intrin)
41 {
42 return intrin->intrinsic == nir_intrinsic_load_output ||
43 intrin->intrinsic == nir_intrinsic_load_per_vertex_output ||
44 intrin->intrinsic == nir_intrinsic_store_output ||
45 intrin->intrinsic == nir_intrinsic_store_per_vertex_output;
46 }
47
48 /**
49 * In many cases, we just add the base and offset together, so there's no
50 * reason to keep them separate. Sometimes, combining them is essential:
51 * if a shader only accesses part of a compound variable (such as a matrix
52 * or array), the variable's base may not actually exist in the VUE map.
53 *
54 * This pass adds constant offsets to instr->const_index[0], and resets
55 * the offset source to 0. Non-constant offsets remain unchanged - since
56 * we don't know what part of a compound variable is accessed, we allocate
57 * storage for the entire thing.
58 */
59
60 static bool
61 add_const_offset_to_base_block(nir_block *block, nir_builder *b,
62 nir_variable_mode mode)
63 {
64 nir_foreach_instr_safe(instr, block) {
65 if (instr->type != nir_instr_type_intrinsic)
66 continue;
67
68 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
69
70 if ((mode == nir_var_shader_in && is_input(intrin)) ||
71 (mode == nir_var_shader_out && is_output(intrin))) {
72 nir_src *offset = nir_get_io_offset_src(intrin);
73 nir_const_value *const_offset = nir_src_as_const_value(*offset);
74
75 if (const_offset) {
76 intrin->const_index[0] += const_offset->u32[0];
77 b->cursor = nir_before_instr(&intrin->instr);
78 nir_instr_rewrite_src(&intrin->instr, offset,
79 nir_src_for_ssa(nir_imm_int(b, 0)));
80 }
81 }
82 }
83 return true;
84 }
85
86 static void
87 add_const_offset_to_base(nir_shader *nir, nir_variable_mode mode)
88 {
89 nir_foreach_function(f, nir) {
90 if (f->impl) {
91 nir_builder b;
92 nir_builder_init(&b, f->impl);
93 nir_foreach_block(block, f->impl) {
94 add_const_offset_to_base_block(block, &b, mode);
95 }
96 }
97 }
98 }
99
100 static bool
101 remap_tess_levels(nir_builder *b, nir_intrinsic_instr *intr,
102 GLenum primitive_mode)
103 {
104 const int location = nir_intrinsic_base(intr);
105 const unsigned component = nir_intrinsic_component(intr);
106 bool out_of_bounds;
107
108 if (location == VARYING_SLOT_TESS_LEVEL_INNER) {
109 switch (primitive_mode) {
110 case GL_QUADS:
111 /* gl_TessLevelInner[0..1] lives at DWords 3-2 (reversed). */
112 nir_intrinsic_set_base(intr, 0);
113 nir_intrinsic_set_component(intr, 3 - component);
114 out_of_bounds = false;
115 break;
116 case GL_TRIANGLES:
117 /* gl_TessLevelInner[0] lives at DWord 4. */
118 nir_intrinsic_set_base(intr, 1);
119 out_of_bounds = component > 0;
120 break;
121 case GL_ISOLINES:
122 out_of_bounds = true;
123 break;
124 default:
125 unreachable("Bogus tessellation domain");
126 }
127 } else if (location == VARYING_SLOT_TESS_LEVEL_OUTER) {
128 if (primitive_mode == GL_ISOLINES) {
129 /* gl_TessLevelOuter[0..1] lives at DWords 6-7 (in order). */
130 nir_intrinsic_set_base(intr, 1);
131 nir_intrinsic_set_component(intr, 2 + nir_intrinsic_component(intr));
132 out_of_bounds = component > 1;
133 } else {
134 /* Triangles use DWords 7-5 (reversed); Quads use 7-4 (reversed) */
135 nir_intrinsic_set_base(intr, 1);
136 nir_intrinsic_set_component(intr, 3 - nir_intrinsic_component(intr));
137 out_of_bounds = component == 3 && primitive_mode == GL_TRIANGLES;
138 }
139 } else {
140 return false;
141 }
142
143 if (out_of_bounds) {
144 if (nir_intrinsic_infos[intr->intrinsic].has_dest) {
145 b->cursor = nir_before_instr(&intr->instr);
146 nir_ssa_def *undef = nir_ssa_undef(b, 1, 32);
147 nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(undef));
148 }
149 nir_instr_remove(&intr->instr);
150 }
151
152 return true;
153 }
154
155 static bool
156 remap_patch_urb_offsets(nir_block *block, nir_builder *b,
157 const struct brw_vue_map *vue_map,
158 GLenum tes_primitive_mode)
159 {
160 const bool is_passthrough_tcs = b->shader->info.name &&
161 strcmp(b->shader->info.name, "passthrough") == 0;
162
163 nir_foreach_instr_safe(instr, block) {
164 if (instr->type != nir_instr_type_intrinsic)
165 continue;
166
167 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
168
169 gl_shader_stage stage = b->shader->info.stage;
170
171 if ((stage == MESA_SHADER_TESS_CTRL && is_output(intrin)) ||
172 (stage == MESA_SHADER_TESS_EVAL && is_input(intrin))) {
173
174 if (!is_passthrough_tcs &&
175 remap_tess_levels(b, intrin, tes_primitive_mode))
176 continue;
177
178 int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
179 assert(vue_slot != -1);
180 intrin->const_index[0] = vue_slot;
181
182 nir_src *vertex = nir_get_io_vertex_index_src(intrin);
183 if (vertex) {
184 nir_const_value *const_vertex = nir_src_as_const_value(*vertex);
185 if (const_vertex) {
186 intrin->const_index[0] += const_vertex->u32[0] *
187 vue_map->num_per_vertex_slots;
188 } else {
189 b->cursor = nir_before_instr(&intrin->instr);
190
191 /* Multiply by the number of per-vertex slots. */
192 nir_ssa_def *vertex_offset =
193 nir_imul(b,
194 nir_ssa_for_src(b, *vertex, 1),
195 nir_imm_int(b,
196 vue_map->num_per_vertex_slots));
197
198 /* Add it to the existing offset */
199 nir_src *offset = nir_get_io_offset_src(intrin);
200 nir_ssa_def *total_offset =
201 nir_iadd(b, vertex_offset,
202 nir_ssa_for_src(b, *offset, 1));
203
204 nir_instr_rewrite_src(&intrin->instr, offset,
205 nir_src_for_ssa(total_offset));
206 }
207 }
208 }
209 }
210 return true;
211 }
212
213 void
214 brw_nir_lower_vs_inputs(nir_shader *nir,
215 const uint8_t *vs_attrib_wa_flags)
216 {
217 /* Start with the location of the variable's base. */
218 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
219 var->data.driver_location = var->data.location;
220 }
221
222 /* Now use nir_lower_io to walk dereference chains. Attribute arrays are
223 * loaded as one vec4 or dvec4 per element (or matrix column), depending on
224 * whether it is a double-precision type or not.
225 */
226 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
227
228 /* This pass needs actual constants */
229 nir_opt_constant_folding(nir);
230
231 add_const_offset_to_base(nir, nir_var_shader_in);
232
233 brw_nir_apply_attribute_workarounds(nir, vs_attrib_wa_flags);
234
235 /* The last step is to remap VERT_ATTRIB_* to actual registers */
236
237 /* Whether or not we have any system generated values. gl_DrawID is not
238 * included here as it lives in its own vec4.
239 */
240 const bool has_sgvs =
241 nir->info.system_values_read &
242 (BITFIELD64_BIT(SYSTEM_VALUE_FIRST_VERTEX) |
243 BITFIELD64_BIT(SYSTEM_VALUE_BASE_INSTANCE) |
244 BITFIELD64_BIT(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) |
245 BITFIELD64_BIT(SYSTEM_VALUE_INSTANCE_ID));
246
247 const unsigned num_inputs = util_bitcount64(nir->info.inputs_read);
248
249 nir_foreach_function(function, nir) {
250 if (!function->impl)
251 continue;
252
253 nir_builder b;
254 nir_builder_init(&b, function->impl);
255
256 nir_foreach_block(block, function->impl) {
257 nir_foreach_instr_safe(instr, block) {
258 if (instr->type != nir_instr_type_intrinsic)
259 continue;
260
261 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
262
263 switch (intrin->intrinsic) {
264 case nir_intrinsic_load_first_vertex:
265 case nir_intrinsic_load_base_instance:
266 case nir_intrinsic_load_vertex_id_zero_base:
267 case nir_intrinsic_load_instance_id:
268 case nir_intrinsic_load_is_indexed_draw:
269 case nir_intrinsic_load_draw_id: {
270 b.cursor = nir_after_instr(&intrin->instr);
271
272 /* gl_VertexID and friends are stored by the VF as the last
273 * vertex element. We convert them to load_input intrinsics at
274 * the right location.
275 */
276 nir_intrinsic_instr *load =
277 nir_intrinsic_instr_create(nir, nir_intrinsic_load_input);
278 load->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0));
279
280 nir_intrinsic_set_base(load, num_inputs);
281 switch (intrin->intrinsic) {
282 case nir_intrinsic_load_first_vertex:
283 nir_intrinsic_set_component(load, 0);
284 break;
285 case nir_intrinsic_load_base_instance:
286 nir_intrinsic_set_component(load, 1);
287 break;
288 case nir_intrinsic_load_vertex_id_zero_base:
289 nir_intrinsic_set_component(load, 2);
290 break;
291 case nir_intrinsic_load_instance_id:
292 nir_intrinsic_set_component(load, 3);
293 break;
294 case nir_intrinsic_load_draw_id:
295 case nir_intrinsic_load_is_indexed_draw:
296 /* gl_DrawID and IsIndexedDraw are stored right after
297 * gl_VertexID and friends if any of them exist.
298 */
299 nir_intrinsic_set_base(load, num_inputs + has_sgvs);
300 if (intrin->intrinsic == nir_intrinsic_load_draw_id)
301 nir_intrinsic_set_component(load, 0);
302 else
303 nir_intrinsic_set_component(load, 1);
304 break;
305 default:
306 unreachable("Invalid system value intrinsic");
307 }
308
309 load->num_components = 1;
310 nir_ssa_dest_init(&load->instr, &load->dest, 1, 32, NULL);
311 nir_builder_instr_insert(&b, &load->instr);
312
313 nir_ssa_def_rewrite_uses(&intrin->dest.ssa,
314 nir_src_for_ssa(&load->dest.ssa));
315 nir_instr_remove(&intrin->instr);
316 break;
317 }
318
319 case nir_intrinsic_load_input: {
320 /* Attributes come in a contiguous block, ordered by their
321 * gl_vert_attrib value. That means we can compute the slot
322 * number for an attribute by masking out the enabled attributes
323 * before it and counting the bits.
324 */
325 int attr = nir_intrinsic_base(intrin);
326 int slot = util_bitcount64(nir->info.inputs_read &
327 BITFIELD64_MASK(attr));
328 nir_intrinsic_set_base(intrin, slot);
329 break;
330 }
331
332 default:
333 break; /* Nothing to do */
334 }
335 }
336 }
337 }
338 }
339
340 void
341 brw_nir_lower_vue_inputs(nir_shader *nir,
342 const struct brw_vue_map *vue_map)
343 {
344 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
345 var->data.driver_location = var->data.location;
346 }
347
348 /* Inputs are stored in vec4 slots, so use type_size_vec4(). */
349 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
350
351 /* This pass needs actual constants */
352 nir_opt_constant_folding(nir);
353
354 add_const_offset_to_base(nir, nir_var_shader_in);
355
356 nir_foreach_function(function, nir) {
357 if (!function->impl)
358 continue;
359
360 nir_foreach_block(block, function->impl) {
361 nir_foreach_instr(instr, block) {
362 if (instr->type != nir_instr_type_intrinsic)
363 continue;
364
365 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
366
367 if (intrin->intrinsic == nir_intrinsic_load_input ||
368 intrin->intrinsic == nir_intrinsic_load_per_vertex_input) {
369 /* Offset 0 is the VUE header, which contains
370 * VARYING_SLOT_LAYER [.y], VARYING_SLOT_VIEWPORT [.z], and
371 * VARYING_SLOT_PSIZ [.w].
372 */
373 int varying = nir_intrinsic_base(intrin);
374 int vue_slot;
375 switch (varying) {
376 case VARYING_SLOT_PSIZ:
377 nir_intrinsic_set_base(intrin, 0);
378 nir_intrinsic_set_component(intrin, 3);
379 break;
380
381 default:
382 vue_slot = vue_map->varying_to_slot[varying];
383 assert(vue_slot != -1);
384 nir_intrinsic_set_base(intrin, vue_slot);
385 break;
386 }
387 }
388 }
389 }
390 }
391 }
392
393 void
394 brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map)
395 {
396 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
397 var->data.driver_location = var->data.location;
398 }
399
400 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
401
402 /* This pass needs actual constants */
403 nir_opt_constant_folding(nir);
404
405 add_const_offset_to_base(nir, nir_var_shader_in);
406
407 nir_foreach_function(function, nir) {
408 if (function->impl) {
409 nir_builder b;
410 nir_builder_init(&b, function->impl);
411 nir_foreach_block(block, function->impl) {
412 remap_patch_urb_offsets(block, &b, vue_map,
413 nir->info.tess.primitive_mode);
414 }
415 }
416 }
417 }
418
419 void
420 brw_nir_lower_fs_inputs(nir_shader *nir,
421 const struct gen_device_info *devinfo,
422 const struct brw_wm_prog_key *key)
423 {
424 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
425 var->data.driver_location = var->data.location;
426
427 /* Apply default interpolation mode.
428 *
429 * Everything defaults to smooth except for the legacy GL color
430 * built-in variables, which might be flat depending on API state.
431 */
432 if (var->data.interpolation == INTERP_MODE_NONE) {
433 const bool flat = key->flat_shade &&
434 (var->data.location == VARYING_SLOT_COL0 ||
435 var->data.location == VARYING_SLOT_COL1);
436
437 var->data.interpolation = flat ? INTERP_MODE_FLAT
438 : INTERP_MODE_SMOOTH;
439 }
440
441 /* On Ironlake and below, there is only one interpolation mode.
442 * Centroid interpolation doesn't mean anything on this hardware --
443 * there is no multisampling.
444 */
445 if (devinfo->gen < 6) {
446 var->data.centroid = false;
447 var->data.sample = false;
448 }
449 }
450
451 nir_lower_io_options lower_io_options = 0;
452 if (key->persample_interp)
453 lower_io_options |= nir_lower_io_force_sample_interpolation;
454
455 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, lower_io_options);
456
457 /* This pass needs actual constants */
458 nir_opt_constant_folding(nir);
459
460 add_const_offset_to_base(nir, nir_var_shader_in);
461 }
462
463 void
464 brw_nir_lower_vue_outputs(nir_shader *nir)
465 {
466 nir_foreach_variable(var, &nir->outputs) {
467 var->data.driver_location = var->data.location;
468 }
469
470 nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
471 }
472
473 void
474 brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map,
475 GLenum tes_primitive_mode)
476 {
477 nir_foreach_variable(var, &nir->outputs) {
478 var->data.driver_location = var->data.location;
479 }
480
481 nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
482
483 /* This pass needs actual constants */
484 nir_opt_constant_folding(nir);
485
486 add_const_offset_to_base(nir, nir_var_shader_out);
487
488 nir_foreach_function(function, nir) {
489 if (function->impl) {
490 nir_builder b;
491 nir_builder_init(&b, function->impl);
492 nir_foreach_block(block, function->impl) {
493 remap_patch_urb_offsets(block, &b, vue_map, tes_primitive_mode);
494 }
495 }
496 }
497 }
498
499 void
500 brw_nir_lower_fs_outputs(nir_shader *nir)
501 {
502 nir_foreach_variable(var, &nir->outputs) {
503 var->data.driver_location =
504 SET_FIELD(var->data.index, BRW_NIR_FRAG_OUTPUT_INDEX) |
505 SET_FIELD(var->data.location, BRW_NIR_FRAG_OUTPUT_LOCATION);
506 }
507
508 nir_lower_io(nir, nir_var_shader_out, type_size_dvec4, 0);
509 }
510
511 #define OPT(pass, ...) ({ \
512 bool this_progress = false; \
513 NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
514 if (this_progress) \
515 progress = true; \
516 this_progress; \
517 })
518
519 static nir_variable_mode
520 brw_nir_no_indirect_mask(const struct brw_compiler *compiler,
521 gl_shader_stage stage)
522 {
523 nir_variable_mode indirect_mask = 0;
524
525 if (compiler->glsl_compiler_options[stage].EmitNoIndirectInput)
526 indirect_mask |= nir_var_shader_in;
527 if (compiler->glsl_compiler_options[stage].EmitNoIndirectOutput)
528 indirect_mask |= nir_var_shader_out;
529 if (compiler->glsl_compiler_options[stage].EmitNoIndirectTemp)
530 indirect_mask |= nir_var_function_temp;
531
532 return indirect_mask;
533 }
534
535 nir_shader *
536 brw_nir_optimize(nir_shader *nir, const struct brw_compiler *compiler,
537 bool is_scalar, bool allow_copies)
538 {
539 nir_variable_mode indirect_mask =
540 brw_nir_no_indirect_mask(compiler, nir->info.stage);
541
542 bool progress;
543 do {
544 progress = false;
545 OPT(nir_split_array_vars, nir_var_function_temp);
546 OPT(nir_shrink_vec_array_vars, nir_var_function_temp);
547 OPT(nir_opt_deref);
548 OPT(nir_lower_vars_to_ssa);
549 if (allow_copies) {
550 /* Only run this pass in the first call to brw_nir_optimize. Later
551 * calls assume that we've lowered away any copy_deref instructions
552 * and we don't want to introduce any more.
553 */
554 OPT(nir_opt_find_array_copies);
555 }
556 OPT(nir_opt_copy_prop_vars);
557 OPT(nir_opt_dead_write_vars);
558
559 if (is_scalar) {
560 OPT(nir_lower_alu_to_scalar);
561 }
562
563 OPT(nir_copy_prop);
564
565 if (is_scalar) {
566 OPT(nir_lower_phis_to_scalar);
567 }
568
569 OPT(nir_copy_prop);
570 OPT(nir_opt_dce);
571 OPT(nir_opt_cse);
572
573 /* Passing 0 to the peephole select pass causes it to convert
574 * if-statements that contain only move instructions in the branches
575 * regardless of the count.
576 *
577 * Passing 1 to the peephole select pass causes it to convert
578 * if-statements that contain at most a single ALU instruction (total)
579 * in both branches. Before Gen6, some math instructions were
580 * prohibitively expensive and the results of compare operations need an
581 * extra resolve step. For these reasons, this pass is more harmful
582 * than good on those platforms.
583 *
584 * For indirect loads of uniforms (push constants), we assume that array
585 * indices will nearly always be in bounds and the cost of the load is
586 * low. Therefore there shouldn't be a performance benefit to avoid it.
587 * However, in vec4 tessellation shaders, these loads operate by
588 * actually pulling from memory.
589 */
590 const bool is_vec4_tessellation = !is_scalar &&
591 (nir->info.stage == MESA_SHADER_TESS_CTRL ||
592 nir->info.stage == MESA_SHADER_TESS_EVAL);
593 OPT(nir_opt_peephole_select, 0, !is_vec4_tessellation, false);
594 OPT(nir_opt_peephole_select, 1, !is_vec4_tessellation,
595 compiler->devinfo->gen >= 6);
596
597 OPT(nir_opt_intrinsics);
598 OPT(nir_opt_idiv_const, 32);
599 OPT(nir_opt_algebraic);
600 OPT(nir_opt_constant_folding);
601 OPT(nir_opt_dead_cf);
602 if (OPT(nir_opt_trivial_continues)) {
603 /* If nir_opt_trivial_continues makes progress, then we need to clean
604 * things up if we want any hope of nir_opt_if or nir_opt_loop_unroll
605 * to make progress.
606 */
607 OPT(nir_copy_prop);
608 OPT(nir_opt_dce);
609 }
610 OPT(nir_opt_if);
611 if (nir->options->max_unroll_iterations != 0) {
612 OPT(nir_opt_loop_unroll, indirect_mask);
613 }
614 OPT(nir_opt_remove_phis);
615 OPT(nir_opt_undef);
616 OPT(nir_lower_pack);
617 } while (progress);
618
619 /* Workaround Gfxbench unused local sampler variable which will trigger an
620 * assert in the opt_large_constants pass.
621 */
622 OPT(nir_remove_dead_variables, nir_var_function_temp);
623
624 return nir;
625 }
626
627 static unsigned
628 lower_bit_size_callback(const nir_alu_instr *alu, UNUSED void *data)
629 {
630 assert(alu->dest.dest.is_ssa);
631 if (alu->dest.dest.ssa.bit_size != 16)
632 return 0;
633
634 switch (alu->op) {
635 case nir_op_idiv:
636 case nir_op_imod:
637 case nir_op_irem:
638 case nir_op_udiv:
639 case nir_op_umod:
640 return 32;
641 default:
642 return 0;
643 }
644 }
645
646 /* Does some simple lowering and runs the standard suite of optimizations
647 *
648 * This is intended to be called more-or-less directly after you get the
649 * shader out of GLSL or some other source. While it is geared towards i965,
650 * it is not at all generator-specific except for the is_scalar flag. Even
651 * there, it is safe to call with is_scalar = false for a shader that is
652 * intended for the FS backend as long as nir_optimize is called again with
653 * is_scalar = true to scalarize everything prior to code gen.
654 */
655 nir_shader *
656 brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir,
657 const nir_shader *softfp64)
658 {
659 const struct gen_device_info *devinfo = compiler->devinfo;
660 UNUSED bool progress; /* Written by OPT */
661
662 const bool is_scalar = compiler->scalar_stage[nir->info.stage];
663
664 if (is_scalar) {
665 OPT(nir_lower_alu_to_scalar);
666 }
667
668 if (nir->info.stage == MESA_SHADER_GEOMETRY)
669 OPT(nir_lower_gs_intrinsics);
670
671 /* See also brw_nir_trig_workarounds.py */
672 if (compiler->precise_trig &&
673 !(devinfo->gen >= 10 || devinfo->is_kabylake))
674 OPT(brw_nir_apply_trig_workarounds);
675
676 static const nir_lower_tex_options tex_options = {
677 .lower_txp = ~0,
678 .lower_txf_offset = true,
679 .lower_rect_offset = true,
680 .lower_txd_cube_map = true,
681 .lower_txb_shadow_clamp = true,
682 .lower_txd_shadow_clamp = true,
683 .lower_txd_offset_clamp = true,
684 };
685
686 OPT(nir_lower_tex, &tex_options);
687 OPT(nir_normalize_cubemap_coords);
688
689 OPT(nir_lower_global_vars_to_local);
690
691 OPT(nir_split_var_copies);
692 OPT(nir_split_struct_vars, nir_var_function_temp);
693
694 nir = brw_nir_optimize(nir, compiler, is_scalar, true);
695
696 bool lowered_64bit_ops = false;
697 do {
698 progress = false;
699
700 OPT(nir_lower_int64, nir->options->lower_int64_options);
701 OPT(nir_lower_doubles, softfp64, nir->options->lower_doubles_options);
702
703 /* Necessary to lower add -> sub and div -> mul/rcp */
704 OPT(nir_opt_algebraic);
705
706 lowered_64bit_ops |= progress;
707 } while (progress);
708
709 /* This needs to be run after the first optimization pass but before we
710 * lower indirect derefs away
711 */
712 if (compiler->supports_shader_constants) {
713 OPT(nir_opt_large_constants, NULL, 32);
714 }
715
716 OPT(nir_lower_bit_size, lower_bit_size_callback, NULL);
717
718 if (is_scalar) {
719 OPT(nir_lower_load_const_to_scalar);
720 }
721
722 /* Lower a bunch of stuff */
723 OPT(nir_lower_var_copies);
724
725 OPT(nir_lower_system_values);
726
727 const nir_lower_subgroups_options subgroups_options = {
728 .subgroup_size = BRW_SUBGROUP_SIZE,
729 .ballot_bit_size = 32,
730 .lower_to_scalar = true,
731 .lower_subgroup_masks = true,
732 .lower_vote_trivial = !is_scalar,
733 .lower_shuffle = true,
734 };
735 OPT(nir_lower_subgroups, &subgroups_options);
736
737 OPT(nir_lower_clip_cull_distance_arrays);
738
739 nir_variable_mode indirect_mask =
740 brw_nir_no_indirect_mask(compiler, nir->info.stage);
741 OPT(nir_lower_indirect_derefs, indirect_mask);
742
743 OPT(brw_nir_lower_mem_access_bit_sizes);
744
745 /* Get rid of split copies */
746 nir = brw_nir_optimize(nir, compiler, is_scalar, false);
747
748 return nir;
749 }
750
751 void
752 brw_nir_link_shaders(const struct brw_compiler *compiler,
753 nir_shader **producer, nir_shader **consumer)
754 {
755 nir_lower_io_arrays_to_elements(*producer, *consumer);
756 nir_validate_shader(*producer, "after nir_lower_io_arrays_to_elements");
757 nir_validate_shader(*consumer, "after nir_lower_io_arrays_to_elements");
758
759 const bool p_is_scalar =
760 compiler->scalar_stage[(*producer)->info.stage];
761 const bool c_is_scalar =
762 compiler->scalar_stage[(*consumer)->info.stage];
763
764 if (p_is_scalar && c_is_scalar) {
765 NIR_PASS_V(*producer, nir_lower_io_to_scalar_early, nir_var_shader_out);
766 NIR_PASS_V(*consumer, nir_lower_io_to_scalar_early, nir_var_shader_in);
767 *producer = brw_nir_optimize(*producer, compiler, p_is_scalar, false);
768 *consumer = brw_nir_optimize(*consumer, compiler, c_is_scalar, false);
769 }
770
771 if (nir_link_opt_varyings(*producer, *consumer))
772 *consumer = brw_nir_optimize(*consumer, compiler, c_is_scalar, false);
773
774 NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out);
775 NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in);
776
777 if (nir_remove_unused_varyings(*producer, *consumer)) {
778 NIR_PASS_V(*producer, nir_lower_global_vars_to_local);
779 NIR_PASS_V(*consumer, nir_lower_global_vars_to_local);
780
781 /* The backend might not be able to handle indirects on
782 * temporaries so we need to lower indirects on any of the
783 * varyings we have demoted here.
784 */
785 NIR_PASS_V(*producer, nir_lower_indirect_derefs,
786 brw_nir_no_indirect_mask(compiler, (*producer)->info.stage));
787 NIR_PASS_V(*consumer, nir_lower_indirect_derefs,
788 brw_nir_no_indirect_mask(compiler, (*consumer)->info.stage));
789
790 *producer = brw_nir_optimize(*producer, compiler, p_is_scalar, false);
791 *consumer = brw_nir_optimize(*consumer, compiler, c_is_scalar, false);
792 }
793 }
794
795 /* Prepare the given shader for codegen
796 *
797 * This function is intended to be called right before going into the actual
798 * backend and is highly backend-specific. Also, once this function has been
799 * called on a shader, it will no longer be in SSA form so most optimizations
800 * will not work.
801 */
802 nir_shader *
803 brw_postprocess_nir(nir_shader *nir, const struct brw_compiler *compiler,
804 bool is_scalar)
805 {
806 const struct gen_device_info *devinfo = compiler->devinfo;
807 bool debug_enabled =
808 (INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->info.stage));
809
810 UNUSED bool progress; /* Written by OPT */
811
812
813 do {
814 progress = false;
815 OPT(nir_opt_algebraic_before_ffma);
816 } while (progress);
817
818 nir = brw_nir_optimize(nir, compiler, is_scalar, false);
819
820 if (devinfo->gen >= 6) {
821 /* Try and fuse multiply-adds */
822 OPT(brw_nir_opt_peephole_ffma);
823 }
824
825 OPT(nir_opt_algebraic_late);
826
827 OPT(nir_lower_to_source_mods, nir_lower_all_source_mods);
828 OPT(nir_copy_prop);
829 OPT(nir_opt_dce);
830 OPT(nir_opt_move_comparisons);
831
832 OPT(nir_lower_bool_to_int32);
833
834 OPT(nir_lower_locals_to_regs);
835
836 if (unlikely(debug_enabled)) {
837 /* Re-index SSA defs so we print more sensible numbers. */
838 nir_foreach_function(function, nir) {
839 if (function->impl)
840 nir_index_ssa_defs(function->impl);
841 }
842
843 fprintf(stderr, "NIR (SSA form) for %s shader:\n",
844 _mesa_shader_stage_to_string(nir->info.stage));
845 nir_print_shader(nir, stderr);
846 }
847
848 OPT(nir_convert_from_ssa, true);
849
850 if (!is_scalar) {
851 OPT(nir_move_vec_src_uses_to_dest);
852 OPT(nir_lower_vec_to_movs);
853 }
854
855 OPT(nir_opt_dce);
856
857 /* This is the last pass we run before we start emitting stuff. It
858 * determines when we need to insert boolean resolves on Gen <= 5. We
859 * run it last because it stashes data in instr->pass_flags and we don't
860 * want that to be squashed by other NIR passes.
861 */
862 if (devinfo->gen <= 5)
863 brw_nir_analyze_boolean_resolves(nir);
864
865 nir_sweep(nir);
866
867 if (unlikely(debug_enabled)) {
868 fprintf(stderr, "NIR (final form) for %s shader:\n",
869 _mesa_shader_stage_to_string(nir->info.stage));
870 nir_print_shader(nir, stderr);
871 }
872
873 return nir;
874 }
875
876 nir_shader *
877 brw_nir_apply_sampler_key(nir_shader *nir,
878 const struct brw_compiler *compiler,
879 const struct brw_sampler_prog_key_data *key_tex,
880 bool is_scalar)
881 {
882 const struct gen_device_info *devinfo = compiler->devinfo;
883 nir_lower_tex_options tex_options = {
884 .lower_txd_clamp_if_sampler_index_not_lt_16 = true,
885 };
886
887 /* Iron Lake and prior require lowering of all rectangle textures */
888 if (devinfo->gen < 6)
889 tex_options.lower_rect = true;
890
891 /* Prior to Broadwell, our hardware can't actually do GL_CLAMP */
892 if (devinfo->gen < 8) {
893 tex_options.saturate_s = key_tex->gl_clamp_mask[0];
894 tex_options.saturate_t = key_tex->gl_clamp_mask[1];
895 tex_options.saturate_r = key_tex->gl_clamp_mask[2];
896 }
897
898 /* Prior to Haswell, we have to fake texture swizzle */
899 for (unsigned s = 0; s < MAX_SAMPLERS; s++) {
900 if (key_tex->swizzles[s] == SWIZZLE_NOOP)
901 continue;
902
903 tex_options.swizzle_result |= (1 << s);
904 for (unsigned c = 0; c < 4; c++)
905 tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c);
906 }
907
908 /* Prior to Haswell, we have to lower gradients on shadow samplers */
909 tex_options.lower_txd_shadow = devinfo->gen < 8 && !devinfo->is_haswell;
910
911 tex_options.lower_y_uv_external = key_tex->y_uv_image_mask;
912 tex_options.lower_y_u_v_external = key_tex->y_u_v_image_mask;
913 tex_options.lower_yx_xuxv_external = key_tex->yx_xuxv_image_mask;
914 tex_options.lower_xy_uxvx_external = key_tex->xy_uxvx_image_mask;
915 tex_options.lower_ayuv_external = key_tex->ayuv_image_mask;
916 tex_options.lower_xyuv_external = key_tex->xyuv_image_mask;
917
918 /* Setup array of scaling factors for each texture. */
919 memcpy(&tex_options.scale_factors, &key_tex->scale_factors,
920 sizeof(tex_options.scale_factors));
921
922 if (nir_lower_tex(nir, &tex_options)) {
923 nir_validate_shader(nir, "after nir_lower_tex");
924 nir = brw_nir_optimize(nir, compiler, is_scalar, false);
925 }
926
927 return nir;
928 }
929
930 enum brw_reg_type
931 brw_type_for_nir_type(const struct gen_device_info *devinfo, nir_alu_type type)
932 {
933 switch (type) {
934 case nir_type_uint:
935 case nir_type_uint32:
936 return BRW_REGISTER_TYPE_UD;
937 case nir_type_bool:
938 case nir_type_int:
939 case nir_type_bool32:
940 case nir_type_int32:
941 return BRW_REGISTER_TYPE_D;
942 case nir_type_float:
943 case nir_type_float32:
944 return BRW_REGISTER_TYPE_F;
945 case nir_type_float16:
946 return BRW_REGISTER_TYPE_HF;
947 case nir_type_float64:
948 return BRW_REGISTER_TYPE_DF;
949 case nir_type_int64:
950 return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_Q;
951 case nir_type_uint64:
952 return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_UQ;
953 case nir_type_int16:
954 return BRW_REGISTER_TYPE_W;
955 case nir_type_uint16:
956 return BRW_REGISTER_TYPE_UW;
957 case nir_type_int8:
958 return BRW_REGISTER_TYPE_B;
959 case nir_type_uint8:
960 return BRW_REGISTER_TYPE_UB;
961 default:
962 unreachable("unknown type");
963 }
964
965 return BRW_REGISTER_TYPE_F;
966 }
967
968 /* Returns the glsl_base_type corresponding to a nir_alu_type.
969 * This is used by both brw_vec4_nir and brw_fs_nir.
970 */
971 enum glsl_base_type
972 brw_glsl_base_type_for_nir_type(nir_alu_type type)
973 {
974 switch (type) {
975 case nir_type_float:
976 case nir_type_float32:
977 return GLSL_TYPE_FLOAT;
978
979 case nir_type_float16:
980 return GLSL_TYPE_FLOAT16;
981
982 case nir_type_float64:
983 return GLSL_TYPE_DOUBLE;
984
985 case nir_type_int:
986 case nir_type_int32:
987 return GLSL_TYPE_INT;
988
989 case nir_type_uint:
990 case nir_type_uint32:
991 return GLSL_TYPE_UINT;
992
993 case nir_type_int16:
994 return GLSL_TYPE_INT16;
995
996 case nir_type_uint16:
997 return GLSL_TYPE_UINT16;
998
999 default:
1000 unreachable("bad type");
1001 }
1002 }
1003
1004 nir_shader *
1005 brw_nir_create_passthrough_tcs(void *mem_ctx, const struct brw_compiler *compiler,
1006 const nir_shader_compiler_options *options,
1007 const struct brw_tcs_prog_key *key)
1008 {
1009 nir_builder b;
1010 nir_builder_init_simple_shader(&b, mem_ctx, MESA_SHADER_TESS_CTRL,
1011 options);
1012 nir_shader *nir = b.shader;
1013 nir_variable *var;
1014 nir_intrinsic_instr *load;
1015 nir_intrinsic_instr *store;
1016 nir_ssa_def *zero = nir_imm_int(&b, 0);
1017 nir_ssa_def *invoc_id = nir_load_invocation_id(&b);
1018
1019 nir->info.inputs_read = key->outputs_written &
1020 ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
1021 nir->info.outputs_written = key->outputs_written;
1022 nir->info.tess.tcs_vertices_out = key->input_vertices;
1023 nir->info.name = ralloc_strdup(nir, "passthrough");
1024 nir->num_uniforms = 8 * sizeof(uint32_t);
1025
1026 var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_0");
1027 var->data.location = 0;
1028 var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_1");
1029 var->data.location = 1;
1030
1031 /* Write the patch URB header. */
1032 for (int i = 0; i <= 1; i++) {
1033 load = nir_intrinsic_instr_create(nir, nir_intrinsic_load_uniform);
1034 load->num_components = 4;
1035 load->src[0] = nir_src_for_ssa(zero);
1036 nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
1037 nir_intrinsic_set_base(load, i * 4 * sizeof(uint32_t));
1038 nir_builder_instr_insert(&b, &load->instr);
1039
1040 store = nir_intrinsic_instr_create(nir, nir_intrinsic_store_output);
1041 store->num_components = 4;
1042 store->src[0] = nir_src_for_ssa(&load->dest.ssa);
1043 store->src[1] = nir_src_for_ssa(zero);
1044 nir_intrinsic_set_base(store, VARYING_SLOT_TESS_LEVEL_INNER - i);
1045 nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW);
1046 nir_builder_instr_insert(&b, &store->instr);
1047 }
1048
1049 /* Copy inputs to outputs. */
1050 uint64_t varyings = nir->info.inputs_read;
1051
1052 while (varyings != 0) {
1053 const int varying = ffsll(varyings) - 1;
1054
1055 load = nir_intrinsic_instr_create(nir,
1056 nir_intrinsic_load_per_vertex_input);
1057 load->num_components = 4;
1058 load->src[0] = nir_src_for_ssa(invoc_id);
1059 load->src[1] = nir_src_for_ssa(zero);
1060 nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
1061 nir_intrinsic_set_base(load, varying);
1062 nir_builder_instr_insert(&b, &load->instr);
1063
1064 store = nir_intrinsic_instr_create(nir,
1065 nir_intrinsic_store_per_vertex_output);
1066 store->num_components = 4;
1067 store->src[0] = nir_src_for_ssa(&load->dest.ssa);
1068 store->src[1] = nir_src_for_ssa(invoc_id);
1069 store->src[2] = nir_src_for_ssa(zero);
1070 nir_intrinsic_set_base(store, varying);
1071 nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW);
1072 nir_builder_instr_insert(&b, &store->instr);
1073
1074 varyings &= ~BITFIELD64_BIT(varying);
1075 }
1076
1077 nir_validate_shader(nir, "in brw_nir_create_passthrough_tcs");
1078
1079 nir = brw_preprocess_nir(compiler, nir, NULL);
1080
1081 return nir;
1082 }