intel/nir: Add a common nir comparison -> cmod helper
[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 "dev/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 remap_tess_levels(nir_builder *b, nir_intrinsic_instr *intr,
33 GLenum primitive_mode)
34 {
35 const int location = nir_intrinsic_base(intr);
36 const unsigned component = nir_intrinsic_component(intr);
37 bool out_of_bounds;
38
39 if (location == VARYING_SLOT_TESS_LEVEL_INNER) {
40 switch (primitive_mode) {
41 case GL_QUADS:
42 /* gl_TessLevelInner[0..1] lives at DWords 3-2 (reversed). */
43 nir_intrinsic_set_base(intr, 0);
44 nir_intrinsic_set_component(intr, 3 - component);
45 out_of_bounds = false;
46 break;
47 case GL_TRIANGLES:
48 /* gl_TessLevelInner[0] lives at DWord 4. */
49 nir_intrinsic_set_base(intr, 1);
50 out_of_bounds = component > 0;
51 break;
52 case GL_ISOLINES:
53 out_of_bounds = true;
54 break;
55 default:
56 unreachable("Bogus tessellation domain");
57 }
58 } else if (location == VARYING_SLOT_TESS_LEVEL_OUTER) {
59 if (primitive_mode == GL_ISOLINES) {
60 /* gl_TessLevelOuter[0..1] lives at DWords 6-7 (in order). */
61 nir_intrinsic_set_base(intr, 1);
62 nir_intrinsic_set_component(intr, 2 + nir_intrinsic_component(intr));
63 out_of_bounds = component > 1;
64 } else {
65 /* Triangles use DWords 7-5 (reversed); Quads use 7-4 (reversed) */
66 nir_intrinsic_set_base(intr, 1);
67 nir_intrinsic_set_component(intr, 3 - nir_intrinsic_component(intr));
68 out_of_bounds = component == 3 && primitive_mode == GL_TRIANGLES;
69 }
70 } else {
71 return false;
72 }
73
74 if (out_of_bounds) {
75 if (nir_intrinsic_infos[intr->intrinsic].has_dest) {
76 b->cursor = nir_before_instr(&intr->instr);
77 nir_ssa_def *undef = nir_ssa_undef(b, 1, 32);
78 nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(undef));
79 }
80 nir_instr_remove(&intr->instr);
81 }
82
83 return true;
84 }
85
86 static bool
87 is_input(nir_intrinsic_instr *intrin)
88 {
89 return intrin->intrinsic == nir_intrinsic_load_input ||
90 intrin->intrinsic == nir_intrinsic_load_per_vertex_input ||
91 intrin->intrinsic == nir_intrinsic_load_interpolated_input;
92 }
93
94 static bool
95 is_output(nir_intrinsic_instr *intrin)
96 {
97 return intrin->intrinsic == nir_intrinsic_load_output ||
98 intrin->intrinsic == nir_intrinsic_load_per_vertex_output ||
99 intrin->intrinsic == nir_intrinsic_store_output ||
100 intrin->intrinsic == nir_intrinsic_store_per_vertex_output;
101 }
102
103
104 static bool
105 remap_patch_urb_offsets(nir_block *block, nir_builder *b,
106 const struct brw_vue_map *vue_map,
107 GLenum tes_primitive_mode)
108 {
109 const bool is_passthrough_tcs = b->shader->info.name &&
110 strcmp(b->shader->info.name, "passthrough") == 0;
111
112 nir_foreach_instr_safe(instr, block) {
113 if (instr->type != nir_instr_type_intrinsic)
114 continue;
115
116 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
117
118 gl_shader_stage stage = b->shader->info.stage;
119
120 if ((stage == MESA_SHADER_TESS_CTRL && is_output(intrin)) ||
121 (stage == MESA_SHADER_TESS_EVAL && is_input(intrin))) {
122
123 if (!is_passthrough_tcs &&
124 remap_tess_levels(b, intrin, tes_primitive_mode))
125 continue;
126
127 int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
128 assert(vue_slot != -1);
129 intrin->const_index[0] = vue_slot;
130
131 nir_src *vertex = nir_get_io_vertex_index_src(intrin);
132 if (vertex) {
133 if (nir_src_is_const(*vertex)) {
134 intrin->const_index[0] += nir_src_as_uint(*vertex) *
135 vue_map->num_per_vertex_slots;
136 } else {
137 b->cursor = nir_before_instr(&intrin->instr);
138
139 /* Multiply by the number of per-vertex slots. */
140 nir_ssa_def *vertex_offset =
141 nir_imul(b,
142 nir_ssa_for_src(b, *vertex, 1),
143 nir_imm_int(b,
144 vue_map->num_per_vertex_slots));
145
146 /* Add it to the existing offset */
147 nir_src *offset = nir_get_io_offset_src(intrin);
148 nir_ssa_def *total_offset =
149 nir_iadd(b, vertex_offset,
150 nir_ssa_for_src(b, *offset, 1));
151
152 nir_instr_rewrite_src(&intrin->instr, offset,
153 nir_src_for_ssa(total_offset));
154 }
155 }
156 }
157 }
158 return true;
159 }
160
161 void
162 brw_nir_lower_vs_inputs(nir_shader *nir,
163 const uint8_t *vs_attrib_wa_flags)
164 {
165 /* Start with the location of the variable's base. */
166 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
167 var->data.driver_location = var->data.location;
168 }
169
170 /* Now use nir_lower_io to walk dereference chains. Attribute arrays are
171 * loaded as one vec4 or dvec4 per element (or matrix column), depending on
172 * whether it is a double-precision type or not.
173 */
174 nir_lower_io(nir, nir_var_shader_in, type_size_vec4,
175 nir_lower_io_lower_64bit_to_32);
176
177 /* This pass needs actual constants */
178 nir_opt_constant_folding(nir);
179
180 nir_io_add_const_offset_to_base(nir, nir_var_shader_in);
181
182 brw_nir_apply_attribute_workarounds(nir, vs_attrib_wa_flags);
183
184 /* The last step is to remap VERT_ATTRIB_* to actual registers */
185
186 /* Whether or not we have any system generated values. gl_DrawID is not
187 * included here as it lives in its own vec4.
188 */
189 const bool has_sgvs =
190 nir->info.system_values_read &
191 (BITFIELD64_BIT(SYSTEM_VALUE_FIRST_VERTEX) |
192 BITFIELD64_BIT(SYSTEM_VALUE_BASE_INSTANCE) |
193 BITFIELD64_BIT(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) |
194 BITFIELD64_BIT(SYSTEM_VALUE_INSTANCE_ID));
195
196 const unsigned num_inputs = util_bitcount64(nir->info.inputs_read);
197
198 nir_foreach_function(function, nir) {
199 if (!function->impl)
200 continue;
201
202 nir_builder b;
203 nir_builder_init(&b, function->impl);
204
205 nir_foreach_block(block, function->impl) {
206 nir_foreach_instr_safe(instr, block) {
207 if (instr->type != nir_instr_type_intrinsic)
208 continue;
209
210 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
211
212 switch (intrin->intrinsic) {
213 case nir_intrinsic_load_first_vertex:
214 case nir_intrinsic_load_base_instance:
215 case nir_intrinsic_load_vertex_id_zero_base:
216 case nir_intrinsic_load_instance_id:
217 case nir_intrinsic_load_is_indexed_draw:
218 case nir_intrinsic_load_draw_id: {
219 b.cursor = nir_after_instr(&intrin->instr);
220
221 /* gl_VertexID and friends are stored by the VF as the last
222 * vertex element. We convert them to load_input intrinsics at
223 * the right location.
224 */
225 nir_intrinsic_instr *load =
226 nir_intrinsic_instr_create(nir, nir_intrinsic_load_input);
227 load->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0));
228
229 nir_intrinsic_set_base(load, num_inputs);
230 switch (intrin->intrinsic) {
231 case nir_intrinsic_load_first_vertex:
232 nir_intrinsic_set_component(load, 0);
233 break;
234 case nir_intrinsic_load_base_instance:
235 nir_intrinsic_set_component(load, 1);
236 break;
237 case nir_intrinsic_load_vertex_id_zero_base:
238 nir_intrinsic_set_component(load, 2);
239 break;
240 case nir_intrinsic_load_instance_id:
241 nir_intrinsic_set_component(load, 3);
242 break;
243 case nir_intrinsic_load_draw_id:
244 case nir_intrinsic_load_is_indexed_draw:
245 /* gl_DrawID and IsIndexedDraw are stored right after
246 * gl_VertexID and friends if any of them exist.
247 */
248 nir_intrinsic_set_base(load, num_inputs + has_sgvs);
249 if (intrin->intrinsic == nir_intrinsic_load_draw_id)
250 nir_intrinsic_set_component(load, 0);
251 else
252 nir_intrinsic_set_component(load, 1);
253 break;
254 default:
255 unreachable("Invalid system value intrinsic");
256 }
257
258 load->num_components = 1;
259 nir_ssa_dest_init(&load->instr, &load->dest, 1, 32, NULL);
260 nir_builder_instr_insert(&b, &load->instr);
261
262 nir_ssa_def_rewrite_uses(&intrin->dest.ssa,
263 nir_src_for_ssa(&load->dest.ssa));
264 nir_instr_remove(&intrin->instr);
265 break;
266 }
267
268 case nir_intrinsic_load_input: {
269 /* Attributes come in a contiguous block, ordered by their
270 * gl_vert_attrib value. That means we can compute the slot
271 * number for an attribute by masking out the enabled attributes
272 * before it and counting the bits.
273 */
274 int attr = nir_intrinsic_base(intrin);
275 int slot = util_bitcount64(nir->info.inputs_read &
276 BITFIELD64_MASK(attr));
277 nir_intrinsic_set_base(intrin, slot);
278 break;
279 }
280
281 default:
282 break; /* Nothing to do */
283 }
284 }
285 }
286 }
287 }
288
289 void
290 brw_nir_lower_vue_inputs(nir_shader *nir,
291 const struct brw_vue_map *vue_map)
292 {
293 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
294 var->data.driver_location = var->data.location;
295 }
296
297 /* Inputs are stored in vec4 slots, so use type_size_vec4(). */
298 nir_lower_io(nir, nir_var_shader_in, type_size_vec4,
299 nir_lower_io_lower_64bit_to_32);
300
301 /* This pass needs actual constants */
302 nir_opt_constant_folding(nir);
303
304 nir_io_add_const_offset_to_base(nir, nir_var_shader_in);
305
306 nir_foreach_function(function, nir) {
307 if (!function->impl)
308 continue;
309
310 nir_foreach_block(block, function->impl) {
311 nir_foreach_instr(instr, block) {
312 if (instr->type != nir_instr_type_intrinsic)
313 continue;
314
315 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
316
317 if (intrin->intrinsic == nir_intrinsic_load_input ||
318 intrin->intrinsic == nir_intrinsic_load_per_vertex_input) {
319 /* Offset 0 is the VUE header, which contains
320 * VARYING_SLOT_LAYER [.y], VARYING_SLOT_VIEWPORT [.z], and
321 * VARYING_SLOT_PSIZ [.w].
322 */
323 int varying = nir_intrinsic_base(intrin);
324 int vue_slot;
325 switch (varying) {
326 case VARYING_SLOT_PSIZ:
327 nir_intrinsic_set_base(intrin, 0);
328 nir_intrinsic_set_component(intrin, 3);
329 break;
330
331 default:
332 vue_slot = vue_map->varying_to_slot[varying];
333 assert(vue_slot != -1);
334 nir_intrinsic_set_base(intrin, vue_slot);
335 break;
336 }
337 }
338 }
339 }
340 }
341 }
342
343 void
344 brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map)
345 {
346 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
347 var->data.driver_location = var->data.location;
348 }
349
350 nir_lower_io(nir, nir_var_shader_in, type_size_vec4,
351 nir_lower_io_lower_64bit_to_32);
352
353 /* This pass needs actual constants */
354 nir_opt_constant_folding(nir);
355
356 nir_io_add_const_offset_to_base(nir, nir_var_shader_in);
357
358 nir_foreach_function(function, nir) {
359 if (function->impl) {
360 nir_builder b;
361 nir_builder_init(&b, function->impl);
362 nir_foreach_block(block, function->impl) {
363 remap_patch_urb_offsets(block, &b, vue_map,
364 nir->info.tess.primitive_mode);
365 }
366 }
367 }
368 }
369
370 void
371 brw_nir_lower_fs_inputs(nir_shader *nir,
372 const struct gen_device_info *devinfo,
373 const struct brw_wm_prog_key *key)
374 {
375 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
376 var->data.driver_location = var->data.location;
377
378 /* Apply default interpolation mode.
379 *
380 * Everything defaults to smooth except for the legacy GL color
381 * built-in variables, which might be flat depending on API state.
382 */
383 if (var->data.interpolation == INTERP_MODE_NONE) {
384 const bool flat = key->flat_shade &&
385 (var->data.location == VARYING_SLOT_COL0 ||
386 var->data.location == VARYING_SLOT_COL1);
387
388 var->data.interpolation = flat ? INTERP_MODE_FLAT
389 : INTERP_MODE_SMOOTH;
390 }
391
392 /* On Ironlake and below, there is only one interpolation mode.
393 * Centroid interpolation doesn't mean anything on this hardware --
394 * there is no multisampling.
395 */
396 if (devinfo->gen < 6) {
397 var->data.centroid = false;
398 var->data.sample = false;
399 }
400 }
401
402 nir_lower_io_options lower_io_options = nir_lower_io_lower_64bit_to_32;
403 if (key->persample_interp)
404 lower_io_options |= nir_lower_io_force_sample_interpolation;
405
406 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, lower_io_options);
407 if (devinfo->gen >= 11)
408 nir_lower_interpolation(nir, ~0);
409
410 /* This pass needs actual constants */
411 nir_opt_constant_folding(nir);
412
413 nir_io_add_const_offset_to_base(nir, nir_var_shader_in);
414 }
415
416 void
417 brw_nir_lower_vue_outputs(nir_shader *nir)
418 {
419 nir_foreach_variable(var, &nir->outputs) {
420 var->data.driver_location = var->data.location;
421 }
422
423 nir_lower_io(nir, nir_var_shader_out, type_size_vec4,
424 nir_lower_io_lower_64bit_to_32);
425 }
426
427 void
428 brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map,
429 GLenum tes_primitive_mode)
430 {
431 nir_foreach_variable(var, &nir->outputs) {
432 var->data.driver_location = var->data.location;
433 }
434
435 nir_lower_io(nir, nir_var_shader_out, type_size_vec4,
436 nir_lower_io_lower_64bit_to_32);
437
438 /* This pass needs actual constants */
439 nir_opt_constant_folding(nir);
440
441 nir_io_add_const_offset_to_base(nir, nir_var_shader_out);
442
443 nir_foreach_function(function, nir) {
444 if (function->impl) {
445 nir_builder b;
446 nir_builder_init(&b, function->impl);
447 nir_foreach_block(block, function->impl) {
448 remap_patch_urb_offsets(block, &b, vue_map, tes_primitive_mode);
449 }
450 }
451 }
452 }
453
454 void
455 brw_nir_lower_fs_outputs(nir_shader *nir)
456 {
457 nir_foreach_variable(var, &nir->outputs) {
458 var->data.driver_location =
459 SET_FIELD(var->data.index, BRW_NIR_FRAG_OUTPUT_INDEX) |
460 SET_FIELD(var->data.location, BRW_NIR_FRAG_OUTPUT_LOCATION);
461 }
462
463 nir_lower_io(nir, nir_var_shader_out, type_size_dvec4, 0);
464 }
465
466 #define OPT(pass, ...) ({ \
467 bool this_progress = false; \
468 NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
469 if (this_progress) \
470 progress = true; \
471 this_progress; \
472 })
473
474 static nir_variable_mode
475 brw_nir_no_indirect_mask(const struct brw_compiler *compiler,
476 gl_shader_stage stage)
477 {
478 nir_variable_mode indirect_mask = 0;
479
480 if (compiler->glsl_compiler_options[stage].EmitNoIndirectInput)
481 indirect_mask |= nir_var_shader_in;
482 if (compiler->glsl_compiler_options[stage].EmitNoIndirectOutput)
483 indirect_mask |= nir_var_shader_out;
484 if (compiler->glsl_compiler_options[stage].EmitNoIndirectTemp)
485 indirect_mask |= nir_var_function_temp;
486
487 return indirect_mask;
488 }
489
490 void
491 brw_nir_optimize(nir_shader *nir, const struct brw_compiler *compiler,
492 bool is_scalar, bool allow_copies)
493 {
494 nir_variable_mode indirect_mask =
495 brw_nir_no_indirect_mask(compiler, nir->info.stage);
496
497 bool progress;
498 unsigned lower_flrp =
499 (nir->options->lower_flrp16 ? 16 : 0) |
500 (nir->options->lower_flrp32 ? 32 : 0) |
501 (nir->options->lower_flrp64 ? 64 : 0);
502
503 do {
504 progress = false;
505 OPT(nir_split_array_vars, nir_var_function_temp);
506 OPT(nir_shrink_vec_array_vars, nir_var_function_temp);
507 OPT(nir_opt_deref);
508 OPT(nir_lower_vars_to_ssa);
509 if (allow_copies) {
510 /* Only run this pass in the first call to brw_nir_optimize. Later
511 * calls assume that we've lowered away any copy_deref instructions
512 * and we don't want to introduce any more.
513 */
514 OPT(nir_opt_find_array_copies);
515 }
516 OPT(nir_opt_copy_prop_vars);
517 OPT(nir_opt_dead_write_vars);
518 OPT(nir_opt_combine_stores, nir_var_all);
519
520 if (is_scalar) {
521 OPT(nir_lower_alu_to_scalar, NULL);
522 }
523
524 OPT(nir_copy_prop);
525
526 if (is_scalar) {
527 OPT(nir_lower_phis_to_scalar);
528 }
529
530 OPT(nir_copy_prop);
531 OPT(nir_opt_dce);
532 OPT(nir_opt_cse);
533 OPT(nir_opt_combine_stores, nir_var_all);
534
535 /* Passing 0 to the peephole select pass causes it to convert
536 * if-statements that contain only move instructions in the branches
537 * regardless of the count.
538 *
539 * Passing 1 to the peephole select pass causes it to convert
540 * if-statements that contain at most a single ALU instruction (total)
541 * in both branches. Before Gen6, some math instructions were
542 * prohibitively expensive and the results of compare operations need an
543 * extra resolve step. For these reasons, this pass is more harmful
544 * than good on those platforms.
545 *
546 * For indirect loads of uniforms (push constants), we assume that array
547 * indices will nearly always be in bounds and the cost of the load is
548 * low. Therefore there shouldn't be a performance benefit to avoid it.
549 * However, in vec4 tessellation shaders, these loads operate by
550 * actually pulling from memory.
551 */
552 const bool is_vec4_tessellation = !is_scalar &&
553 (nir->info.stage == MESA_SHADER_TESS_CTRL ||
554 nir->info.stage == MESA_SHADER_TESS_EVAL);
555 OPT(nir_opt_peephole_select, 0, !is_vec4_tessellation, false);
556 OPT(nir_opt_peephole_select, 1, !is_vec4_tessellation,
557 compiler->devinfo->gen >= 6);
558
559 OPT(nir_opt_intrinsics);
560 OPT(nir_opt_idiv_const, 32);
561 OPT(nir_opt_algebraic);
562 OPT(nir_opt_constant_folding);
563
564 if (lower_flrp != 0) {
565 if (OPT(nir_lower_flrp,
566 lower_flrp,
567 false /* always_precise */,
568 compiler->devinfo->gen >= 6)) {
569 OPT(nir_opt_constant_folding);
570 }
571
572 /* Nothing should rematerialize any flrps, so we only need to do this
573 * lowering once.
574 */
575 lower_flrp = 0;
576 }
577
578 OPT(nir_opt_dead_cf);
579 if (OPT(nir_opt_trivial_continues)) {
580 /* If nir_opt_trivial_continues makes progress, then we need to clean
581 * things up if we want any hope of nir_opt_if or nir_opt_loop_unroll
582 * to make progress.
583 */
584 OPT(nir_copy_prop);
585 OPT(nir_opt_dce);
586 }
587 OPT(nir_opt_if, false);
588 OPT(nir_opt_conditional_discard);
589 if (nir->options->max_unroll_iterations != 0) {
590 OPT(nir_opt_loop_unroll, indirect_mask);
591 }
592 OPT(nir_opt_remove_phis);
593 OPT(nir_opt_undef);
594 OPT(nir_lower_pack);
595 } while (progress);
596
597 /* Workaround Gfxbench unused local sampler variable which will trigger an
598 * assert in the opt_large_constants pass.
599 */
600 OPT(nir_remove_dead_variables, nir_var_function_temp);
601 }
602
603 static unsigned
604 lower_bit_size_callback(const nir_alu_instr *alu, UNUSED void *data)
605 {
606 assert(alu->dest.dest.is_ssa);
607 if (alu->dest.dest.ssa.bit_size >= 32)
608 return 0;
609
610 const struct brw_compiler *compiler = (const struct brw_compiler *) data;
611
612 switch (alu->op) {
613 case nir_op_idiv:
614 case nir_op_imod:
615 case nir_op_irem:
616 case nir_op_udiv:
617 case nir_op_umod:
618 case nir_op_fceil:
619 case nir_op_ffloor:
620 case nir_op_ffract:
621 case nir_op_fround_even:
622 case nir_op_ftrunc:
623 return 32;
624 case nir_op_frcp:
625 case nir_op_frsq:
626 case nir_op_fsqrt:
627 case nir_op_fpow:
628 case nir_op_fexp2:
629 case nir_op_flog2:
630 case nir_op_fsin:
631 case nir_op_fcos:
632 return compiler->devinfo->gen < 9 ? 32 : 0;
633 default:
634 return 0;
635 }
636 }
637
638 /* Does some simple lowering and runs the standard suite of optimizations
639 *
640 * This is intended to be called more-or-less directly after you get the
641 * shader out of GLSL or some other source. While it is geared towards i965,
642 * it is not at all generator-specific except for the is_scalar flag. Even
643 * there, it is safe to call with is_scalar = false for a shader that is
644 * intended for the FS backend as long as nir_optimize is called again with
645 * is_scalar = true to scalarize everything prior to code gen.
646 */
647 void
648 brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir,
649 const nir_shader *softfp64)
650 {
651 const struct gen_device_info *devinfo = compiler->devinfo;
652 UNUSED bool progress; /* Written by OPT */
653
654 const bool is_scalar = compiler->scalar_stage[nir->info.stage];
655
656 if (is_scalar) {
657 OPT(nir_lower_alu_to_scalar, NULL);
658 }
659
660 if (nir->info.stage == MESA_SHADER_GEOMETRY)
661 OPT(nir_lower_gs_intrinsics);
662
663 /* See also brw_nir_trig_workarounds.py */
664 if (compiler->precise_trig &&
665 !(devinfo->gen >= 10 || devinfo->is_kabylake))
666 OPT(brw_nir_apply_trig_workarounds);
667
668 static const nir_lower_tex_options tex_options = {
669 .lower_txp = ~0,
670 .lower_txf_offset = true,
671 .lower_rect_offset = true,
672 .lower_tex_without_implicit_lod = true,
673 .lower_txd_cube_map = true,
674 .lower_txb_shadow_clamp = true,
675 .lower_txd_shadow_clamp = true,
676 .lower_txd_offset_clamp = true,
677 .lower_tg4_offsets = true,
678 };
679
680 OPT(nir_lower_tex, &tex_options);
681 OPT(nir_normalize_cubemap_coords);
682
683 OPT(nir_lower_global_vars_to_local);
684
685 OPT(nir_split_var_copies);
686 OPT(nir_split_struct_vars, nir_var_function_temp);
687
688 brw_nir_optimize(nir, compiler, is_scalar, true);
689
690 OPT(nir_lower_doubles, softfp64, nir->options->lower_doubles_options);
691 OPT(nir_lower_int64, nir->options->lower_int64_options);
692
693 /* This needs to be run after the first optimization pass but before we
694 * lower indirect derefs away
695 */
696 if (compiler->supports_shader_constants) {
697 OPT(nir_opt_large_constants, NULL, 32);
698 }
699
700 OPT(nir_lower_bit_size, lower_bit_size_callback, (void *)compiler);
701
702 if (is_scalar) {
703 OPT(nir_lower_load_const_to_scalar);
704 }
705
706 /* Lower a bunch of stuff */
707 OPT(nir_lower_var_copies);
708
709 OPT(nir_lower_system_values);
710
711 const nir_lower_subgroups_options subgroups_options = {
712 .ballot_bit_size = 32,
713 .lower_to_scalar = true,
714 .lower_vote_trivial = !is_scalar,
715 .lower_shuffle = true,
716 };
717 OPT(nir_lower_subgroups, &subgroups_options);
718
719 OPT(nir_lower_clip_cull_distance_arrays);
720
721 nir_variable_mode indirect_mask =
722 brw_nir_no_indirect_mask(compiler, nir->info.stage);
723 OPT(nir_lower_indirect_derefs, indirect_mask);
724
725 /* Lower array derefs of vectors for SSBO and UBO loads. For both UBOs and
726 * SSBOs, our back-end is capable of loading an entire vec4 at a time and
727 * we would like to take advantage of that whenever possible regardless of
728 * whether or not the app gives us full loads. This should allow the
729 * optimizer to combine UBO and SSBO load operations and save us some send
730 * messages.
731 */
732 OPT(nir_lower_array_deref_of_vec,
733 nir_var_mem_ubo | nir_var_mem_ssbo,
734 nir_lower_direct_array_deref_of_vec_load);
735
736 /* Get rid of split copies */
737 brw_nir_optimize(nir, compiler, is_scalar, false);
738 }
739
740 void
741 brw_nir_link_shaders(const struct brw_compiler *compiler,
742 nir_shader *producer, nir_shader *consumer)
743 {
744 nir_lower_io_arrays_to_elements(producer, consumer);
745 nir_validate_shader(producer, "after nir_lower_io_arrays_to_elements");
746 nir_validate_shader(consumer, "after nir_lower_io_arrays_to_elements");
747
748 const bool p_is_scalar = compiler->scalar_stage[producer->info.stage];
749 const bool c_is_scalar = compiler->scalar_stage[consumer->info.stage];
750
751 if (p_is_scalar && c_is_scalar) {
752 NIR_PASS_V(producer, nir_lower_io_to_scalar_early, nir_var_shader_out);
753 NIR_PASS_V(consumer, nir_lower_io_to_scalar_early, nir_var_shader_in);
754 brw_nir_optimize(producer, compiler, p_is_scalar, false);
755 brw_nir_optimize(consumer, compiler, c_is_scalar, false);
756 }
757
758 if (nir_link_opt_varyings(producer, consumer))
759 brw_nir_optimize(consumer, compiler, c_is_scalar, false);
760
761 NIR_PASS_V(producer, nir_remove_dead_variables, nir_var_shader_out);
762 NIR_PASS_V(consumer, nir_remove_dead_variables, nir_var_shader_in);
763
764 if (nir_remove_unused_varyings(producer, consumer)) {
765 NIR_PASS_V(producer, nir_lower_global_vars_to_local);
766 NIR_PASS_V(consumer, nir_lower_global_vars_to_local);
767
768 /* The backend might not be able to handle indirects on
769 * temporaries so we need to lower indirects on any of the
770 * varyings we have demoted here.
771 */
772 NIR_PASS_V(producer, nir_lower_indirect_derefs,
773 brw_nir_no_indirect_mask(compiler, producer->info.stage));
774 NIR_PASS_V(consumer, nir_lower_indirect_derefs,
775 brw_nir_no_indirect_mask(compiler, consumer->info.stage));
776
777 brw_nir_optimize(producer, compiler, p_is_scalar, false);
778 brw_nir_optimize(consumer, compiler, c_is_scalar, false);
779 }
780
781 NIR_PASS_V(producer, nir_lower_io_to_vector, nir_var_shader_out);
782 NIR_PASS_V(producer, nir_opt_combine_stores, nir_var_shader_out);
783 NIR_PASS_V(consumer, nir_lower_io_to_vector, nir_var_shader_in);
784
785 if (producer->info.stage != MESA_SHADER_TESS_CTRL) {
786 /* Calling lower_io_to_vector creates output variable writes with
787 * write-masks. On non-TCS outputs, the back-end can't handle it and we
788 * need to call nir_lower_io_to_temporaries to get rid of them. This,
789 * in turn, creates temporary variables and extra copy_deref intrinsics
790 * that we need to clean up.
791 */
792 NIR_PASS_V(producer, nir_lower_io_to_temporaries,
793 nir_shader_get_entrypoint(producer), true, false);
794 NIR_PASS_V(producer, nir_lower_global_vars_to_local);
795 NIR_PASS_V(producer, nir_split_var_copies);
796 NIR_PASS_V(producer, nir_lower_var_copies);
797 }
798 }
799
800 /* Prepare the given shader for codegen
801 *
802 * This function is intended to be called right before going into the actual
803 * backend and is highly backend-specific. Also, once this function has been
804 * called on a shader, it will no longer be in SSA form so most optimizations
805 * will not work.
806 */
807 void
808 brw_postprocess_nir(nir_shader *nir, const struct brw_compiler *compiler,
809 bool is_scalar)
810 {
811 const struct gen_device_info *devinfo = compiler->devinfo;
812 bool debug_enabled =
813 (INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->info.stage));
814
815 UNUSED bool progress; /* Written by OPT */
816
817 OPT(brw_nir_lower_mem_access_bit_sizes);
818
819 do {
820 progress = false;
821 OPT(nir_opt_algebraic_before_ffma);
822 } while (progress);
823
824 brw_nir_optimize(nir, compiler, is_scalar, false);
825
826 if (OPT(nir_lower_int64, nir->options->lower_int64_options))
827 brw_nir_optimize(nir, compiler, is_scalar, false);
828
829 if (devinfo->gen >= 6) {
830 /* Try and fuse multiply-adds */
831 OPT(brw_nir_opt_peephole_ffma);
832 }
833
834 if (OPT(nir_opt_comparison_pre)) {
835 OPT(nir_copy_prop);
836 OPT(nir_opt_dce);
837 OPT(nir_opt_cse);
838
839 /* Do the select peepehole again. nir_opt_comparison_pre (combined with
840 * the other optimization passes) will have removed at least one
841 * instruction from one of the branches of the if-statement, so now it
842 * might be under the threshold of conversion to bcsel.
843 *
844 * See brw_nir_optimize for the explanation of is_vec4_tessellation.
845 */
846 const bool is_vec4_tessellation = !is_scalar &&
847 (nir->info.stage == MESA_SHADER_TESS_CTRL ||
848 nir->info.stage == MESA_SHADER_TESS_EVAL);
849 OPT(nir_opt_peephole_select, 0, is_vec4_tessellation, false);
850 OPT(nir_opt_peephole_select, 1, is_vec4_tessellation,
851 compiler->devinfo->gen >= 6);
852 }
853
854 do {
855 progress = false;
856 if (OPT(nir_opt_algebraic_late)) {
857 /* At this late stage, anything that makes more constants will wreak
858 * havok on the vec4 backend. The handling of constants in the vec4
859 * backend is not good.
860 */
861 if (is_scalar) {
862 OPT(nir_opt_constant_folding);
863 OPT(nir_copy_prop);
864 }
865 OPT(nir_opt_dce);
866 OPT(nir_opt_cse);
867 }
868 } while (progress);
869
870
871 OPT(brw_nir_lower_conversions);
872
873 if (is_scalar)
874 OPT(nir_lower_alu_to_scalar, NULL);
875 OPT(nir_lower_to_source_mods, nir_lower_all_source_mods);
876 OPT(nir_copy_prop);
877 OPT(nir_opt_dce);
878 OPT(nir_opt_move_comparisons);
879
880 OPT(nir_lower_bool_to_int32);
881
882 OPT(nir_lower_locals_to_regs);
883
884 if (unlikely(debug_enabled)) {
885 /* Re-index SSA defs so we print more sensible numbers. */
886 nir_foreach_function(function, nir) {
887 if (function->impl)
888 nir_index_ssa_defs(function->impl);
889 }
890
891 fprintf(stderr, "NIR (SSA form) for %s shader:\n",
892 _mesa_shader_stage_to_string(nir->info.stage));
893 nir_print_shader(nir, stderr);
894 }
895
896 OPT(nir_convert_from_ssa, true);
897
898 if (!is_scalar) {
899 OPT(nir_move_vec_src_uses_to_dest);
900 OPT(nir_lower_vec_to_movs);
901 }
902
903 OPT(nir_opt_dce);
904
905 if (OPT(nir_opt_rematerialize_compares))
906 OPT(nir_opt_dce);
907
908 /* This is the last pass we run before we start emitting stuff. It
909 * determines when we need to insert boolean resolves on Gen <= 5. We
910 * run it last because it stashes data in instr->pass_flags and we don't
911 * want that to be squashed by other NIR passes.
912 */
913 if (devinfo->gen <= 5)
914 brw_nir_analyze_boolean_resolves(nir);
915
916 nir_sweep(nir);
917
918 if (unlikely(debug_enabled)) {
919 fprintf(stderr, "NIR (final form) for %s shader:\n",
920 _mesa_shader_stage_to_string(nir->info.stage));
921 nir_print_shader(nir, stderr);
922 }
923 }
924
925 static bool
926 brw_nir_apply_sampler_key(nir_shader *nir,
927 const struct brw_compiler *compiler,
928 const struct brw_sampler_prog_key_data *key_tex)
929 {
930 const struct gen_device_info *devinfo = compiler->devinfo;
931 nir_lower_tex_options tex_options = {
932 .lower_txd_clamp_bindless_sampler = true,
933 .lower_txd_clamp_if_sampler_index_not_lt_16 = true,
934 };
935
936 /* Iron Lake and prior require lowering of all rectangle textures */
937 if (devinfo->gen < 6)
938 tex_options.lower_rect = true;
939
940 /* Prior to Broadwell, our hardware can't actually do GL_CLAMP */
941 if (devinfo->gen < 8) {
942 tex_options.saturate_s = key_tex->gl_clamp_mask[0];
943 tex_options.saturate_t = key_tex->gl_clamp_mask[1];
944 tex_options.saturate_r = key_tex->gl_clamp_mask[2];
945 }
946
947 /* Prior to Haswell, we have to fake texture swizzle */
948 for (unsigned s = 0; s < MAX_SAMPLERS; s++) {
949 if (key_tex->swizzles[s] == SWIZZLE_NOOP)
950 continue;
951
952 tex_options.swizzle_result |= (1 << s);
953 for (unsigned c = 0; c < 4; c++)
954 tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c);
955 }
956
957 /* Prior to Haswell, we have to lower gradients on shadow samplers */
958 tex_options.lower_txd_shadow = devinfo->gen < 8 && !devinfo->is_haswell;
959
960 tex_options.lower_y_uv_external = key_tex->y_uv_image_mask;
961 tex_options.lower_y_u_v_external = key_tex->y_u_v_image_mask;
962 tex_options.lower_yx_xuxv_external = key_tex->yx_xuxv_image_mask;
963 tex_options.lower_xy_uxvx_external = key_tex->xy_uxvx_image_mask;
964 tex_options.lower_ayuv_external = key_tex->ayuv_image_mask;
965 tex_options.lower_xyuv_external = key_tex->xyuv_image_mask;
966
967 /* Setup array of scaling factors for each texture. */
968 memcpy(&tex_options.scale_factors, &key_tex->scale_factors,
969 sizeof(tex_options.scale_factors));
970
971 return nir_lower_tex(nir, &tex_options);
972 }
973
974 static unsigned
975 get_subgroup_size(gl_shader_stage stage,
976 const struct brw_base_prog_key *key,
977 unsigned max_subgroup_size)
978 {
979 switch (key->subgroup_size_type) {
980 case BRW_SUBGROUP_SIZE_API_CONSTANT:
981 /* We have to use the global constant size. */
982 return BRW_SUBGROUP_SIZE;
983
984 case BRW_SUBGROUP_SIZE_UNIFORM:
985 /* It has to be uniform across all invocations but can vary per stage
986 * if we want. This gives us a bit more freedom.
987 *
988 * For compute, brw_nir_apply_key is called per-dispatch-width so this
989 * is the actual subgroup size and not a maximum. However, we only
990 * invoke one size of any given compute shader so it's still guaranteed
991 * to be uniform across invocations.
992 */
993 return max_subgroup_size;
994
995 case BRW_SUBGROUP_SIZE_VARYING:
996 /* The subgroup size is allowed to be fully varying. For geometry
997 * stages, we know it's always 8 which is max_subgroup_size so we can
998 * return that. For compute, brw_nir_apply_key is called once per
999 * dispatch-width so max_subgroup_size is the real subgroup size.
1000 *
1001 * For fragment, we return 0 and let it fall through to the back-end
1002 * compiler. This means we can't optimize based on subgroup size but
1003 * that's a risk the client took when it asked for a varying subgroup
1004 * size.
1005 */
1006 return stage == MESA_SHADER_FRAGMENT ? 0 : max_subgroup_size;
1007
1008 case BRW_SUBGROUP_SIZE_REQUIRE_8:
1009 case BRW_SUBGROUP_SIZE_REQUIRE_16:
1010 case BRW_SUBGROUP_SIZE_REQUIRE_32:
1011 assert(stage == MESA_SHADER_COMPUTE);
1012 /* These enum values are expressly chosen to be equal to the subgroup
1013 * size that they require.
1014 */
1015 return key->subgroup_size_type;
1016 }
1017
1018 unreachable("Invalid subgroup size type");
1019 }
1020
1021 void
1022 brw_nir_apply_key(nir_shader *nir,
1023 const struct brw_compiler *compiler,
1024 const struct brw_base_prog_key *key,
1025 unsigned max_subgroup_size,
1026 bool is_scalar)
1027 {
1028 bool progress = false;
1029
1030 OPT(brw_nir_apply_sampler_key, compiler, &key->tex);
1031
1032 const nir_lower_subgroups_options subgroups_options = {
1033 .subgroup_size = get_subgroup_size(nir->info.stage, key,
1034 max_subgroup_size),
1035 .ballot_bit_size = 32,
1036 .lower_subgroup_masks = true,
1037 };
1038 OPT(nir_lower_subgroups, &subgroups_options);
1039
1040 if (progress)
1041 brw_nir_optimize(nir, compiler, is_scalar, false);
1042 }
1043
1044 enum brw_conditional_mod
1045 brw_cmod_for_nir_comparison(nir_op op)
1046 {
1047 switch (op) {
1048 case nir_op_flt32:
1049 case nir_op_ilt32:
1050 case nir_op_ult32:
1051 return BRW_CONDITIONAL_L;
1052
1053 case nir_op_fge32:
1054 case nir_op_ige32:
1055 case nir_op_uge32:
1056 return BRW_CONDITIONAL_GE;
1057
1058 case nir_op_feq32:
1059 case nir_op_ieq32:
1060 case nir_op_b32all_fequal2:
1061 case nir_op_b32all_iequal2:
1062 case nir_op_b32all_fequal3:
1063 case nir_op_b32all_iequal3:
1064 case nir_op_b32all_fequal4:
1065 case nir_op_b32all_iequal4:
1066 return BRW_CONDITIONAL_Z;
1067
1068 case nir_op_fne32:
1069 case nir_op_ine32:
1070 case nir_op_b32any_fnequal2:
1071 case nir_op_b32any_inequal2:
1072 case nir_op_b32any_fnequal3:
1073 case nir_op_b32any_inequal3:
1074 case nir_op_b32any_fnequal4:
1075 case nir_op_b32any_inequal4:
1076 return BRW_CONDITIONAL_NZ;
1077
1078 default:
1079 unreachable("Unsupported NIR comparison op");
1080 }
1081 }
1082
1083 enum brw_reg_type
1084 brw_type_for_nir_type(const struct gen_device_info *devinfo, nir_alu_type type)
1085 {
1086 switch (type) {
1087 case nir_type_uint:
1088 case nir_type_uint32:
1089 return BRW_REGISTER_TYPE_UD;
1090 case nir_type_bool:
1091 case nir_type_int:
1092 case nir_type_bool32:
1093 case nir_type_int32:
1094 return BRW_REGISTER_TYPE_D;
1095 case nir_type_float:
1096 case nir_type_float32:
1097 return BRW_REGISTER_TYPE_F;
1098 case nir_type_float16:
1099 return BRW_REGISTER_TYPE_HF;
1100 case nir_type_float64:
1101 return BRW_REGISTER_TYPE_DF;
1102 case nir_type_int64:
1103 return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_Q;
1104 case nir_type_uint64:
1105 return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_UQ;
1106 case nir_type_int16:
1107 return BRW_REGISTER_TYPE_W;
1108 case nir_type_uint16:
1109 return BRW_REGISTER_TYPE_UW;
1110 case nir_type_int8:
1111 return BRW_REGISTER_TYPE_B;
1112 case nir_type_uint8:
1113 return BRW_REGISTER_TYPE_UB;
1114 default:
1115 unreachable("unknown type");
1116 }
1117
1118 return BRW_REGISTER_TYPE_F;
1119 }
1120
1121 /* Returns the glsl_base_type corresponding to a nir_alu_type.
1122 * This is used by both brw_vec4_nir and brw_fs_nir.
1123 */
1124 enum glsl_base_type
1125 brw_glsl_base_type_for_nir_type(nir_alu_type type)
1126 {
1127 switch (type) {
1128 case nir_type_float:
1129 case nir_type_float32:
1130 return GLSL_TYPE_FLOAT;
1131
1132 case nir_type_float16:
1133 return GLSL_TYPE_FLOAT16;
1134
1135 case nir_type_float64:
1136 return GLSL_TYPE_DOUBLE;
1137
1138 case nir_type_int:
1139 case nir_type_int32:
1140 return GLSL_TYPE_INT;
1141
1142 case nir_type_uint:
1143 case nir_type_uint32:
1144 return GLSL_TYPE_UINT;
1145
1146 case nir_type_int16:
1147 return GLSL_TYPE_INT16;
1148
1149 case nir_type_uint16:
1150 return GLSL_TYPE_UINT16;
1151
1152 default:
1153 unreachable("bad type");
1154 }
1155 }
1156
1157 nir_shader *
1158 brw_nir_create_passthrough_tcs(void *mem_ctx, const struct brw_compiler *compiler,
1159 const nir_shader_compiler_options *options,
1160 const struct brw_tcs_prog_key *key)
1161 {
1162 nir_builder b;
1163 nir_builder_init_simple_shader(&b, mem_ctx, MESA_SHADER_TESS_CTRL,
1164 options);
1165 nir_shader *nir = b.shader;
1166 nir_variable *var;
1167 nir_intrinsic_instr *load;
1168 nir_intrinsic_instr *store;
1169 nir_ssa_def *zero = nir_imm_int(&b, 0);
1170 nir_ssa_def *invoc_id = nir_load_invocation_id(&b);
1171
1172 nir->info.inputs_read = key->outputs_written &
1173 ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
1174 nir->info.outputs_written = key->outputs_written;
1175 nir->info.tess.tcs_vertices_out = key->input_vertices;
1176 nir->info.name = ralloc_strdup(nir, "passthrough");
1177 nir->num_uniforms = 8 * sizeof(uint32_t);
1178
1179 var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_0");
1180 var->data.location = 0;
1181 var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_1");
1182 var->data.location = 1;
1183
1184 /* Write the patch URB header. */
1185 for (int i = 0; i <= 1; i++) {
1186 load = nir_intrinsic_instr_create(nir, nir_intrinsic_load_uniform);
1187 load->num_components = 4;
1188 load->src[0] = nir_src_for_ssa(zero);
1189 nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
1190 nir_intrinsic_set_base(load, i * 4 * sizeof(uint32_t));
1191 nir_builder_instr_insert(&b, &load->instr);
1192
1193 store = nir_intrinsic_instr_create(nir, nir_intrinsic_store_output);
1194 store->num_components = 4;
1195 store->src[0] = nir_src_for_ssa(&load->dest.ssa);
1196 store->src[1] = nir_src_for_ssa(zero);
1197 nir_intrinsic_set_base(store, VARYING_SLOT_TESS_LEVEL_INNER - i);
1198 nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW);
1199 nir_builder_instr_insert(&b, &store->instr);
1200 }
1201
1202 /* Copy inputs to outputs. */
1203 uint64_t varyings = nir->info.inputs_read;
1204
1205 while (varyings != 0) {
1206 const int varying = ffsll(varyings) - 1;
1207
1208 load = nir_intrinsic_instr_create(nir,
1209 nir_intrinsic_load_per_vertex_input);
1210 load->num_components = 4;
1211 load->src[0] = nir_src_for_ssa(invoc_id);
1212 load->src[1] = nir_src_for_ssa(zero);
1213 nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
1214 nir_intrinsic_set_base(load, varying);
1215 nir_builder_instr_insert(&b, &load->instr);
1216
1217 store = nir_intrinsic_instr_create(nir,
1218 nir_intrinsic_store_per_vertex_output);
1219 store->num_components = 4;
1220 store->src[0] = nir_src_for_ssa(&load->dest.ssa);
1221 store->src[1] = nir_src_for_ssa(invoc_id);
1222 store->src[2] = nir_src_for_ssa(zero);
1223 nir_intrinsic_set_base(store, varying);
1224 nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW);
1225 nir_builder_instr_insert(&b, &store->instr);
1226
1227 varyings &= ~BITFIELD64_BIT(varying);
1228 }
1229
1230 nir_validate_shader(nir, "in brw_nir_create_passthrough_tcs");
1231
1232 brw_preprocess_nir(compiler, nir, NULL);
1233
1234 return nir;
1235 }