intel/fs: Support min_lod parameters on texture instructions
[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_local;
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_local);
546 OPT(nir_shrink_vec_array_vars, nir_var_local);
547 OPT(nir_lower_vars_to_ssa);
548 if (allow_copies) {
549 /* Only run this pass in the first call to brw_nir_optimize. Later
550 * calls assume that we've lowered away any copy_deref instructions
551 * and we don't want to introduce any more.
552 */
553 OPT(nir_opt_find_array_copies);
554 }
555 OPT(nir_opt_copy_prop_vars);
556 OPT(nir_opt_dead_write_vars);
557
558 if (is_scalar) {
559 OPT(nir_lower_alu_to_scalar);
560 }
561
562 OPT(nir_copy_prop);
563
564 if (is_scalar) {
565 OPT(nir_lower_phis_to_scalar);
566 }
567
568 OPT(nir_copy_prop);
569 OPT(nir_opt_dce);
570 OPT(nir_opt_cse);
571 OPT(nir_opt_peephole_select, 0);
572 OPT(nir_opt_intrinsics);
573 OPT(nir_opt_algebraic);
574 OPT(nir_opt_constant_folding);
575 OPT(nir_opt_dead_cf);
576 if (OPT(nir_opt_trivial_continues)) {
577 /* If nir_opt_trivial_continues makes progress, then we need to clean
578 * things up if we want any hope of nir_opt_if or nir_opt_loop_unroll
579 * to make progress.
580 */
581 OPT(nir_copy_prop);
582 OPT(nir_opt_dce);
583 }
584 OPT(nir_opt_if);
585 if (nir->options->max_unroll_iterations != 0) {
586 OPT(nir_opt_loop_unroll, indirect_mask);
587 }
588 OPT(nir_opt_remove_phis);
589 OPT(nir_opt_undef);
590 OPT(nir_lower_doubles, nir_lower_drcp |
591 nir_lower_dsqrt |
592 nir_lower_drsq |
593 nir_lower_dtrunc |
594 nir_lower_dfloor |
595 nir_lower_dceil |
596 nir_lower_dfract |
597 nir_lower_dround_even |
598 nir_lower_dmod);
599 OPT(nir_lower_pack);
600 } while (progress);
601
602 /* Workaround Gfxbench unused local sampler variable which will trigger an
603 * assert in the opt_large_constants pass.
604 */
605 OPT(nir_remove_dead_variables, nir_var_local);
606
607 return nir;
608 }
609
610 static unsigned
611 lower_bit_size_callback(const nir_alu_instr *alu, UNUSED void *data)
612 {
613 assert(alu->dest.dest.is_ssa);
614 if (alu->dest.dest.ssa.bit_size != 16)
615 return 0;
616
617 switch (alu->op) {
618 case nir_op_idiv:
619 case nir_op_imod:
620 case nir_op_irem:
621 case nir_op_udiv:
622 case nir_op_umod:
623 return 32;
624 default:
625 return 0;
626 }
627 }
628
629 /* Does some simple lowering and runs the standard suite of optimizations
630 *
631 * This is intended to be called more-or-less directly after you get the
632 * shader out of GLSL or some other source. While it is geared towards i965,
633 * it is not at all generator-specific except for the is_scalar flag. Even
634 * there, it is safe to call with is_scalar = false for a shader that is
635 * intended for the FS backend as long as nir_optimize is called again with
636 * is_scalar = true to scalarize everything prior to code gen.
637 */
638 nir_shader *
639 brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir)
640 {
641 const struct gen_device_info *devinfo = compiler->devinfo;
642 UNUSED bool progress; /* Written by OPT */
643
644 const bool is_scalar = compiler->scalar_stage[nir->info.stage];
645
646 if (nir->info.stage == MESA_SHADER_GEOMETRY)
647 OPT(nir_lower_gs_intrinsics);
648
649 /* See also brw_nir_trig_workarounds.py */
650 if (compiler->precise_trig &&
651 !(devinfo->gen >= 10 || devinfo->is_kabylake))
652 OPT(brw_nir_apply_trig_workarounds);
653
654 static const nir_lower_tex_options tex_options = {
655 .lower_txp = ~0,
656 .lower_txf_offset = true,
657 .lower_rect_offset = true,
658 .lower_txd_cube_map = true,
659 .lower_txb_shadow_clamp = true,
660 .lower_txd_shadow_clamp = true,
661 .lower_txd_offset_clamp = true,
662 };
663
664 OPT(nir_lower_tex, &tex_options);
665 OPT(nir_normalize_cubemap_coords);
666
667 OPT(nir_lower_global_vars_to_local);
668
669 OPT(nir_split_var_copies);
670 OPT(nir_split_struct_vars, nir_var_local);
671
672 /* Run opt_algebraic before int64 lowering so we can hopefully get rid
673 * of some int64 instructions.
674 */
675 OPT(nir_opt_algebraic);
676
677 /* Lower int64 instructions before nir_optimize so that loop unrolling
678 * sees their actual cost.
679 */
680 OPT(nir_lower_int64, nir_lower_imul64 |
681 nir_lower_isign64 |
682 nir_lower_divmod64);
683
684 nir = brw_nir_optimize(nir, compiler, is_scalar, true);
685
686 /* This needs to be run after the first optimization pass but before we
687 * lower indirect derefs away
688 */
689 if (compiler->supports_shader_constants) {
690 OPT(nir_opt_large_constants, NULL, 32);
691 }
692
693 OPT(nir_lower_bit_size, lower_bit_size_callback, NULL);
694
695 if (is_scalar) {
696 OPT(nir_lower_load_const_to_scalar);
697 }
698
699 /* Lower a bunch of stuff */
700 OPT(nir_lower_var_copies);
701
702 OPT(nir_lower_system_values);
703
704 const nir_lower_subgroups_options subgroups_options = {
705 .subgroup_size = BRW_SUBGROUP_SIZE,
706 .ballot_bit_size = 32,
707 .lower_to_scalar = true,
708 .lower_subgroup_masks = true,
709 .lower_vote_trivial = !is_scalar,
710 .lower_shuffle = true,
711 };
712 OPT(nir_lower_subgroups, &subgroups_options);
713
714 OPT(nir_lower_clip_cull_distance_arrays);
715
716 nir_variable_mode indirect_mask =
717 brw_nir_no_indirect_mask(compiler, nir->info.stage);
718 OPT(nir_lower_indirect_derefs, indirect_mask);
719
720 OPT(brw_nir_lower_mem_access_bit_sizes);
721
722 /* Get rid of split copies */
723 nir = brw_nir_optimize(nir, compiler, is_scalar, false);
724
725 return nir;
726 }
727
728 void
729 brw_nir_link_shaders(const struct brw_compiler *compiler,
730 nir_shader **producer, nir_shader **consumer)
731 {
732 nir_lower_io_arrays_to_elements(*producer, *consumer);
733 nir_validate_shader(*producer, "after nir_lower_io_arrays_to_elements");
734 nir_validate_shader(*consumer, "after nir_lower_io_arrays_to_elements");
735
736 const bool p_is_scalar =
737 compiler->scalar_stage[(*producer)->info.stage];
738 const bool c_is_scalar =
739 compiler->scalar_stage[(*consumer)->info.stage];
740
741 if (p_is_scalar && c_is_scalar) {
742 NIR_PASS_V(*producer, nir_lower_io_to_scalar_early, nir_var_shader_out);
743 NIR_PASS_V(*consumer, nir_lower_io_to_scalar_early, nir_var_shader_in);
744 *producer = brw_nir_optimize(*producer, compiler, p_is_scalar, false);
745 *consumer = brw_nir_optimize(*consumer, compiler, c_is_scalar, false);
746 }
747
748 if (nir_link_constant_varyings(*producer, *consumer))
749 *consumer = brw_nir_optimize(*consumer, compiler, c_is_scalar, false);
750
751 NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out);
752 NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in);
753
754 if (nir_remove_unused_varyings(*producer, *consumer)) {
755 NIR_PASS_V(*producer, nir_lower_global_vars_to_local);
756 NIR_PASS_V(*consumer, nir_lower_global_vars_to_local);
757
758 /* The backend might not be able to handle indirects on
759 * temporaries so we need to lower indirects on any of the
760 * varyings we have demoted here.
761 */
762 NIR_PASS_V(*producer, nir_lower_indirect_derefs,
763 brw_nir_no_indirect_mask(compiler, (*producer)->info.stage));
764 NIR_PASS_V(*consumer, nir_lower_indirect_derefs,
765 brw_nir_no_indirect_mask(compiler, (*consumer)->info.stage));
766
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
772 /* Prepare the given shader for codegen
773 *
774 * This function is intended to be called right before going into the actual
775 * backend and is highly backend-specific. Also, once this function has been
776 * called on a shader, it will no longer be in SSA form so most optimizations
777 * will not work.
778 */
779 nir_shader *
780 brw_postprocess_nir(nir_shader *nir, const struct brw_compiler *compiler,
781 bool is_scalar)
782 {
783 const struct gen_device_info *devinfo = compiler->devinfo;
784 bool debug_enabled =
785 (INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->info.stage));
786
787 UNUSED bool progress; /* Written by OPT */
788
789
790 do {
791 progress = false;
792 OPT(nir_opt_algebraic_before_ffma);
793 } while (progress);
794
795 nir = brw_nir_optimize(nir, compiler, is_scalar, false);
796
797 if (devinfo->gen >= 6) {
798 /* Try and fuse multiply-adds */
799 OPT(brw_nir_opt_peephole_ffma);
800 }
801
802 OPT(nir_opt_algebraic_late);
803
804 OPT(nir_lower_to_source_mods, nir_lower_all_source_mods);
805 OPT(nir_copy_prop);
806 OPT(nir_opt_dce);
807 OPT(nir_opt_move_comparisons);
808
809 OPT(nir_lower_locals_to_regs);
810
811 if (unlikely(debug_enabled)) {
812 /* Re-index SSA defs so we print more sensible numbers. */
813 nir_foreach_function(function, nir) {
814 if (function->impl)
815 nir_index_ssa_defs(function->impl);
816 }
817
818 fprintf(stderr, "NIR (SSA form) for %s shader:\n",
819 _mesa_shader_stage_to_string(nir->info.stage));
820 nir_print_shader(nir, stderr);
821 }
822
823 OPT(nir_convert_from_ssa, true);
824
825 if (!is_scalar) {
826 OPT(nir_move_vec_src_uses_to_dest);
827 OPT(nir_lower_vec_to_movs);
828 }
829
830 OPT(nir_opt_dce);
831
832 /* This is the last pass we run before we start emitting stuff. It
833 * determines when we need to insert boolean resolves on Gen <= 5. We
834 * run it last because it stashes data in instr->pass_flags and we don't
835 * want that to be squashed by other NIR passes.
836 */
837 if (devinfo->gen <= 5)
838 brw_nir_analyze_boolean_resolves(nir);
839
840 nir_sweep(nir);
841
842 if (unlikely(debug_enabled)) {
843 fprintf(stderr, "NIR (final form) for %s shader:\n",
844 _mesa_shader_stage_to_string(nir->info.stage));
845 nir_print_shader(nir, stderr);
846 }
847
848 return nir;
849 }
850
851 nir_shader *
852 brw_nir_apply_sampler_key(nir_shader *nir,
853 const struct brw_compiler *compiler,
854 const struct brw_sampler_prog_key_data *key_tex,
855 bool is_scalar)
856 {
857 const struct gen_device_info *devinfo = compiler->devinfo;
858 nir_lower_tex_options tex_options = { 0 };
859
860 /* Iron Lake and prior require lowering of all rectangle textures */
861 if (devinfo->gen < 6)
862 tex_options.lower_rect = true;
863
864 /* Prior to Broadwell, our hardware can't actually do GL_CLAMP */
865 if (devinfo->gen < 8) {
866 tex_options.saturate_s = key_tex->gl_clamp_mask[0];
867 tex_options.saturate_t = key_tex->gl_clamp_mask[1];
868 tex_options.saturate_r = key_tex->gl_clamp_mask[2];
869 }
870
871 /* Prior to Haswell, we have to fake texture swizzle */
872 for (unsigned s = 0; s < MAX_SAMPLERS; s++) {
873 if (key_tex->swizzles[s] == SWIZZLE_NOOP)
874 continue;
875
876 tex_options.swizzle_result |= (1 << s);
877 for (unsigned c = 0; c < 4; c++)
878 tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c);
879 }
880
881 /* Prior to Haswell, we have to lower gradients on shadow samplers */
882 tex_options.lower_txd_shadow = devinfo->gen < 8 && !devinfo->is_haswell;
883
884 tex_options.lower_y_uv_external = key_tex->y_uv_image_mask;
885 tex_options.lower_y_u_v_external = key_tex->y_u_v_image_mask;
886 tex_options.lower_yx_xuxv_external = key_tex->yx_xuxv_image_mask;
887 tex_options.lower_xy_uxvx_external = key_tex->xy_uxvx_image_mask;
888 tex_options.lower_ayuv_external = key_tex->ayuv_image_mask;
889
890 if (nir_lower_tex(nir, &tex_options)) {
891 nir_validate_shader(nir, "after nir_lower_tex");
892 nir = brw_nir_optimize(nir, compiler, is_scalar, false);
893 }
894
895 return nir;
896 }
897
898 enum brw_reg_type
899 brw_type_for_nir_type(const struct gen_device_info *devinfo, nir_alu_type type)
900 {
901 switch (type) {
902 case nir_type_uint:
903 case nir_type_uint32:
904 return BRW_REGISTER_TYPE_UD;
905 case nir_type_bool:
906 case nir_type_int:
907 case nir_type_bool32:
908 case nir_type_int32:
909 return BRW_REGISTER_TYPE_D;
910 case nir_type_float:
911 case nir_type_float32:
912 return BRW_REGISTER_TYPE_F;
913 case nir_type_float16:
914 return BRW_REGISTER_TYPE_HF;
915 case nir_type_float64:
916 return BRW_REGISTER_TYPE_DF;
917 case nir_type_int64:
918 return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_Q;
919 case nir_type_uint64:
920 return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_UQ;
921 case nir_type_int16:
922 return BRW_REGISTER_TYPE_W;
923 case nir_type_uint16:
924 return BRW_REGISTER_TYPE_UW;
925 case nir_type_int8:
926 return BRW_REGISTER_TYPE_B;
927 case nir_type_uint8:
928 return BRW_REGISTER_TYPE_UB;
929 default:
930 unreachable("unknown type");
931 }
932
933 return BRW_REGISTER_TYPE_F;
934 }
935
936 /* Returns the glsl_base_type corresponding to a nir_alu_type.
937 * This is used by both brw_vec4_nir and brw_fs_nir.
938 */
939 enum glsl_base_type
940 brw_glsl_base_type_for_nir_type(nir_alu_type type)
941 {
942 switch (type) {
943 case nir_type_float:
944 case nir_type_float32:
945 return GLSL_TYPE_FLOAT;
946
947 case nir_type_float16:
948 return GLSL_TYPE_FLOAT16;
949
950 case nir_type_float64:
951 return GLSL_TYPE_DOUBLE;
952
953 case nir_type_int:
954 case nir_type_int32:
955 return GLSL_TYPE_INT;
956
957 case nir_type_uint:
958 case nir_type_uint32:
959 return GLSL_TYPE_UINT;
960
961 case nir_type_int16:
962 return GLSL_TYPE_INT16;
963
964 case nir_type_uint16:
965 return GLSL_TYPE_UINT16;
966
967 default:
968 unreachable("bad type");
969 }
970 }
971
972 nir_shader *
973 brw_nir_create_passthrough_tcs(void *mem_ctx, const struct brw_compiler *compiler,
974 const nir_shader_compiler_options *options,
975 const struct brw_tcs_prog_key *key)
976 {
977 nir_builder b;
978 nir_builder_init_simple_shader(&b, mem_ctx, MESA_SHADER_TESS_CTRL,
979 options);
980 nir_shader *nir = b.shader;
981 nir_variable *var;
982 nir_intrinsic_instr *load;
983 nir_intrinsic_instr *store;
984 nir_ssa_def *zero = nir_imm_int(&b, 0);
985 nir_ssa_def *invoc_id =
986 nir_load_system_value(&b, nir_intrinsic_load_invocation_id, 0);
987
988 nir->info.inputs_read = key->outputs_written &
989 ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
990 nir->info.outputs_written = key->outputs_written;
991 nir->info.tess.tcs_vertices_out = key->input_vertices;
992 nir->info.name = ralloc_strdup(nir, "passthrough");
993 nir->num_uniforms = 8 * sizeof(uint32_t);
994
995 var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_0");
996 var->data.location = 0;
997 var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_1");
998 var->data.location = 1;
999
1000 /* Write the patch URB header. */
1001 for (int i = 0; i <= 1; i++) {
1002 load = nir_intrinsic_instr_create(nir, nir_intrinsic_load_uniform);
1003 load->num_components = 4;
1004 load->src[0] = nir_src_for_ssa(zero);
1005 nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
1006 nir_intrinsic_set_base(load, i * 4 * sizeof(uint32_t));
1007 nir_builder_instr_insert(&b, &load->instr);
1008
1009 store = nir_intrinsic_instr_create(nir, nir_intrinsic_store_output);
1010 store->num_components = 4;
1011 store->src[0] = nir_src_for_ssa(&load->dest.ssa);
1012 store->src[1] = nir_src_for_ssa(zero);
1013 nir_intrinsic_set_base(store, VARYING_SLOT_TESS_LEVEL_INNER - i);
1014 nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW);
1015 nir_builder_instr_insert(&b, &store->instr);
1016 }
1017
1018 /* Copy inputs to outputs. */
1019 uint64_t varyings = nir->info.inputs_read;
1020
1021 while (varyings != 0) {
1022 const int varying = ffsll(varyings) - 1;
1023
1024 load = nir_intrinsic_instr_create(nir,
1025 nir_intrinsic_load_per_vertex_input);
1026 load->num_components = 4;
1027 load->src[0] = nir_src_for_ssa(invoc_id);
1028 load->src[1] = nir_src_for_ssa(zero);
1029 nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
1030 nir_intrinsic_set_base(load, varying);
1031 nir_builder_instr_insert(&b, &load->instr);
1032
1033 store = nir_intrinsic_instr_create(nir,
1034 nir_intrinsic_store_per_vertex_output);
1035 store->num_components = 4;
1036 store->src[0] = nir_src_for_ssa(&load->dest.ssa);
1037 store->src[1] = nir_src_for_ssa(invoc_id);
1038 store->src[2] = nir_src_for_ssa(zero);
1039 nir_intrinsic_set_base(store, varying);
1040 nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW);
1041 nir_builder_instr_insert(&b, &store->instr);
1042
1043 varyings &= ~BITFIELD64_BIT(varying);
1044 }
1045
1046 nir_validate_shader(nir, "in brw_nir_create_passthrough_tcs");
1047
1048 nir = brw_preprocess_nir(compiler, nir);
1049
1050 return nir;
1051 }