nir: Add lower_rotate flag and set to true in all drivers
[mesa.git] / src / amd / vulkan / radv_shader.c
index a967709477250141b99c98217e1acb1a49e1bc72..3c3f761ca8966775814b4263c663248de1e7facf 100644 (file)
@@ -40,7 +40,6 @@
 #include <llvm-c/Support.h>
 
 #include "sid.h"
-#include "gfx9d.h"
 #include "ac_binary.h"
 #include "ac_llvm_util.h"
 #include "ac_nir_to_llvm.h"
@@ -59,6 +58,8 @@ static const struct nir_shader_compiler_options nir_options = {
        .lower_device_index_to_zero = true,
        .lower_fsat = true,
        .lower_fdiv = true,
+       .lower_bitfield_insert_to_bitfield_select = true,
+       .lower_bitfield_extract = true,
        .lower_sub = true,
        .lower_pack_snorm_2x16 = true,
        .lower_pack_snorm_4x8 = true,
@@ -73,6 +74,7 @@ static const struct nir_shader_compiler_options nir_options = {
        .lower_ffma = true,
        .lower_fpow = true,
        .lower_mul_2x32_64 = true,
+       .lower_rotate = true,
        .max_unroll_iterations = 32
 };
 
@@ -124,6 +126,10 @@ radv_optimize_nir(struct nir_shader *shader, bool optimize_conservatively,
                   bool allow_copies)
 {
         bool progress;
+        unsigned lower_flrp =
+                (shader->options->lower_flrp16 ? 16 : 0) |
+                (shader->options->lower_flrp32 ? 32 : 0) |
+                (shader->options->lower_flrp64 ? 64 : 0);
 
         do {
                 progress = false;
@@ -146,7 +152,7 @@ radv_optimize_nir(struct nir_shader *shader, bool optimize_conservatively,
                NIR_PASS(progress, shader, nir_opt_copy_prop_vars);
                NIR_PASS(progress, shader, nir_opt_dead_write_vars);
 
-                NIR_PASS_V(shader, nir_lower_alu_to_scalar);
+                NIR_PASS_V(shader, nir_lower_alu_to_scalar, NULL);
                 NIR_PASS_V(shader, nir_lower_phis_to_scalar);
 
                 NIR_PASS(progress, shader, nir_copy_prop);
@@ -162,8 +168,29 @@ radv_optimize_nir(struct nir_shader *shader, bool optimize_conservatively,
                 NIR_PASS(progress, shader, nir_opt_dead_cf);
                 NIR_PASS(progress, shader, nir_opt_cse);
                 NIR_PASS(progress, shader, nir_opt_peephole_select, 8, true, true);
-                NIR_PASS(progress, shader, nir_opt_algebraic);
                 NIR_PASS(progress, shader, nir_opt_constant_folding);
+                NIR_PASS(progress, shader, nir_opt_algebraic);
+
+                if (lower_flrp != 0) {
+                        bool lower_flrp_progress = false;
+                        NIR_PASS(lower_flrp_progress,
+                                 shader,
+                                 nir_lower_flrp,
+                                 lower_flrp,
+                                 false /* always_precise */,
+                                 shader->options->lower_ffma);
+                        if (lower_flrp_progress) {
+                                NIR_PASS(progress, shader,
+                                         nir_opt_constant_folding);
+                                progress = true;
+                        }
+
+                        /* Nothing should rematerialize any flrps, so we only
+                         * need to do this lowering once.
+                         */
+                        lower_flrp = 0;
+                }
+
                 NIR_PASS(progress, shader, nir_opt_undef);
                 NIR_PASS(progress, shader, nir_opt_conditional_discard);
                 if (shader->options->max_unroll_iterations) {
@@ -181,10 +208,10 @@ radv_shader_compile_to_nir(struct radv_device *device,
                           const char *entrypoint_name,
                           gl_shader_stage stage,
                           const VkSpecializationInfo *spec_info,
-                          const VkPipelineCreateFlags flags)
+                          const VkPipelineCreateFlags flags,
+                          const struct radv_pipeline_layout *layout)
 {
        nir_shader *nir;
-       nir_function *entry_point;
        if (module->nir) {
                /* Some things such as our meta clear/blit code will give us a NIR
                 * shader directly.  In that case, we just ignore the SPIR-V entirely
@@ -194,8 +221,6 @@ radv_shader_compile_to_nir(struct radv_device *device,
                nir_validate_shader(nir, "in internal shader");
 
                assert(exec_list_length(&nir->functions) == 1);
-               struct exec_node *node = exec_list_get_head(&nir->functions);
-               entry_point = exec_node_data(nir_function, node, node);
        } else {
                uint32_t *spirv = (uint32_t *) module->data;
                assert(module->size % 4 == 0);
@@ -223,18 +248,24 @@ radv_shader_compile_to_nir(struct radv_device *device,
                const struct spirv_to_nir_options spirv_options = {
                        .lower_ubo_ssbo_access_to_offsets = true,
                        .caps = {
+                               .amd_gcn_shader = true,
+                               .amd_shader_ballot = device->instance->perftest_flags & RADV_PERFTEST_SHADER_BALLOT,
+                               .amd_trinary_minmax = true,
+                               .derivative_group = true,
                                .descriptor_array_dynamic_indexing = true,
+                               .descriptor_array_non_uniform_indexing = true,
+                               .descriptor_indexing = true,
                                .device_group = true,
                                .draw_parameters = true,
                                .float16 = true,
                                .float64 = true,
-                               .gcn_shader = true,
                                .geometry_streams = true,
                                .image_read_without_format = true,
                                .image_write_without_format = true,
                                .int8 = true,
                                .int16 = true,
                                .int64 = true,
+                               .int64_atomics = true,
                                .multiview = true,
                                .physical_storage_buffer_address = true,
                                .runtime_descriptor_array = true,
@@ -251,20 +282,18 @@ radv_shader_compile_to_nir(struct radv_device *device,
                                .subgroup_vote = true,
                                .tessellation = true,
                                .transform_feedback = true,
-                               .trinary_minmax = true,
                                .variable_pointers = true,
                        },
-                       .ubo_ptr_type = glsl_vector_type(GLSL_TYPE_UINT, 2),
-                       .ssbo_ptr_type = glsl_vector_type(GLSL_TYPE_UINT, 2),
-                       .phys_ssbo_ptr_type = glsl_vector_type(GLSL_TYPE_UINT64, 1),
-                       .push_const_ptr_type = glsl_uint_type(),
-                       .shared_ptr_type = glsl_uint_type(),
+                       .ubo_addr_format = nir_address_format_32bit_index_offset,
+                       .ssbo_addr_format = nir_address_format_32bit_index_offset,
+                       .phys_ssbo_addr_format = nir_address_format_64bit_global,
+                       .push_const_addr_format = nir_address_format_logical,
+                       .shared_addr_format = nir_address_format_32bit_offset,
                };
-               entry_point = spirv_to_nir(spirv, module->size / 4,
-                                          spec_entries, num_spec_entries,
-                                          stage, entrypoint_name,
-                                          &spirv_options, &nir_options);
-               nir = entry_point->shader;
+               nir = spirv_to_nir(spirv, module->size / 4,
+                                  spec_entries, num_spec_entries,
+                                  stage, entrypoint_name,
+                                  &spirv_options, &nir_options);
                assert(nir->info.stage == stage);
                nir_validate_shader(nir, "after spirv_to_nir");
 
@@ -281,11 +310,12 @@ radv_shader_compile_to_nir(struct radv_device *device,
 
                /* Pick off the single entrypoint that we want */
                foreach_list_typed_safe(nir_function, func, node, &nir->functions) {
-                       if (func != entry_point)
+                       if (func->is_entrypoint)
+                               func->name = ralloc_strdup(func, "main");
+                       else
                                exec_node_remove(&func->node);
                }
                assert(exec_list_length(&nir->functions) == 1);
-               entry_point->name = ralloc_strdup(entry_point, "main");
 
                /* Make sure we lower constant initializers on output variables so that
                 * nir_remove_dead_variables below sees the corresponding stores
@@ -308,12 +338,13 @@ radv_shader_compile_to_nir(struct radv_device *device,
 
                NIR_PASS_V(nir, nir_lower_system_values);
                NIR_PASS_V(nir, nir_lower_clip_cull_distance_arrays);
+               NIR_PASS_V(nir, radv_nir_lower_ycbcr_textures, layout);
        }
 
        /* Vulkan uses the separate-shader linking model */
        nir->info.separate_shader = true;
 
-       nir_shader_gather_info(nir, entry_point->impl);
+       nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
 
        static const nir_lower_tex_options tex_options = {
          .lower_txp = ~0,
@@ -441,6 +472,7 @@ radv_get_shader_binary_size(struct ac_shader_binary *binary)
 static void
 radv_fill_shader_variant(struct radv_device *device,
                         struct radv_shader_variant *variant,
+                        struct radv_nir_compiler_options *options,
                         struct ac_shader_binary *binary,
                         gl_shader_stage stage)
 {
@@ -465,21 +497,54 @@ radv_fill_shader_variant(struct radv_device *device,
 
        switch (stage) {
        case MESA_SHADER_TESS_EVAL:
-               vgpr_comp_cnt = 3;
+               if (options->key.tes.as_es) {
+                       assert(device->physical_device->rad_info.chip_class <= GFX8);
+                       vgpr_comp_cnt = info->uses_prim_id ? 3 : 2;
+               } else {
+                       bool enable_prim_id = options->key.tes.export_prim_id || info->uses_prim_id;
+                       vgpr_comp_cnt = enable_prim_id ? 3 : 2;
+               }
                variant->rsrc2 |= S_00B12C_OC_LDS_EN(1);
                break;
        case MESA_SHADER_TESS_CTRL:
                if (device->physical_device->rad_info.chip_class >= GFX9) {
-                       vgpr_comp_cnt = variant->info.vs.vgpr_comp_cnt;
+                       /* We need at least 2 components for LS.
+                        * VGPR0-3: (VertexID, RelAutoindex, InstanceID / StepRate0, InstanceID).
+                        * StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
+                        */
+                       vgpr_comp_cnt = info->vs.needs_instance_id ? 2 : 1;
                } else {
                        variant->rsrc2 |= S_00B12C_OC_LDS_EN(1);
                }
                break;
        case MESA_SHADER_VERTEX:
-       case MESA_SHADER_GEOMETRY:
-               vgpr_comp_cnt = variant->info.vs.vgpr_comp_cnt;
+               if (variant->info.vs.as_ls) {
+                       assert(device->physical_device->rad_info.chip_class <= GFX8);
+                       /* We need at least 2 components for LS.
+                        * VGPR0-3: (VertexID, RelAutoindex, InstanceID / StepRate0, InstanceID).
+                        * StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
+                        */
+                       vgpr_comp_cnt = info->vs.needs_instance_id ? 2 : 1;
+               } else if (variant->info.vs.as_es) {
+                       assert(device->physical_device->rad_info.chip_class <= GFX8);
+                       /* VGPR0-3: (VertexID, InstanceID / StepRate0, ...) */
+                       vgpr_comp_cnt = info->vs.needs_instance_id ? 1 : 0;
+               } else {
+                       /* VGPR0-3: (VertexID, InstanceID / StepRate0, PrimID, InstanceID)
+                        * If PrimID is disabled. InstanceID / StepRate1 is loaded instead.
+                        * StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
+                        */
+                       if (options->key.vs.export_prim_id) {
+                               vgpr_comp_cnt = 2;
+                       } else if (info->vs.needs_instance_id) {
+                               vgpr_comp_cnt = 1;
+                       } else {
+                               vgpr_comp_cnt = 0;
+                       }
+               }
                break;
        case MESA_SHADER_FRAGMENT:
+       case MESA_SHADER_GEOMETRY:
                break;
        case MESA_SHADER_COMPUTE:
                variant->rsrc2 |=
@@ -502,9 +567,10 @@ radv_fill_shader_variant(struct radv_device *device,
                unsigned gs_vgpr_comp_cnt, es_vgpr_comp_cnt;
 
                if (es_type == MESA_SHADER_VERTEX) {
-                       es_vgpr_comp_cnt = variant->info.vs.vgpr_comp_cnt;
+                       /* VGPR0-3: (VertexID, InstanceID / StepRate0, ...) */
+                       es_vgpr_comp_cnt = info->vs.needs_instance_id ? 1 : 0;
                } else if (es_type == MESA_SHADER_TESS_EVAL) {
-                       es_vgpr_comp_cnt = 3;
+                       es_vgpr_comp_cnt = info->uses_prim_id ? 3 : 2;
                } else {
                        unreachable("invalid shader ES type");
                }
@@ -618,6 +684,8 @@ shader_variant_create(struct radv_device *device,
                tm_options |= AC_TM_SISCHED;
        if (options->check_ir)
                tm_options |= AC_TM_CHECK_IR;
+       if (device->instance->debug_flags & RADV_DEBUG_NO_LOAD_STORE_OPT)
+               tm_options |= AC_TM_NO_LOAD_STORE_OPT;
 
        thread_compiler = !(device->instance->debug_flags & RADV_DEBUG_NOTHREADLLVM);
        radv_init_llvm_once();
@@ -637,7 +705,7 @@ shader_variant_create(struct radv_device *device,
 
        radv_destroy_llvm_compiler(&ac_llvm, thread_compiler);
 
-       radv_fill_shader_variant(device, variant, &binary, stage);
+       radv_fill_shader_variant(device, variant, options, &binary, stage);
 
        if (code_out) {
                *code_out = binary.code;
@@ -742,7 +810,7 @@ generate_shader_stats(struct radv_device *device,
                      struct _mesa_string_buffer *buf)
 {
        enum chip_class chip_class = device->physical_device->rad_info.chip_class;
-       unsigned lds_increment = chip_class >= CIK ? 512 : 256;
+       unsigned lds_increment = chip_class >= GFX7 ? 512 : 256;
        struct ac_shader_config *conf;
        unsigned max_simd_waves;
        unsigned lds_per_wave = 0;
@@ -844,7 +912,7 @@ radv_GetShaderInfoAMD(VkDevice _device,
                if (!pInfo) {
                        *pInfoSize = sizeof(VkShaderStatisticsInfoAMD);
                } else {
-                       unsigned lds_multiplier = device->physical_device->rad_info.chip_class >= CIK ? 512 : 256;
+                       unsigned lds_multiplier = device->physical_device->rad_info.chip_class >= GFX7 ? 512 : 256;
                        struct ac_shader_config *conf = &variant->config;
 
                        VkShaderStatisticsInfoAMD statistics = {};