nir: Take a mode in remove_unused_io_vars
[mesa.git] / src / broadcom / compiler / vir.c
index 45a6cc9ed2b1b48a4966588e95fdd18cbcb3ac20..4482f7825a6d31d1336a83962fcd3c233a5bc2dd 100644 (file)
@@ -23,6 +23,8 @@
 
 #include "broadcom/common/v3d_device_info.h"
 #include "v3d_compiler.h"
+#include "util/u_prim.h"
+#include "compiler/nir/nir_schedule.h"
 
 int
 vir_get_nsrc(struct qinst *inst)
@@ -75,6 +77,8 @@ vir_has_side_effects(struct v3d_compile *c, struct qinst *inst)
 
         if (inst->qpu.sig.ldtmu ||
             inst->qpu.sig.ldvary ||
+            inst->qpu.sig.ldtlbu ||
+            inst->qpu.sig.ldtlb ||
             inst->qpu.sig.wrtmuc ||
             inst->qpu.sig.thrsw) {
                 return true;
@@ -496,7 +500,8 @@ vir_compile_init(const struct v3d_compiler *compiler,
                  void (*debug_output)(const char *msg,
                                       void *debug_output_data),
                  void *debug_output_data,
-                 int program_id, int variant_id)
+                 int program_id, int variant_id,
+                 bool fallback_scheduler)
 {
         struct v3d_compile *c = rzalloc(NULL, struct v3d_compile);
 
@@ -508,6 +513,8 @@ vir_compile_init(const struct v3d_compiler *compiler,
         c->threads = 4;
         c->debug_output = debug_output;
         c->debug_output_data = debug_output_data;
+        c->compilation_result = V3D_COMPILATION_SUCCEEDED;
+        c->fallback_scheduler = fallback_scheduler;
 
         s = nir_shader_clone(c, s);
         c->s = s;
@@ -658,6 +665,47 @@ v3d_vs_set_prog_data(struct v3d_compile *c,
         prog_data->vcm_cache_size = CLAMP(vpm_output_batches - 1, 2, 4);
 }
 
+static void
+v3d_gs_set_prog_data(struct v3d_compile *c,
+                     struct v3d_gs_prog_data *prog_data)
+{
+        prog_data->num_inputs = c->num_inputs;
+        memcpy(prog_data->input_slots, c->input_slots,
+               c->num_inputs * sizeof(*c->input_slots));
+
+        /* gl_PrimitiveIdIn is written by the GBG into the first word of the
+         * VPM output header automatically and the shader will overwrite
+         * it after reading it if necessary, so it doesn't add to the VPM
+         * size requirements.
+         */
+        prog_data->uses_pid = (c->s->info.system_values_read &
+                               (1ull << SYSTEM_VALUE_PRIMITIVE_ID));
+
+        /* Output segment size is in sectors (8 rows of 32 bits per channel) */
+        prog_data->vpm_output_size = align(c->vpm_output_size, 8) / 8;
+
+        /* Compute SIMD dispatch width and update VPM output size accordingly
+         * to ensure we can fit our program in memory. Available widths are
+         * 16, 8, 4, 1.
+         *
+         * Notice that at draw time we will have to consider VPM memory
+         * requirements from other stages and choose a smaller dispatch
+         * width if needed to fit the program in VPM memory.
+         */
+        prog_data->simd_width = 16;
+        while ((prog_data->simd_width > 1 && prog_data->vpm_output_size > 16) ||
+               prog_data->simd_width == 2) {
+                prog_data->simd_width >>= 1;
+                prog_data->vpm_output_size =
+                        align(prog_data->vpm_output_size, 2) / 2;
+        }
+        assert(prog_data->vpm_output_size <= 16);
+        assert(prog_data->simd_width != 2);
+
+        prog_data->out_prim_type = c->s->info.gs.output_primitive;
+        prog_data->num_invocations = c->s->info.gs.invocations;
+}
+
 static void
 v3d_set_fs_prog_data_inputs(struct v3d_compile *c,
                             struct v3d_fs_prog_data *prog_data)
@@ -690,6 +738,8 @@ v3d_fs_set_prog_data(struct v3d_compile *c,
         prog_data->uses_center_w = c->uses_center_w;
         prog_data->uses_implicit_point_line_varyings =
                 c->uses_implicit_point_line_varyings;
+        prog_data->lock_scoreboard_on_first_thrsw =
+                c->lock_scoreboard_on_first_thrsw;
 }
 
 static void
@@ -706,16 +756,25 @@ v3d_set_prog_data(struct v3d_compile *c,
         prog_data->threads = c->threads;
         prog_data->single_seg = !c->last_thrsw;
         prog_data->spill_size = c->spill_size;
+        prog_data->tmu_dirty_rcl = c->tmu_dirty_rcl;
 
         v3d_set_prog_data_uniforms(c, prog_data);
 
-        if (c->s->info.stage == MESA_SHADER_COMPUTE) {
-                v3d_cs_set_prog_data(c, (struct v3d_compute_prog_data *)prog_data);
-        } else if (c->s->info.stage == MESA_SHADER_VERTEX) {
+        switch (c->s->info.stage) {
+        case MESA_SHADER_VERTEX:
                 v3d_vs_set_prog_data(c, (struct v3d_vs_prog_data *)prog_data);
-        } else {
-                assert(c->s->info.stage == MESA_SHADER_FRAGMENT);
+                break;
+        case MESA_SHADER_GEOMETRY:
+                v3d_gs_set_prog_data(c, (struct v3d_gs_prog_data *)prog_data);
+                break;
+        case MESA_SHADER_FRAGMENT:
                 v3d_fs_set_prog_data(c, (struct v3d_fs_prog_data *)prog_data);
+                break;
+        case MESA_SHADER_COMPUTE:
+                v3d_cs_set_prog_data(c, (struct v3d_compute_prog_data *)prog_data);
+                break;
+        default:
+                unreachable("unsupported shader stage");
         }
 }
 
@@ -744,19 +803,57 @@ v3d_nir_lower_vs_early(struct v3d_compile *c)
         NIR_PASS_V(c->s, nir_lower_io_to_scalar_early,
                    nir_var_shader_in | nir_var_shader_out);
         uint64_t used_outputs[4] = {0};
-        for (int i = 0; i < c->vs_key->num_fs_inputs; i++) {
-                int slot = v3d_slot_get_slot(c->vs_key->fs_inputs[i]);
-                int comp = v3d_slot_get_component(c->vs_key->fs_inputs[i]);
+        for (int i = 0; i < c->vs_key->num_used_outputs; i++) {
+                int slot = v3d_slot_get_slot(c->vs_key->used_outputs[i]);
+                int comp = v3d_slot_get_component(c->vs_key->used_outputs[i]);
+                used_outputs[comp] |= 1ull << slot;
+        }
+        NIR_PASS_V(c->s, nir_remove_unused_io_vars,
+                   nir_var_shader_out, used_outputs, NULL); /* demotes to globals */
+        NIR_PASS_V(c->s, nir_lower_global_vars_to_local);
+        v3d_optimize_nir(c->s);
+        NIR_PASS_V(c->s, nir_remove_dead_variables, nir_var_shader_in, NULL);
+
+        /* This must go before nir_lower_io */
+        if (c->vs_key->per_vertex_point_size)
+                NIR_PASS_V(c->s, nir_lower_point_size, 1.0f, 0.0f);
+
+        NIR_PASS_V(c->s, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
+                   type_size_vec4,
+                   (nir_lower_io_options)0);
+        /* clean up nir_lower_io's deref_var remains */
+        NIR_PASS_V(c->s, nir_opt_dce);
+}
+
+static void
+v3d_nir_lower_gs_early(struct v3d_compile *c)
+{
+        /* Split our I/O vars and dead code eliminate the unused
+         * components.
+         */
+        NIR_PASS_V(c->s, nir_lower_io_to_scalar_early,
+                   nir_var_shader_in | nir_var_shader_out);
+        uint64_t used_outputs[4] = {0};
+        for (int i = 0; i < c->gs_key->num_used_outputs; i++) {
+                int slot = v3d_slot_get_slot(c->gs_key->used_outputs[i]);
+                int comp = v3d_slot_get_component(c->gs_key->used_outputs[i]);
                 used_outputs[comp] |= 1ull << slot;
         }
         NIR_PASS_V(c->s, nir_remove_unused_io_vars,
-                   &c->s->outputs, used_outputs, NULL); /* demotes to globals */
+                   nir_var_shader_out, used_outputs, NULL); /* demotes to globals */
         NIR_PASS_V(c->s, nir_lower_global_vars_to_local);
         v3d_optimize_nir(c->s);
-        NIR_PASS_V(c->s, nir_remove_dead_variables, nir_var_shader_in);
+        NIR_PASS_V(c->s, nir_remove_dead_variables, nir_var_shader_in, NULL);
+
+        /* This must go before nir_lower_io */
+        if (c->gs_key->per_vertex_point_size)
+                NIR_PASS_V(c->s, nir_lower_point_size, 1.0f, 0.0f);
+
         NIR_PASS_V(c->s, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
                    type_size_vec4,
                    (nir_lower_io_options)0);
+        /* clean up nir_lower_io's deref_var remains */
+        NIR_PASS_V(c->s, nir_opt_dce);
 }
 
 static void
@@ -795,16 +892,36 @@ v3d_nir_lower_fs_early(struct v3d_compile *c)
         if (c->fs_key->int_color_rb || c->fs_key->uint_color_rb)
                 v3d_fixup_fs_output_types(c);
 
+        NIR_PASS_V(c->s, v3d_nir_lower_logic_ops, c);
+
+        if (c->fs_key->line_smoothing) {
+                v3d_nir_lower_line_smooth(c->s);
+                NIR_PASS_V(c->s, nir_lower_global_vars_to_local);
+                /* The lowering pass can introduce new sysval reads */
+                nir_shader_gather_info(c->s, nir_shader_get_entrypoint(c->s));
+        }
+
         /* If the shader has no non-TLB side effects, we can promote it to
          * enabling early_fragment_tests even if the user didn't.
          */
         if (!(c->s->info.num_images ||
-              c->s->info.num_ssbos ||
-              c->s->info.num_abos)) {
+              c->s->info.num_ssbos)) {
                 c->s->info.fs.early_fragment_tests = true;
         }
 }
 
+static void
+v3d_nir_lower_gs_late(struct v3d_compile *c)
+{
+        if (c->key->ucp_enables) {
+                NIR_PASS_V(c->s, nir_lower_clip_gs, c->key->ucp_enables,
+                           false, NULL);
+        }
+
+        /* Note: GS output scalarizing must happen after nir_lower_clip_gs. */
+        NIR_PASS_V(c->s, nir_lower_io_to_scalar, nir_var_shader_out);
+}
+
 static void
 v3d_nir_lower_vs_late(struct v3d_compile *c)
 {
@@ -813,7 +930,7 @@ v3d_nir_lower_vs_late(struct v3d_compile *c)
 
         if (c->key->ucp_enables) {
                 NIR_PASS_V(c->s, nir_lower_clip_vs, c->key->ucp_enables,
-                           false);
+                           false, false, NULL);
                 NIR_PASS_V(c->s, nir_lower_io_to_scalar,
                            nir_var_shader_out);
         }
@@ -826,7 +943,7 @@ static void
 v3d_nir_lower_fs_late(struct v3d_compile *c)
 {
         if (c->fs_key->light_twoside)
-                NIR_PASS_V(c->s, nir_lower_two_sided_color);
+                NIR_PASS_V(c->s, nir_lower_two_sided_color, true);
 
         if (c->fs_key->clamp_color)
                 NIR_PASS_V(c->s, nir_lower_clamp_color_outputs);
@@ -834,11 +951,18 @@ v3d_nir_lower_fs_late(struct v3d_compile *c)
         if (c->fs_key->alpha_test) {
                 NIR_PASS_V(c->s, nir_lower_alpha_test,
                            c->fs_key->alpha_test_func,
-                           false);
+                           false, NULL);
         }
 
+        /* In OpenGL the fragment shader can't read gl_ClipDistance[], but
+         * Vulkan allows it, in which case the SPIR-V compiler will declare
+         * VARING_SLOT_CLIP_DIST0 as compact array variable. Pass true as
+         * the last parameter to always operate with a compact array in both
+         * OpenGL and Vulkan so we do't have to care about the API we
+         * are using.
+         */
         if (c->key->ucp_enables)
-                NIR_PASS_V(c->s, nir_lower_clip_fs, c->key->ucp_enables);
+                NIR_PASS_V(c->s, nir_lower_clip_fs, c->key->ucp_enables, true);
 
         /* Note: FS input scalarizing must happen after
          * nir_lower_two_sided_color, which only handles a vec4 at a time.
@@ -873,64 +997,210 @@ vir_get_max_temps(struct v3d_compile *c)
         return max_temps;
 }
 
-uint64_t *v3d_compile(const struct v3d_compiler *compiler,
-                      struct v3d_key *key,
-                      struct v3d_prog_data **out_prog_data,
-                      nir_shader *s,
-                      void (*debug_output)(const char *msg,
-                                           void *debug_output_data),
-                      void *debug_output_data,
-                      int program_id, int variant_id,
-                      uint32_t *final_assembly_size)
+enum v3d_dependency_class {
+        V3D_DEPENDENCY_CLASS_GS_VPM_OUTPUT_0
+};
+
+static bool
+v3d_intrinsic_dependency_cb(nir_intrinsic_instr *intr,
+                            nir_schedule_dependency *dep,
+                            void *user_data)
 {
-        struct v3d_prog_data *prog_data;
-        struct v3d_compile *c = vir_compile_init(compiler, key, s,
-                                                 debug_output, debug_output_data,
-                                                 program_id, variant_id);
+        struct v3d_compile *c = user_data;
+
+        switch (intr->intrinsic) {
+        case nir_intrinsic_store_output:
+                /* Writing to location 0 overwrites the value passed in for
+                 * gl_PrimitiveID on geometry shaders
+                 */
+                if (c->s->info.stage != MESA_SHADER_GEOMETRY ||
+                    nir_intrinsic_base(intr) != 0)
+                        break;
 
+                nir_const_value *const_value =
+                        nir_src_as_const_value(intr->src[1]);
+
+                if (const_value == NULL)
+                        break;
+
+                uint64_t offset =
+                        nir_const_value_as_uint(*const_value,
+                                                nir_src_bit_size(intr->src[1]));
+                if (offset != 0)
+                        break;
+
+                dep->klass = V3D_DEPENDENCY_CLASS_GS_VPM_OUTPUT_0;
+                dep->type = NIR_SCHEDULE_WRITE_DEPENDENCY;
+                return true;
+
+        case nir_intrinsic_load_primitive_id:
+                if (c->s->info.stage != MESA_SHADER_GEOMETRY)
+                        break;
+
+                dep->klass = V3D_DEPENDENCY_CLASS_GS_VPM_OUTPUT_0;
+                dep->type = NIR_SCHEDULE_READ_DEPENDENCY;
+                return true;
+
+        default:
+                break;
+        }
+
+        return false;
+}
+
+static void
+v3d_attempt_compile(struct v3d_compile *c)
+{
         switch (c->s->info.stage) {
         case MESA_SHADER_VERTEX:
-                c->vs_key = (struct v3d_vs_key *)key;
-                prog_data = rzalloc_size(NULL, sizeof(struct v3d_vs_prog_data));
+                c->vs_key = (struct v3d_vs_key *) c->key;
+                break;
+        case MESA_SHADER_GEOMETRY:
+                c->gs_key = (struct v3d_gs_key *) c->key;
                 break;
         case MESA_SHADER_FRAGMENT:
-                c->fs_key = (struct v3d_fs_key *)key;
-                prog_data = rzalloc_size(NULL, sizeof(struct v3d_fs_prog_data));
+                c->fs_key = (struct v3d_fs_key *) c->key;
                 break;
         case MESA_SHADER_COMPUTE:
-                prog_data = rzalloc_size(NULL,
-                                         sizeof(struct v3d_compute_prog_data));
                 break;
         default:
                 unreachable("unsupported shader stage");
         }
 
-        if (c->s->info.stage == MESA_SHADER_VERTEX) {
+        switch (c->s->info.stage) {
+        case MESA_SHADER_VERTEX:
                 v3d_nir_lower_vs_early(c);
-        } else if (c->s->info.stage != MESA_SHADER_COMPUTE) {
-                assert(c->s->info.stage == MESA_SHADER_FRAGMENT);
+                break;
+        case MESA_SHADER_GEOMETRY:
+                v3d_nir_lower_gs_early(c);
+                break;
+        case MESA_SHADER_FRAGMENT:
                 v3d_nir_lower_fs_early(c);
+                break;
+        default:
+                break;
         }
 
         v3d_lower_nir(c);
 
-        if (c->s->info.stage == MESA_SHADER_VERTEX) {
+        switch (c->s->info.stage) {
+        case MESA_SHADER_VERTEX:
                 v3d_nir_lower_vs_late(c);
-        } else if (c->s->info.stage != MESA_SHADER_COMPUTE)  {
-                assert(c->s->info.stage == MESA_SHADER_FRAGMENT);
+                break;
+        case MESA_SHADER_GEOMETRY:
+                v3d_nir_lower_gs_late(c);
+                break;
+        case MESA_SHADER_FRAGMENT:
                 v3d_nir_lower_fs_late(c);
+                break;
+        default:
+                break;
         }
 
         NIR_PASS_V(c->s, v3d_nir_lower_io, c);
         NIR_PASS_V(c->s, v3d_nir_lower_txf_ms, c);
         NIR_PASS_V(c->s, v3d_nir_lower_image_load_store);
-        NIR_PASS_V(c->s, nir_lower_idiv);
+        NIR_PASS_V(c->s, nir_lower_idiv, nir_lower_idiv_fast);
 
         v3d_optimize_nir(c->s);
+
+        /* Do late algebraic optimization to turn add(a, neg(b)) back into
+         * subs, then the mandatory cleanup after algebraic.  Note that it may
+         * produce fnegs, and if so then we need to keep running to squash
+         * fneg(fneg(a)).
+         */
+        bool more_late_algebraic = true;
+        while (more_late_algebraic) {
+                more_late_algebraic = false;
+                NIR_PASS(more_late_algebraic, c->s, nir_opt_algebraic_late);
+                NIR_PASS_V(c->s, nir_opt_constant_folding);
+                NIR_PASS_V(c->s, nir_copy_prop);
+                NIR_PASS_V(c->s, nir_opt_dce);
+                NIR_PASS_V(c->s, nir_opt_cse);
+        }
+
         NIR_PASS_V(c->s, nir_lower_bool_to_int32);
         NIR_PASS_V(c->s, nir_convert_from_ssa, true);
 
+        struct nir_schedule_options schedule_options = {
+                /* Schedule for about half our register space, to enable more
+                 * shaders to hit 4 threads.
+                 */
+                .threshold = 24,
+
+                /* Vertex shaders share the same memory for inputs and outputs,
+                 * fragement and geometry shaders do not.
+                 */
+                .stages_with_shared_io_memory =
+                (((1 << MESA_ALL_SHADER_STAGES) - 1) &
+                 ~((1 << MESA_SHADER_FRAGMENT) |
+                   (1 << MESA_SHADER_GEOMETRY))),
+
+                .fallback = c->fallback_scheduler,
+
+                .intrinsic_cb = v3d_intrinsic_dependency_cb,
+                .intrinsic_cb_data = c,
+        };
+        NIR_PASS_V(c->s, nir_schedule, &schedule_options);
+
         v3d_nir_to_vir(c);
+}
+
+uint64_t *v3d_compile(const struct v3d_compiler *compiler,
+                      struct v3d_key *key,
+                      struct v3d_prog_data **out_prog_data,
+                      nir_shader *s,
+                      void (*debug_output)(const char *msg,
+                                           void *debug_output_data),
+                      void *debug_output_data,
+                      int program_id, int variant_id,
+                      uint32_t *final_assembly_size)
+{
+        struct v3d_compile *c;
+
+        for (int i = 0; true; i++) {
+                c = vir_compile_init(compiler, key, s,
+                                     debug_output, debug_output_data,
+                                     program_id, variant_id,
+                                     i > 0 /* fallback_scheduler */);
+
+                v3d_attempt_compile(c);
+
+                if (i > 0 ||
+                    c->compilation_result !=
+                    V3D_COMPILATION_FAILED_REGISTER_ALLOCATION)
+                        break;
+
+                char *debug_msg;
+                int ret = asprintf(&debug_msg,
+                                   "Using fallback scheduler for %s",
+                                   vir_get_stage_name(c));
+
+                if (ret >= 0) {
+                        if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF))
+                                fprintf(stderr, "%s\n", debug_msg);
+
+                        c->debug_output(debug_msg, c->debug_output_data);
+                        free(debug_msg);
+                }
+
+                vir_compile_destroy(c);
+        }
+
+        struct v3d_prog_data *prog_data;
+
+        static const int prog_data_size[] = {
+                [MESA_SHADER_VERTEX] = sizeof(struct v3d_vs_prog_data),
+                [MESA_SHADER_GEOMETRY] = sizeof(struct v3d_gs_prog_data),
+                [MESA_SHADER_FRAGMENT] = sizeof(struct v3d_fs_prog_data),
+                [MESA_SHADER_COMPUTE] = sizeof(struct v3d_compute_prog_data),
+        };
+
+        assert(c->s->info.stage >= 0 &&
+               c->s->info.stage < ARRAY_SIZE(prog_data_size) &&
+               prog_data_size[c->s->info.stage]);
+
+        prog_data = rzalloc_size(NULL, prog_data_size[c->s->info.stage]);
 
         v3d_set_prog_data(c, prog_data);
 
@@ -939,7 +1209,8 @@ uint64_t *v3d_compile(const struct v3d_compiler *compiler,
         char *shaderdb;
         int ret = asprintf(&shaderdb,
                            "%s shader: %d inst, %d threads, %d loops, "
-                           "%d uniforms, %d max-temps, %d:%d spills:fills",
+                           "%d uniforms, %d max-temps, %d:%d spills:fills, "
+                           "%d sfu-stalls, %d inst-and-stalls",
                            vir_get_stage_name(c),
                            c->qpu_inst_count,
                            c->threads,
@@ -947,7 +1218,9 @@ uint64_t *v3d_compile(const struct v3d_compiler *compiler,
                            c->num_uniforms,
                            vir_get_max_temps(c),
                            c->spills,
-                           c->fills);
+                           c->fills,
+                           c->qpu_inst_stalled_count,
+                           c->qpu_inst_count + c->qpu_inst_stalled_count);
         if (ret >= 0) {
                 if (V3D_DEBUG & V3D_DEBUG_SHADERDB)
                         fprintf(stderr, "SHADER-DB: %s\n", shaderdb);
@@ -1001,7 +1274,7 @@ vir_compile_destroy(struct v3d_compile *c)
         c->cursor.link = NULL;
 
         vir_for_each_block(block, c) {
-                while (!list_empty(&block->instructions)) {
+                while (!list_is_empty(&block->instructions)) {
                         struct qinst *qinst =
                                 list_first_entry(&block->instructions,
                                                  struct qinst, link);
@@ -1096,7 +1369,9 @@ const char *
 vir_get_stage_name(struct v3d_compile *c)
 {
         if (c->vs_key && c->vs_key->is_coord)
-                return "MESA_SHADER_COORD";
+                return "MESA_SHADER_VERTEX_BIN";
+        else if (c->gs_key && c->gs_key->is_coord)
+                return "MESA_SHADER_GEOMETRY_BIN";
         else
                 return gl_shader_stage_name(c->s->info.stage);
 }