broadcom/compiler: Add a constant folding pass after nir_lower_io
[mesa.git] / src / broadcom / compiler / vir.c
index a118d2d4c8841e5eddd876281f17dc8f9f27da3c..d06f789161fab09e4589e14889d24c16702b86c5 100644 (file)
@@ -500,7 +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);
 
@@ -513,6 +514,7 @@ vir_compile_init(const struct v3d_compiler *compiler,
         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;
@@ -568,7 +570,7 @@ v3d_lower_nir(struct v3d_compile *c)
         }
 
         /* CS textures may not have return_size reflecting the shadow state. */
-        nir_foreach_variable(var, &c->s->uniforms) {
+        nir_foreach_uniform_variable(var, c->s) {
                 const struct glsl_type *type = glsl_without_array(var->type);
                 unsigned array_len = MAX2(glsl_get_length(var->type), 1);
 
@@ -807,7 +809,7 @@ v3d_nir_lower_vs_early(struct v3d_compile *c)
                 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, NULL);
@@ -819,8 +821,11 @@ v3d_nir_lower_vs_early(struct v3d_compile *c)
         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 */
+        /* clean up nir_lower_io's deref_var remains and do a constant folding pass
+         * on the code it generated.
+         */
         NIR_PASS_V(c->s, nir_opt_dce);
+        NIR_PASS_V(c->s, nir_opt_constant_folding);
 }
 
 static void
@@ -838,7 +843,7 @@ v3d_nir_lower_gs_early(struct v3d_compile *c)
                 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, NULL);
@@ -857,7 +862,7 @@ v3d_nir_lower_gs_early(struct v3d_compile *c)
 static void
 v3d_fixup_fs_output_types(struct v3d_compile *c)
 {
-        nir_foreach_variable(var, &c->s->outputs) {
+        nir_foreach_shader_out_variable(var, c->s) {
                 uint32_t mask = 0;
 
                 switch (var->data.location) {
@@ -952,9 +957,15 @@ v3d_nir_lower_fs_late(struct v3d_compile *c)
                            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,
-                           false);
+                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.
@@ -1040,43 +1051,25 @@ v3d_intrinsic_dependency_cb(nir_intrinsic_instr *intr,
         return false;
 }
 
-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)
+static void
+v3d_attempt_compile(struct v3d_compile *c)
 {
-        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);
-
         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 *)key;
-                prog_data = rzalloc_size(NULL, sizeof(struct v3d_gs_prog_data));
+                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");
         }
 
-
         switch (c->s->info.stage) {
         case MESA_SHADER_VERTEX:
                 v3d_nir_lower_vs_early(c);
@@ -1146,12 +1139,77 @@ uint64_t *v3d_compile(const struct v3d_compiler *compiler,
                  ~((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);
+}
+
+uint32_t
+v3d_prog_data_size(gl_shader_stage stage)
+{
+        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(stage >= 0 &&
+               stage < ARRAY_SIZE(prog_data_size) &&
+               prog_data_size[stage]);
+
+        return prog_data_size[stage];
+}
+
+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;
+
+        prog_data = rzalloc_size(NULL, v3d_prog_data_size(c->s->info.stage));
 
         v3d_set_prog_data(c, prog_data);