ir3: use empirical size for params as used by the shader
[mesa.git] / src / freedreno / ir3 / ir3_nir.c
index 48dc9a340abf10332552cd719c62de048e335543..196c99f302435741837dcd08db5d41bc37fc1e81 100644 (file)
@@ -32,8 +32,6 @@
 #include "ir3_compiler.h"
 #include "ir3_shader.h"
 
-static void ir3_setup_const_state(struct ir3_shader *shader, nir_shader *nir);
-
 static const nir_shader_compiler_options options = {
                .lower_fpow = true,
                .lower_scmp = true,
@@ -72,6 +70,7 @@ static const nir_shader_compiler_options options = {
                .lower_rotate = true,
                .lower_to_scalar = true,
                .has_imul24 = true,
+               .lower_wpos_pntc = true,
 };
 
 /* we don't want to lower vertex_id to _zero_based on newer gpus: */
@@ -115,6 +114,7 @@ static const nir_shader_compiler_options options_a6xx = {
                .lower_to_scalar = true,
                .has_imul24 = true,
                .max_unroll_iterations = 32,
+               .lower_wpos_pntc = true,
 };
 
 const nir_shader_compiler_options *
@@ -125,17 +125,6 @@ ir3_get_compiler_options(struct ir3_compiler *compiler)
        return &options;
 }
 
-/* for given shader key, are any steps handled in nir? */
-bool
-ir3_key_lowers_nir(const struct ir3_shader_key *key)
-{
-       return key->fsaturate_s | key->fsaturate_t | key->fsaturate_r |
-                       key->vsaturate_s | key->vsaturate_t | key->vsaturate_r |
-                       key->ucp_enables | key->color_two_side |
-                       key->fclamp_color | key->vclamp_color |
-                       key->tessellation | key->has_gs;
-}
-
 #define OPT(nir, pass, ...) ({                             \
    bool this_progress = false;                             \
    NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__);      \
@@ -226,116 +215,183 @@ should_split_wrmask(const nir_instr *instr, const void *data)
 }
 
 void
-ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s,
-               const struct ir3_shader_key *key)
+ir3_finalize_nir(struct ir3_compiler *compiler, nir_shader *s)
 {
        struct nir_lower_tex_options tex_options = {
                        .lower_rect = 0,
                        .lower_tg4_offsets = true,
        };
 
-       if (key && (key->has_gs || key->tessellation)) {
-               switch (shader->type) {
+       if (compiler->gpu_id >= 400) {
+               /* a4xx seems to have *no* sam.p */
+               tex_options.lower_txp = ~0;  /* lower all txp */
+       } else {
+               /* a3xx just needs to avoid sam.p for 3d tex */
+               tex_options.lower_txp = (1 << GLSL_SAMPLER_DIM_3D);
+       }
+
+       if (ir3_shader_debug & IR3_DBG_DISASM) {
+               debug_printf("----------------------\n");
+               nir_print_shader(s, stdout);
+               debug_printf("----------------------\n");
+       }
+
+       if (s->info.stage == MESA_SHADER_GEOMETRY)
+               NIR_PASS_V(s, ir3_nir_lower_gs);
+
+       NIR_PASS_V(s, nir_lower_io_arrays_to_elements_no_indirects, false);
+
+       NIR_PASS_V(s, nir_lower_amul, ir3_glsl_type_size);
+
+       OPT_V(s, nir_lower_regs_to_ssa);
+       OPT_V(s, nir_lower_wrmasks, should_split_wrmask, s);
+
+       OPT_V(s, nir_lower_tex, &tex_options);
+       OPT_V(s, nir_lower_load_const_to_scalar);
+       if (compiler->gpu_id < 500)
+               OPT_V(s, ir3_nir_lower_tg4_to_tex);
+
+       ir3_optimize_loop(s);
+
+       /* do idiv lowering after first opt loop to get a chance to propagate
+        * constants for divide by immed power-of-two:
+        */
+       const bool idiv_progress = OPT(s, nir_lower_idiv, nir_lower_idiv_fast);
+
+       if (idiv_progress)
+               ir3_optimize_loop(s);
+
+       OPT_V(s, nir_remove_dead_variables, nir_var_function_temp, NULL);
+
+       if (ir3_shader_debug & IR3_DBG_DISASM) {
+               debug_printf("----------------------\n");
+               nir_print_shader(s, stdout);
+               debug_printf("----------------------\n");
+       }
+
+       nir_sweep(s);
+}
+
+/**
+ * Late passes that need to be done after pscreen->finalize_nir()
+ */
+void
+ir3_nir_post_finalize(struct ir3_compiler *compiler, nir_shader *s)
+{
+       NIR_PASS_V(s, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
+                          ir3_glsl_type_size, (nir_lower_io_options)0);
+
+       if (s->info.stage == MESA_SHADER_FRAGMENT) {
+               /* NOTE: lower load_barycentric_at_sample first, since it
+                * produces load_barycentric_at_offset:
+                */
+               NIR_PASS_V(s, ir3_nir_lower_load_barycentric_at_sample);
+               NIR_PASS_V(s, ir3_nir_lower_load_barycentric_at_offset);
+               NIR_PASS_V(s, ir3_nir_move_varying_inputs);
+               NIR_PASS_V(s, nir_lower_fb_read);
+       }
+
+       if (compiler->gpu_id >= 600 &&
+                       s->info.stage == MESA_SHADER_FRAGMENT &&
+                       !(ir3_shader_debug & IR3_DBG_NOFP16)) {
+               NIR_PASS_V(s, nir_lower_mediump_outputs);
+       }
+
+       /* we cannot ensure that ir3_finalize_nir() is only called once, so
+        * we also need to do trig workarounds here:
+        */
+       OPT_V(s, ir3_nir_apply_trig_workarounds);
+
+       ir3_optimize_loop(s);
+}
+
+void
+ir3_nir_lower_variant(struct ir3_shader_variant *so, nir_shader *s)
+{
+       if (ir3_shader_debug & IR3_DBG_DISASM) {
+               debug_printf("----------------------\n");
+               nir_print_shader(s, stdout);
+               debug_printf("----------------------\n");
+       }
+
+       bool progress = false;
+
+       if (so->key.has_gs || so->key.tessellation) {
+               switch (so->shader->type) {
                case MESA_SHADER_VERTEX:
-                       NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, shader, key->tessellation);
+                       NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, so, so->key.tessellation);
+                       progress = true;
                        break;
                case MESA_SHADER_TESS_CTRL:
-                       NIR_PASS_V(s, ir3_nir_lower_tess_ctrl, shader, key->tessellation);
+                       NIR_PASS_V(s, ir3_nir_lower_tess_ctrl, so, so->key.tessellation);
                        NIR_PASS_V(s, ir3_nir_lower_to_explicit_input);
+                       progress = true;
                        break;
                case MESA_SHADER_TESS_EVAL:
-                       NIR_PASS_V(s, ir3_nir_lower_tess_eval, key->tessellation);
-                       if (key->has_gs)
-                               NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, shader, key->tessellation);
+                       NIR_PASS_V(s, ir3_nir_lower_tess_eval, so->key.tessellation);
+                       if (so->key.has_gs)
+                               NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, so, so->key.tessellation);
+                       progress = true;
                        break;
                case MESA_SHADER_GEOMETRY:
                        NIR_PASS_V(s, ir3_nir_lower_to_explicit_input);
+                       progress = true;
                        break;
                default:
                        break;
                }
        }
 
-       if (key) {
-               switch (shader->type) {
-               case MESA_SHADER_FRAGMENT:
-                       tex_options.saturate_s = key->fsaturate_s;
-                       tex_options.saturate_t = key->fsaturate_t;
-                       tex_options.saturate_r = key->fsaturate_r;
-                       break;
-               case MESA_SHADER_VERTEX:
-                       tex_options.saturate_s = key->vsaturate_s;
-                       tex_options.saturate_t = key->vsaturate_t;
-                       tex_options.saturate_r = key->vsaturate_r;
-                       break;
-               default:
-                       /* TODO */
-                       break;
-               }
-       }
-
-       if (shader->compiler->gpu_id >= 400) {
-               /* a4xx seems to have *no* sam.p */
-               tex_options.lower_txp = ~0;  /* lower all txp */
-       } else {
-               /* a3xx just needs to avoid sam.p for 3d tex */
-               tex_options.lower_txp = (1 << GLSL_SAMPLER_DIM_3D);
+       if (s->info.stage == MESA_SHADER_VERTEX) {
+               if (so->key.ucp_enables)
+                       progress |= OPT(s, nir_lower_clip_vs, so->key.ucp_enables, false, false, NULL);
+               if (so->key.vclamp_color)
+                       progress |= OPT(s, nir_lower_clamp_color_outputs);
+       } else if (s->info.stage == MESA_SHADER_FRAGMENT) {
+               if (so->key.ucp_enables)
+                       progress |= OPT(s, nir_lower_clip_fs, so->key.ucp_enables, false);
+               if (so->key.fclamp_color)
+                       progress |= OPT(s, nir_lower_clamp_color_outputs);
        }
-
-       if (ir3_shader_debug & IR3_DBG_DISASM) {
-               debug_printf("----------------------\n");
-               nir_print_shader(s, stdout);
-               debug_printf("----------------------\n");
+       if (so->key.color_two_side) {
+               OPT_V(s, nir_lower_two_sided_color);
+               progress = true;
        }
 
-       OPT_V(s, nir_lower_regs_to_ssa);
-       OPT_V(s, nir_lower_wrmasks, should_split_wrmask, s);
+       struct nir_lower_tex_options tex_options = { };
 
-       if (key) {
-               if (s->info.stage == MESA_SHADER_VERTEX) {
-                       OPT_V(s, nir_lower_clip_vs, key->ucp_enables, false, false, NULL);
-                       if (key->vclamp_color)
-                               OPT_V(s, nir_lower_clamp_color_outputs);
-               } else if (s->info.stage == MESA_SHADER_FRAGMENT) {
-                       OPT_V(s, nir_lower_clip_fs, key->ucp_enables, false);
-                       if (key->fclamp_color)
-                               OPT_V(s, nir_lower_clamp_color_outputs);
-               }
-               if (key->color_two_side) {
-                       OPT_V(s, nir_lower_two_sided_color);
-               }
-       } else {
-               /* only want to do this the first time (when key is null)
-                * and not again on any potential 2nd variant lowering pass:
-                */
-               OPT_V(s, ir3_nir_apply_trig_workarounds);
+       switch (so->shader->type) {
+       case MESA_SHADER_FRAGMENT:
+               tex_options.saturate_s = so->key.fsaturate_s;
+               tex_options.saturate_t = so->key.fsaturate_t;
+               tex_options.saturate_r = so->key.fsaturate_r;
+               break;
+       case MESA_SHADER_VERTEX:
+               tex_options.saturate_s = so->key.vsaturate_s;
+               tex_options.saturate_t = so->key.vsaturate_t;
+               tex_options.saturate_r = so->key.vsaturate_r;
+               break;
+       default:
+               /* TODO */
+               break;
+       }
 
-               /* This wouldn't hurt to run multiple times, but there is
-                * no need to:
-                */
-               if (shader->type == MESA_SHADER_FRAGMENT)
-                       OPT_V(s, nir_lower_fb_read);
+       if (tex_options.saturate_s || tex_options.saturate_t ||
+               tex_options.saturate_r) {
+               progress |= OPT(s, nir_lower_tex, &tex_options);
        }
 
-       OPT_V(s, nir_lower_tex, &tex_options);
-       OPT_V(s, nir_lower_load_const_to_scalar);
-       if (shader->compiler->gpu_id < 500)
-               OPT_V(s, ir3_nir_lower_tg4_to_tex);
+       if (!so->binning_pass)
+               OPT_V(s, ir3_nir_analyze_ubo_ranges, so);
 
-       ir3_optimize_loop(s);
+       progress |= OPT(s, ir3_nir_lower_ubo_loads, so);
 
-       /* do ubo load and idiv lowering after first opt loop to get a chance to
-        * propagate constants for divide by immed power-of-two and constant ubo
-        * block/offsets:
-        *
-        * NOTE that UBO analysis pass should only be done once, before variants
+       /* UBO offset lowering has to come after we've decided what will
+        * be left as load_ubo
         */
-       const bool ubo_progress = !key && OPT(s, ir3_nir_analyze_ubo_ranges, shader);
-       const bool idiv_progress = OPT(s, nir_lower_idiv, nir_lower_idiv_fast);
-       /* UBO offset lowering has to come after we've decided what will be left as load_ubo */
-       OPT_V(s, ir3_nir_lower_io_offsets, shader->compiler->gpu_id);
+       OPT_V(s, ir3_nir_lower_io_offsets, so->shader->compiler->gpu_id);
 
-       if (ubo_progress || idiv_progress)
+       if (progress)
                ir3_optimize_loop(s);
 
        /* Do late algebraic optimization to turn add(a, neg(b)) back into
@@ -352,8 +408,6 @@ ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s,
                OPT_V(s, nir_opt_cse);
        }
 
-       OPT_V(s, nir_remove_dead_variables, nir_var_function_temp);
-
        OPT_V(s, nir_opt_sink, nir_move_const_undef);
 
        if (ir3_shader_debug & IR3_DBG_DISASM) {
@@ -364,13 +418,12 @@ ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s,
 
        nir_sweep(s);
 
-       /* The first time thru, when not creating variant, do the one-time
-        * const_state layout setup.  This should be done after ubo range
-        * analysis.
+       /* Binning pass variants re-use  the const_state of the corresponding
+        * draw pass shader, so that same const emit can be re-used for both
+        * passes:
         */
-       if (!key) {
-               ir3_setup_const_state(shader, s);
-       }
+       if (!so->binning_pass)
+               ir3_setup_const_state(s, so, ir3_const_state(so));
 }
 
 static void
@@ -430,8 +483,9 @@ ir3_nir_scan_driver_consts(nir_shader *shader,
                                                MAX2(layout->num_driver_params, IR3_DP_INSTID_BASE + 1);
                                        break;
                                case nir_intrinsic_load_user_clip_plane:
+                                       idx = nir_intrinsic_ucp_id(intr);
                                        layout->num_driver_params =
-                                               MAX2(layout->num_driver_params, IR3_DP_UCP7_W + 1);
+                                               MAX2(layout->num_driver_params, IR3_DP_UCP0_X + (idx + 1) * 4);
                                        break;
                                case nir_intrinsic_load_num_work_groups:
                                        layout->num_driver_params =
@@ -449,35 +503,34 @@ ir3_nir_scan_driver_consts(nir_shader *shader,
        }
 }
 
-static void
-ir3_setup_const_state(struct ir3_shader *shader, nir_shader *nir)
+/* Sets up the variant-dependent constant state for the ir3_shader.  Note
+ * that it is also used from ir3_nir_analyze_ubo_ranges() to figure out the
+ * maximum number of driver params that would eventually be used, to leave
+ * space for this function to allocate the driver params.
+ */
+void
+ir3_setup_const_state(nir_shader *nir, struct ir3_shader_variant *v,
+               struct ir3_const_state *const_state)
 {
-       struct ir3_compiler *compiler = shader->compiler;
-       struct ir3_const_state *const_state = &shader->const_state;
+       struct ir3_compiler *compiler = v->shader->compiler;
 
        memset(&const_state->offsets, ~0, sizeof(const_state->offsets));
 
        ir3_nir_scan_driver_consts(nir, const_state);
 
        if ((compiler->gpu_id < 500) &&
-                       (shader->stream_output.num_outputs > 0)) {
+                       (v->shader->stream_output.num_outputs > 0)) {
                const_state->num_driver_params =
                        MAX2(const_state->num_driver_params, IR3_DP_VTXCNT_MAX + 1);
        }
 
-       /* On a6xx, we use UBO descriptors and LDC instead of UBO pointers in the
-        * constbuf.
-        */
-       if (compiler->gpu_id >= 600)
-               shader->num_ubos = nir->info.num_ubos;
-       else
-               const_state->num_ubos = nir->info.num_ubos;
+       const_state->num_ubos = nir->info.num_ubos;
 
        /* num_driver_params is scalar, align to vec4: */
        const_state->num_driver_params = align(const_state->num_driver_params, 4);
 
-       debug_assert((shader->ubo_state.size % 16) == 0);
-       unsigned constoff = align(shader->ubo_state.size / 16, 8);
+       debug_assert((const_state->ubo_state.size % 16) == 0);
+       unsigned constoff = const_state->ubo_state.size / 16;
        unsigned ptrsz = ir3_pointer_size(compiler);
 
        if (const_state->num_ubos > 0) {
@@ -497,18 +550,22 @@ ir3_setup_const_state(struct ir3_shader *shader, nir_shader *nir)
                constoff += align(cnt, 4) / 4;
        }
 
-       if (const_state->num_driver_params > 0)
+       if (const_state->num_driver_params > 0) {
+               /* offset cannot be 0 for vs params loaded by CP_DRAW_INDIRECT_MULTI */
+               if (v->type == MESA_SHADER_VERTEX && compiler->gpu_id >= 600)
+                       constoff = MAX2(constoff, 1);
                const_state->offsets.driver_param = constoff;
+       }
        constoff += const_state->num_driver_params / 4;
 
-       if ((shader->type == MESA_SHADER_VERTEX) &&
+       if ((v->type == MESA_SHADER_VERTEX) &&
                        (compiler->gpu_id < 500) &&
-                       shader->stream_output.num_outputs > 0) {
+                       v->shader->stream_output.num_outputs > 0) {
                const_state->offsets.tfbo = constoff;
                constoff += align(IR3_MAX_SO_BUFFERS * ptrsz, 4) / 4;
        }
 
-       switch (shader->type) {
+       switch (v->type) {
        case MESA_SHADER_VERTEX:
                const_state->offsets.primitive_param = constoff;
                constoff += 1;
@@ -530,4 +587,6 @@ ir3_setup_const_state(struct ir3_shader *shader, nir_shader *nir)
        }
 
        const_state->offsets.immediate = constoff;
+
+       assert(constoff <= ir3_max_const(v));
 }