nir: Use the flrp lowering pass instead of nir_opt_algebraic
[mesa.git] / src / mesa / state_tracker / st_glsl_to_nir.cpp
index 3ab7af7c20c385933f3da664715052cc5af88184..0a67d4532eba88302630128c0609a27d70d95bbf 100644 (file)
@@ -36,6 +36,7 @@
 #include "main/shaderapi.h"
 #include "main/uniforms.h"
 
+#include "main/shaderobj.h"
 #include "st_context.h"
 #include "st_glsl_types.h"
 #include "st_program.h"
@@ -48,7 +49,6 @@
 #include "compiler/glsl/ir_optimization.h"
 #include "compiler/glsl/string_to_uint_map.h"
 
-
 static int
 type_size(const struct glsl_type *type)
 {
@@ -103,7 +103,7 @@ st_nir_assign_vs_in_locations(nir_shader *nir)
           * set.
           */
          exec_node_remove(&var->node);
-         var->data.mode = nir_var_private;
+         var->data.mode = nir_var_shader_temp;
          exec_list_push_tail(&nir->globals, &var->node);
       }
    }
@@ -240,9 +240,8 @@ st_nir_lookup_parameter_index(const struct gl_program_parameter_list *params,
 static void
 st_nir_assign_uniform_locations(struct gl_context *ctx,
                                 struct gl_program *prog,
-                                struct exec_list *uniform_list, unsigned *size)
+                                struct exec_list *uniform_list)
 {
-   int max = 0;
    int shaderidx = 0;
    int imageidx = 0;
 
@@ -253,7 +252,7 @@ st_nir_assign_uniform_locations(struct gl_context *ctx,
        * UBO's have their own address spaces, so don't count them towards the
        * number of global uniforms
        */
-      if (uniform->data.mode == nir_var_ubo || uniform->data.mode == nir_var_ssbo)
+      if (uniform->data.mode == nir_var_mem_ubo || uniform->data.mode == nir_var_mem_ssbo)
          continue;
 
       const struct glsl_type *type = glsl_without_array(uniform->type);
@@ -272,7 +271,7 @@ st_nir_assign_uniform_locations(struct gl_context *ctx,
           */
 
          unsigned comps;
-         if (glsl_type_is_struct(type)) {
+         if (glsl_type_is_struct_or_ifc(type)) {
             comps = 4;
          } else {
             comps = glsl_get_vector_elements(type);
@@ -288,22 +287,28 @@ st_nir_assign_uniform_locations(struct gl_context *ctx,
       } else {
          loc = st_nir_lookup_parameter_index(prog->Parameters, uniform->name);
 
-         if (ctx->Const.PackedDriverUniformStorage) {
+         /* We need to check that loc is not -1 here before accessing the
+          * array. It can be negative for example when we have a struct that
+          * only contains opaque types.
+          */
+         if (loc >= 0 && ctx->Const.PackedDriverUniformStorage) {
             loc = prog->Parameters->ParameterValueOffset[loc];
          }
       }
 
       uniform->data.driver_location = loc;
-
-      max = MAX2(max, loc + type_size(uniform->type));
    }
-   *size = max;
 }
 
 void
 st_nir_opts(nir_shader *nir, bool scalar)
 {
    bool progress;
+   unsigned lower_flrp =
+      (nir->options->lower_flrp16 ? 16 : 0) |
+      (nir->options->lower_flrp32 ? 32 : 0) |
+      (nir->options->lower_flrp64 ? 64 : 0);
+
    do {
       progress = false;
 
@@ -324,7 +329,7 @@ st_nir_opts(nir_shader *nir, bool scalar)
          NIR_PASS(progress, nir, nir_copy_prop);
          NIR_PASS(progress, nir, nir_opt_dce);
       }
-      NIR_PASS(progress, nir, nir_opt_if);
+      NIR_PASS(progress, nir, nir_opt_if, false);
       NIR_PASS(progress, nir, nir_opt_dead_cf);
       NIR_PASS(progress, nir, nir_opt_cse);
       NIR_PASS(progress, nir, nir_opt_peephole_select, 8, true, true);
@@ -332,6 +337,25 @@ st_nir_opts(nir_shader *nir, bool scalar)
       NIR_PASS(progress, nir, nir_opt_algebraic);
       NIR_PASS(progress, nir, nir_opt_constant_folding);
 
+      if (lower_flrp != 0) {
+         bool lower_flrp_progress;
+
+         NIR_PASS(lower_flrp_progress, nir, nir_lower_flrp,
+                  lower_flrp,
+                  false /* always_precise */,
+                  nir->options->lower_ffma);
+         if (lower_flrp_progress) {
+            NIR_PASS(progress, nir,
+                     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, nir, nir_opt_undef);
       NIR_PASS(progress, nir, nir_opt_conditional_discard);
       if (nir->options->max_unroll_iterations) {
@@ -355,11 +379,13 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
    struct pipe_screen *screen = st->pipe->screen;
    bool is_scalar = screen->get_shader_param(screen, type, PIPE_SHADER_CAP_SCALAR_ISA);
    assert(options);
+   bool lower_64bit =
+      options->lower_int64_options || options->lower_doubles_options;
 
    if (prog->nir)
       return prog->nir;
 
-   nir_shader *nir = glsl_to_nir(shader_program, stage, options);
+   nir_shader *nir = glsl_to_nir(st->ctx, shader_program, stage, options);
 
    /* Set the next shader stage hint for VS and TES. */
    if (!nir->info.separate_shader &&
@@ -376,6 +402,14 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
       nir->info.next_stage = MESA_SHADER_FRAGMENT;
    }
 
+   nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
+   nir_shader *softfp64 = NULL;
+   if (nir->info.uses_64bit &&
+       (options->lower_doubles_options & nir_lower_fp64_full_software) != 0) {
+      softfp64 = glsl_float64_funcs_to_nir(st->ctx, options);
+      ralloc_steal(ralloc_parent(nir), softfp64);
+   }
+
    nir_variable_mode mask =
       (nir_variable_mode) (nir_var_shader_in | nir_var_shader_out);
    nir_remove_dead_variables(nir, mask);
@@ -396,8 +430,42 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
    NIR_PASS_V(nir, nir_split_var_copies);
    NIR_PASS_V(nir, nir_lower_var_copies);
 
+   if (is_scalar) {
+     NIR_PASS_V(nir, nir_lower_alu_to_scalar);
+   }
+
+   /* before buffers and vars_to_ssa */
+   NIR_PASS_V(nir, gl_nir_lower_bindless_images);
    st_nir_opts(nir, is_scalar);
 
+   NIR_PASS_V(nir, gl_nir_lower_buffers, shader_program);
+   /* Do a round of constant folding to clean up address calculations */
+   NIR_PASS_V(nir, nir_opt_constant_folding);
+
+   if (lower_64bit) {
+      bool lowered_64bit_ops = false;
+      bool progress = false;
+
+      NIR_PASS_V(nir, nir_opt_algebraic);
+
+      do {
+         progress = false;
+         if (options->lower_int64_options) {
+            NIR_PASS(progress, nir, nir_lower_int64,
+                     options->lower_int64_options);
+         }
+         if (options->lower_doubles_options) {
+            NIR_PASS(progress, nir, nir_lower_doubles,
+                     softfp64, options->lower_doubles_options);
+         }
+         NIR_PASS(progress, nir, nir_opt_algebraic);
+         lowered_64bit_ops |= progress;
+      } while (progress);
+
+      if (lowered_64bit_ops)
+         st_nir_opts(nir, is_scalar);
+   }
+
    return nir;
 }
 
@@ -425,7 +493,7 @@ st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
          const struct glsl_type *type = glsl_without_array(var->type);
          for (unsigned int i = 0; i < var->num_state_slots; i++) {
             unsigned comps;
-            if (glsl_type_is_struct(type)) {
+            if (glsl_type_is_struct_or_ifc(type)) {
                /* Builtin struct require specical handling for now we just
                 * make all members vec4. See st_nir_lower_builtin.
                 */
@@ -462,6 +530,10 @@ st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
 
    NIR_PASS_V(nir, st_nir_lower_builtin);
    NIR_PASS_V(nir, gl_nir_lower_atomics, shader_program, true);
+   NIR_PASS_V(nir, nir_opt_intrinsics);
+
+   nir_variable_mode mask = nir_var_function_temp;
+   nir_remove_dead_variables(nir, mask);
 
    if (st->ctx->_Shader->Flags & GLSL_DUMP) {
       _mesa_log("\n");
@@ -616,13 +688,20 @@ st_nir_link_shaders(nir_shader **producer, nir_shader **consumer, bool scalar)
        * See the following thread for more details of the problem:
        * https://lists.freedesktop.org/archives/mesa-dev/2017-July/162106.html
        */
-      nir_variable_mode indirect_mask = nir_var_function;
+      nir_variable_mode indirect_mask = nir_var_function_temp;
 
       NIR_PASS_V(*producer, nir_lower_indirect_derefs, indirect_mask);
       NIR_PASS_V(*consumer, nir_lower_indirect_derefs, indirect_mask);
 
       st_nir_opts(*producer, scalar);
       st_nir_opts(*consumer, scalar);
+
+      /* Lowering indirects can cause varying to become unused.
+       * nir_compact_varyings() depends on all dead varyings being removed so
+       * we need to call nir_remove_dead_variables() again here.
+       */
+      NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out);
+      NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in);
    }
 }
 
@@ -739,6 +818,7 @@ st_link_nir(struct gl_context *ctx,
                  st->pipe->screen);
 
       NIR_PASS_V(nir, nir_lower_system_values);
+      NIR_PASS_V(nir, nir_lower_clip_cull_distance_arrays);
 
       nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
       shader->Program->info = nir->info;
@@ -786,32 +866,18 @@ st_link_nir(struct gl_context *ctx,
       }
 
       nir_sweep(shader->Program->nir);
+
+      /* The GLSL IR won't be needed anymore. */
+      ralloc_free(shader->ir);
+      shader->ir = NULL;
    }
 
    return true;
 }
 
-/* Last third of preparing nir from glsl, which happens after shader
- * variant lowering.
- */
 void
-st_finalize_nir(struct st_context *st, struct gl_program *prog,
-                struct gl_shader_program *shader_program, nir_shader *nir)
+st_nir_assign_varying_locations(struct st_context *st, nir_shader *nir)
 {
-   struct pipe_screen *screen = st->pipe->screen;
-   const nir_shader_compiler_options *options =
-      st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions;
-
-   NIR_PASS_V(nir, nir_split_var_copies);
-   NIR_PASS_V(nir, nir_lower_var_copies);
-   if (options->lower_all_io_to_temps ||
-       nir->info.stage == MESA_SHADER_VERTEX ||
-       nir->info.stage == MESA_SHADER_GEOMETRY) {
-      NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
-   } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
-      NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, true);
-   }
-
    if (nir->info.stage == MESA_SHADER_VERTEX) {
       /* Needs special handling so drvloc matches the vbo state: */
       st_nir_assign_vs_in_locations(nir);
@@ -849,25 +915,69 @@ st_finalize_nir(struct st_context *st, struct gl_program *prog,
    } else if (nir->info.stage == MESA_SHADER_COMPUTE) {
        /* TODO? */
    } else {
-      unreachable("invalid shader type for tgsi bypass\n");
+      unreachable("invalid shader type");
+   }
+}
+
+void
+st_nir_lower_samplers(struct pipe_screen *screen, nir_shader *nir,
+                      struct gl_shader_program *shader_program,
+                      struct gl_program *prog)
+{
+   if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
+      NIR_PASS_V(nir, gl_nir_lower_samplers_as_deref, shader_program);
+   else
+      NIR_PASS_V(nir, gl_nir_lower_samplers, shader_program);
+
+   if (prog) {
+      prog->info.textures_used = nir->info.textures_used;
+      prog->info.textures_used_by_txf = nir->info.textures_used_by_txf;
    }
+}
+
+/* Last third of preparing nir from glsl, which happens after shader
+ * variant lowering.
+ */
+void
+st_finalize_nir(struct st_context *st, struct gl_program *prog,
+                struct gl_shader_program *shader_program, nir_shader *nir)
+{
+   struct pipe_screen *screen = st->pipe->screen;
+   const nir_shader_compiler_options *options =
+      st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions;
+
+   NIR_PASS_V(nir, nir_split_var_copies);
+   NIR_PASS_V(nir, nir_lower_var_copies);
+   if (options->lower_all_io_to_temps ||
+       options->lower_all_io_to_elements ||
+       nir->info.stage == MESA_SHADER_VERTEX ||
+       nir->info.stage == MESA_SHADER_GEOMETRY) {
+      NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
+   } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
+      NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, true);
+   }
+
+   st_nir_assign_varying_locations(st, nir);
 
    NIR_PASS_V(nir, nir_lower_atomics_to_ssbo,
          st->ctx->Const.Program[nir->info.stage].MaxAtomicBuffers);
 
    st_nir_assign_uniform_locations(st->ctx, prog,
-                                   &nir->uniforms, &nir->num_uniforms);
+                                   &nir->uniforms);
+
+   /* Set num_uniforms in number of attribute slots (vec4s) */
+   nir->num_uniforms = DIV_ROUND_UP(prog->Parameters->NumParameterValues, 4);
 
    if (st->ctx->Const.PackedDriverUniformStorage) {
       NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, st_glsl_type_dword_size,
                  (nir_lower_io_options)0);
-      NIR_PASS_V(nir, st_nir_lower_uniforms_to_ubo);
+      NIR_PASS_V(nir, nir_lower_uniforms_to_ubo, 4);
+   } else {
+      NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, st_glsl_uniforms_type_size,
+                 (nir_lower_io_options)0);
    }
 
-   if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
-      NIR_PASS_V(nir, gl_nir_lower_samplers_as_deref, shader_program);
-   else
-      NIR_PASS_V(nir, gl_nir_lower_samplers, shader_program);
+   st_nir_lower_samplers(screen, nir, shader_program, prog);
 }
 
 } /* extern "C" */