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diff --git a/src/compiler/nir/README b/src/compiler/nir/README new file mode 100644 index 0000000..2c81db9 --- /dev/null +++ b/src/compiler/nir/README @@ -0,0 +1,118 @@ +New IR, or NIR, is an IR for Mesa intended to sit below GLSL IR and Mesa IR. +Its design inherits from the various IR's that Mesa has used in the past, as +well as Direct3D assembly, and it includes a few new ideas as well. It is a +flat (in terms of using instructions instead of expressions), typeless IR, +similar to TGSI and Mesa IR. It also supports SSA (although it doesn't require +it). + +Variables +========= + +NIR includes support for source-level GLSL variables through a structure mostly +copied from GLSL IR. These will be used for linking and conversion from GLSL IR +(and later, from an AST), but for the most part, they will be lowered to +registers (see below) and loads/stores. + +Registers +========= + +Registers are light-weight; they consist of a structure that only contains its +size, its index for liveness analysis, and an optional name for debugging. In +addition, registers can be local to a function or global to the entire shader; +the latter will be used in ARB_shader_subroutine for passing parameters and +getting return values from subroutines. Registers can also be an array, in which +case they can be accessed indirectly. Each ALU instruction (add, subtract, etc.) +works directly with registers or SSA values (see below). + +SSA +======== + +Everywhere a register can be loaded/stored, an SSA value can be used instead. +The only exception is that arrays/indirect addressing are not supported with +SSA; although research has been done on extensions of SSA to arrays before, it's +usually for the purpose of parallelization (which we're not interested in), and +adds some overhead in the form of adding copies or extra arrays (which is much +more expensive than introducing copies between non-array registers). SSA uses +point directly to their corresponding definition, which in turn points to the +instruction it is part of. This creates an implicit use-def chain and avoids the +need for an external structure for each SSA register. + +Functions +========= + +Support for function calls is mostly similar to GLSL IR. Each shader contains a +list of functions, and each function has a list of overloads. Each overload +contains a list of parameters, and may contain an implementation which specifies +the variables that correspond to the parameters and return value. Inlining a +function, assuming it has a single return point, is as simple as copying its +instructions, registers, and local variables into the target function and then +inserting copies to and from the new parameters as appropriate. After functions +are inlined and any non-subroutine functions are deleted, parameters and return +variables will be converted to global variables and then global registers. We +don't do this lowering earlier (i.e. the fortranizer idea) for a few reasons: + +- If we want to do optimizations before link time, we need to have the function +signature available during link-time. + +- If we do any inlining before link time, then we might wind up with the +inlined function and the non-inlined function using the same global +variables/registers which would preclude optimization. + +Intrinsics +========= + +Any operation (other than function calls and textures) which touches a variable +or is not referentially transparent is represented by an intrinsic. Intrinsics +are similar to the idea of a "builtin function," i.e. a function declaration +whose implementation is provided by the backend, except they are more powerful +in the following ways: + +- They can also load and store registers when appropriate, which limits the +number of variables needed in later stages of the IR while obviating the need +for a separate load/store variable instruction. + +- Intrinsics can be marked as side-effect free, which permits them to be +treated like any other instruction when it comes to optimizations. This allows +load intrinsics to be represented as intrinsics while still being optimized +away by dead code elimination, common subexpression elimination, etc. + +Intrinsics are used for: + +- Atomic operations +- Memory barriers +- Subroutine calls +- Geometry shader emitVertex and endPrimitive +- Loading and storing variables (before lowering) +- Loading and storing uniforms, shader inputs and outputs, etc (after lowering) +- Copying variables (cases where in GLSL the destination is a structure or +array) +- The kitchen sink +- ... + +Textures +========= + +Unfortunately, there are far too many texture operations to represent each one +of them with an intrinsic, so there's a special texture instruction similar to +the GLSL IR one. The biggest difference is that, while the texture instruction +has a sampler dereference field used just like in GLSL IR, this gets lowered to +a texture unit index (with a possible indirect offset) while the type +information of the original sampler is kept around for backends. Also, all the +non-constant sources are stored in a single array to make it easier for +optimization passes to iterate over all the sources. + +Control Flow +========= + +Like in GLSL IR, control flow consists of a tree of "control flow nodes", which +include if statements and loops, and jump instructions (break, continue, and +return). Unlike GLSL IR, though, the leaves of the tree aren't statements but +basic blocks. Each basic block also keeps track of its successors and +predecessors, and function implementations keep track of the beginning basic +block (the first basic block of the function) and the ending basic block (a fake +basic block that every return statement points to). Together, these elements +make up the control flow graph, in this case a redundant piece of information on +top of the control flow tree that will be used by almost all the optimizations. +There are helper functions to add and remove control flow nodes that also update +the control flow graph, and so usually it doesn't need to be touched by passes +that modify control flow nodes. |