/* * Copyright © 2014 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ #include "brw_nir.h" #include "brw_shader.h" #include "glsl/glsl_parser_extras.h" #include "glsl/nir/glsl_to_nir.h" #include "program/prog_to_nir.h" static bool remap_vs_attrs(nir_block *block, void *closure) { GLbitfield64 inputs_read = *((GLbitfield64 *) closure); nir_foreach_instr(block, instr) { if (instr->type != nir_instr_type_intrinsic) continue; nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); /* We set EmitNoIndirect for VS inputs, so there are no indirects. */ assert(intrin->intrinsic != nir_intrinsic_load_input_indirect); if (intrin->intrinsic == nir_intrinsic_load_input) { /* Attributes come in a contiguous block, ordered by their * gl_vert_attrib value. That means we can compute the slot * number for an attribute by masking out the enabled attributes * before it and counting the bits. */ int attr = intrin->const_index[0]; int slot = _mesa_bitcount_64(inputs_read & BITFIELD64_MASK(attr)); intrin->const_index[0] = 4 * slot; } } return true; } static void brw_nir_lower_inputs(const struct brw_device_info *devinfo, nir_shader *nir, bool is_scalar) { switch (nir->stage) { case MESA_SHADER_VERTEX: /* For now, leave the vec4 backend doing the old method. */ if (!is_scalar) { nir_assign_var_locations(&nir->inputs, &nir->num_inputs, type_size_vec4); break; } /* Start with the location of the variable's base. */ foreach_list_typed(nir_variable, var, node, &nir->inputs) { var->data.driver_location = var->data.location; } /* Now use nir_lower_io to walk dereference chains. Attribute arrays * are loaded as one vec4 per element (or matrix column), so we use * type_size_vec4 here. */ nir_lower_io(nir, nir_var_shader_in, type_size_vec4); /* Finally, translate VERT_ATTRIB_* values into the actual registers. * * Note that we can use nir->info.inputs_read instead of key->inputs_read * since the two are identical aside from Gen4-5 edge flag differences. */ GLbitfield64 inputs_read = nir->info.inputs_read; nir_foreach_overload(nir, overload) { if (overload->impl) { nir_foreach_block(overload->impl, remap_vs_attrs, &inputs_read); } } break; case MESA_SHADER_GEOMETRY: { if (!is_scalar) { foreach_list_typed(nir_variable, var, node, &nir->inputs) { var->data.driver_location = var->data.location; } } else { /* The GLSL linker will have already matched up GS inputs and * the outputs of prior stages. The driver does extend VS outputs * in some cases, but only for legacy OpenGL or Gen4-5 hardware, * neither of which offer geometry shader support. So we can * safely ignore that. * * For SSO pipelines, we use a fixed VUE map layout based on variable * locations, so we can rely on rendezvous-by-location to make this * work. * * However, we need to ignore VARYING_SLOT_PRIMITIVE_ID, as it's not * written by previous stages and shows up via payload magic. */ struct brw_vue_map input_vue_map; GLbitfield64 inputs_read = nir->info.inputs_read & ~VARYING_BIT_PRIMITIVE_ID; brw_compute_vue_map(devinfo, &input_vue_map, inputs_read, nir->info.separate_shader); /* Start with the slot for the variable's base. */ foreach_list_typed(nir_variable, var, node, &nir->inputs) { assert(input_vue_map.varying_to_slot[var->data.location] != -1); var->data.driver_location = input_vue_map.varying_to_slot[var->data.location]; } /* Inputs are stored in vec4 slots, so use type_size_vec4(). */ nir_lower_io(nir, nir_var_shader_in, type_size_vec4); } break; } case MESA_SHADER_FRAGMENT: assert(is_scalar); nir_assign_var_locations(&nir->inputs, &nir->num_inputs, type_size_scalar); break; case MESA_SHADER_COMPUTE: /* Compute shaders have no inputs. */ assert(exec_list_is_empty(&nir->inputs)); break; default: unreachable("unsupported shader stage"); } } static void brw_nir_lower_outputs(nir_shader *nir, bool is_scalar) { switch (nir->stage) { case MESA_SHADER_VERTEX: case MESA_SHADER_GEOMETRY: if (is_scalar) { nir_assign_var_locations(&nir->outputs, &nir->num_outputs, type_size_scalar); } else { nir_foreach_variable(var, &nir->outputs) var->data.driver_location = var->data.location; } break; case MESA_SHADER_FRAGMENT: nir_assign_var_locations(&nir->outputs, &nir->num_outputs, type_size_scalar); break; case MESA_SHADER_COMPUTE: /* Compute shaders have no outputs. */ assert(exec_list_is_empty(&nir->outputs)); break; default: unreachable("unsupported shader stage"); } } static void nir_optimize(nir_shader *nir, bool is_scalar) { bool progress; do { progress = false; nir_lower_vars_to_ssa(nir); nir_validate_shader(nir); if (is_scalar) { nir_lower_alu_to_scalar(nir); nir_validate_shader(nir); } progress |= nir_copy_prop(nir); nir_validate_shader(nir); if (is_scalar) { nir_lower_phis_to_scalar(nir); nir_validate_shader(nir); } progress |= nir_copy_prop(nir); nir_validate_shader(nir); progress |= nir_opt_dce(nir); nir_validate_shader(nir); progress |= nir_opt_cse(nir); nir_validate_shader(nir); progress |= nir_opt_peephole_select(nir); nir_validate_shader(nir); progress |= nir_opt_algebraic(nir); nir_validate_shader(nir); progress |= nir_opt_constant_folding(nir); nir_validate_shader(nir); progress |= nir_opt_dead_cf(nir); nir_validate_shader(nir); progress |= nir_opt_remove_phis(nir); nir_validate_shader(nir); progress |= nir_opt_undef(nir); nir_validate_shader(nir); } while (progress); } nir_shader * brw_create_nir(struct brw_context *brw, const struct gl_shader_program *shader_prog, const struct gl_program *prog, gl_shader_stage stage, bool is_scalar) { struct gl_context *ctx = &brw->ctx; const struct brw_device_info *devinfo = brw->intelScreen->devinfo; const nir_shader_compiler_options *options = ctx->Const.ShaderCompilerOptions[stage].NirOptions; static const nir_lower_tex_options tex_options = { .lower_txp = ~0, }; bool debug_enabled = INTEL_DEBUG & intel_debug_flag_for_shader_stage(stage); nir_shader *nir; /* First, lower the GLSL IR or Mesa IR to NIR */ if (shader_prog) { nir = glsl_to_nir(shader_prog, stage, options); } else { nir = prog_to_nir(prog, options); nir_convert_to_ssa(nir); /* turn registers into SSA */ } nir_validate_shader(nir); if (stage == MESA_SHADER_GEOMETRY) { nir_lower_gs_intrinsics(nir); nir_validate_shader(nir); } nir_lower_global_vars_to_local(nir); nir_validate_shader(nir); nir_lower_tex(nir, &tex_options); nir_validate_shader(nir); nir_normalize_cubemap_coords(nir); nir_validate_shader(nir); nir_split_var_copies(nir); nir_validate_shader(nir); nir_optimize(nir, is_scalar); /* Lower a bunch of stuff */ nir_lower_var_copies(nir); nir_validate_shader(nir); /* Get rid of split copies */ nir_optimize(nir, is_scalar); brw_nir_lower_inputs(devinfo, nir, is_scalar); brw_nir_lower_outputs(nir, is_scalar); nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms, is_scalar ? type_size_scalar : type_size_vec4); nir_lower_io(nir, -1, is_scalar ? type_size_scalar : type_size_vec4); nir_validate_shader(nir); nir_remove_dead_variables(nir); nir_validate_shader(nir); if (shader_prog) { nir_lower_samplers(nir, shader_prog); nir_validate_shader(nir); } nir_lower_system_values(nir); nir_validate_shader(nir); if (shader_prog) { nir_lower_atomics(nir, shader_prog); nir_validate_shader(nir); } nir_optimize(nir, is_scalar); if (brw->gen >= 6) { /* Try and fuse multiply-adds */ nir_opt_peephole_ffma(nir); nir_validate_shader(nir); } nir_opt_algebraic_late(nir); nir_validate_shader(nir); nir_lower_locals_to_regs(nir); nir_validate_shader(nir); nir_lower_to_source_mods(nir); nir_validate_shader(nir); nir_copy_prop(nir); nir_validate_shader(nir); nir_opt_dce(nir); nir_validate_shader(nir); if (unlikely(debug_enabled)) { /* Re-index SSA defs so we print more sensible numbers. */ nir_foreach_overload(nir, overload) { if (overload->impl) nir_index_ssa_defs(overload->impl); } fprintf(stderr, "NIR (SSA form) for %s shader:\n", _mesa_shader_stage_to_string(stage)); nir_print_shader(nir, stderr); } nir_convert_from_ssa(nir, true); nir_validate_shader(nir); if (!is_scalar) { nir_move_vec_src_uses_to_dest(nir); nir_validate_shader(nir); nir_lower_vec_to_movs(nir); nir_validate_shader(nir); } /* This is the last pass we run before we start emitting stuff. It * determines when we need to insert boolean resolves on Gen <= 5. We * run it last because it stashes data in instr->pass_flags and we don't * want that to be squashed by other NIR passes. */ if (brw->gen <= 5) brw_nir_analyze_boolean_resolves(nir); nir_sweep(nir); if (unlikely(debug_enabled)) { fprintf(stderr, "NIR (final form) for %s shader:\n", _mesa_shader_stage_to_string(stage)); nir_print_shader(nir, stderr); } return nir; } enum brw_reg_type brw_type_for_nir_type(nir_alu_type type) { switch (type) { case nir_type_unsigned: return BRW_REGISTER_TYPE_UD; case nir_type_bool: case nir_type_int: return BRW_REGISTER_TYPE_D; case nir_type_float: return BRW_REGISTER_TYPE_F; default: unreachable("unknown type"); } return BRW_REGISTER_TYPE_F; } /* Returns the glsl_base_type corresponding to a nir_alu_type. * This is used by both brw_vec4_nir and brw_fs_nir. */ enum glsl_base_type brw_glsl_base_type_for_nir_type(nir_alu_type type) { switch (type) { case nir_type_float: return GLSL_TYPE_FLOAT; case nir_type_int: return GLSL_TYPE_INT; case nir_type_unsigned: return GLSL_TYPE_UINT; default: unreachable("bad type"); } }