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third_party_mesa3d/src/mesa/drivers/dri/i965/brw_nir.c

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/*
* 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 "compiler/glsl_types.h"
#include "compiler/nir/nir_builder.h"
static bool
is_input(nir_intrinsic_instr *intrin)
{
return intrin->intrinsic == nir_intrinsic_load_input ||
i965: Rewrite FS input handling to use the new NIR intrinsics. This eliminates the need to walk the list of input variables, recurse into their types (via logic largely redundant with nir_lower_io), and interpolate all possible inputs up front. The backend no longer has to care about variables at all, which eliminates complications from trying to pack multiple variables into the same location. Instead, each intrinsic specifies exactly what's needed. This should unblock Timothy's work on GL_ARB_enhanced_layouts. Each load_interpolated_input intrinsic corresponds to PLN instructions, while load_barycentric_at_* intrinsics correspond to pixel interpolator messages. The pixel/centroid/sample barycentric intrinsics simply refer to payload fields (delta_xy[]), and don't actually generate any code. Because we use a single intrinsic for both centroid-qualified variables and interpolateAtCentroid(), they become indistinguishable. We stop sending pixel interpolator messages for those, and instead use the payload provided data, which should be considerably faster. On Broadwell: total instructions in shared programs: 9067751 -> 9067570 (-0.00%) instructions in affected programs: 145902 -> 145721 (-0.12%) helped: 422 HURT: 209 total spills in shared programs: 2849 -> 2899 (1.76%) spills in affected programs: 760 -> 810 (6.58%) helped: 0 HURT: 10 total fills in shared programs: 3910 -> 3950 (1.02%) fills in affected programs: 617 -> 657 (6.48%) helped: 0 HURT: 10 LOST: 3 GAINED: 3 The differences mostly appear to be slight changes in MOVs. v2: Use nir_shader_compiler_options::use_interpolated_input_intrinsics flag rather than passing it directly to nir_lower_io. Use the unreachable() macro rather than assert in one place. (Review feedback from Chris Forbes.) Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Chris Forbes <chrisforbes@google.com> Acked-by: Jason Ekstrand <jason@jlekstrand.net>
2016-07-12 03:57:25 -07:00
intrin->intrinsic == nir_intrinsic_load_per_vertex_input ||
intrin->intrinsic == nir_intrinsic_load_interpolated_input;
}
static bool
is_output(nir_intrinsic_instr *intrin)
{
return intrin->intrinsic == nir_intrinsic_load_output ||
intrin->intrinsic == nir_intrinsic_load_per_vertex_output ||
intrin->intrinsic == nir_intrinsic_store_output ||
intrin->intrinsic == nir_intrinsic_store_per_vertex_output;
}
/**
* In many cases, we just add the base and offset together, so there's no
* reason to keep them separate. Sometimes, combining them is essential:
* if a shader only accesses part of a compound variable (such as a matrix
* or array), the variable's base may not actually exist in the VUE map.
*
* This pass adds constant offsets to instr->const_index[0], and resets
* the offset source to 0. Non-constant offsets remain unchanged - since
* we don't know what part of a compound variable is accessed, we allocate
* storage for the entire thing.
*/
nir: Get rid of *_indirect variants of input/output load/store intrinsics There is some special-casing needed in a competent back-end. However, they can do their special-casing easily enough based on whether or not the offset is a constant. In the mean time, having the *_indirect variants adds special cases a number of places where they don't need to be and, in general, only complicates things. To complicate matters, NIR had no way to convdert an indirect load/store to a direct one in the case that the indirect was a constant so we would still not really get what the back-ends wanted. The best solution seems to be to get rid of the *_indirect variants entirely. This commit is a bunch of different changes squashed together: - nir: Get rid of *_indirect variants of input/output load/store intrinsics - nir/glsl: Stop handling UBO/SSBO load/stores differently depending on indirect - nir/lower_io: Get rid of load/store_foo_indirect - i965/fs: Get rid of load/store_foo_indirect - i965/vec4: Get rid of load/store_foo_indirect - tgsi_to_nir: Get rid of load/store_foo_indirect - ir3/nir: Use the new unified io intrinsics - vc4: Do all uniform loads with byte offsets - vc4/nir: Use the new unified io intrinsics - vc4: Fix load_user_clip_plane crash - vc4: add missing src for store outputs - vc4: Fix state uniforms - nir/lower_clip: Update to the new load/store intrinsics - nir/lower_two_sided_color: Update to the new load intrinsic NIR and i965 changes are Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> NIR indirect declarations and vc4 changes are Reviewed-by: Eric Anholt <eric@anholt.net> ir3 changes are Reviewed-by: Rob Clark <robdclark@gmail.com> NIR changes are Acked-by: Rob Clark <robdclark@gmail.com>
2015-11-25 14:14:05 -08:00
static bool
add_const_offset_to_base_block(nir_block *block, nir_builder *b,
nir_variable_mode mode)
{
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if ((mode == nir_var_shader_in && is_input(intrin)) ||
(mode == nir_var_shader_out && is_output(intrin))) {
nir_src *offset = nir_get_io_offset_src(intrin);
nir_const_value *const_offset = nir_src_as_const_value(*offset);
if (const_offset) {
intrin->const_index[0] += const_offset->u32[0];
b->cursor = nir_before_instr(&intrin->instr);
nir_instr_rewrite_src(&intrin->instr, offset,
nir_src_for_ssa(nir_imm_int(b, 0)));
}
}
}
return true;
}
static void
add_const_offset_to_base(nir_shader *nir, nir_variable_mode mode)
{
nir_foreach_function(f, nir) {
if (f->impl) {
nir_builder b;
nir_builder_init(&b, f->impl);
nir_foreach_block(block, f->impl) {
add_const_offset_to_base_block(block, &b, mode);
}
}
}
}
static bool
remap_vs_attrs(nir_block *block, struct nir_shader_info *nir_info)
{
nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
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(nir_info->inputs_read &
BITFIELD64_MASK(attr));
int dslot = _mesa_bitcount_64(nir_info->double_inputs_read &
BITFIELD64_MASK(attr));
intrin->const_index[0] = 4 * (slot + dslot);
}
}
return true;
}
static bool
remap_inputs_with_vue_map(nir_block *block, const struct brw_vue_map *vue_map)
{
nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if (intrin->intrinsic == nir_intrinsic_load_input ||
intrin->intrinsic == nir_intrinsic_load_per_vertex_input) {
int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
assert(vue_slot != -1);
intrin->const_index[0] = vue_slot;
}
}
return true;
}
static bool
remap_patch_urb_offsets(nir_block *block, nir_builder *b,
const struct brw_vue_map *vue_map)
{
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
gl_shader_stage stage = b->shader->stage;
if ((stage == MESA_SHADER_TESS_CTRL && is_output(intrin)) ||
(stage == MESA_SHADER_TESS_EVAL && is_input(intrin))) {
int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
assert(vue_slot != -1);
intrin->const_index[0] = vue_slot;
nir_src *vertex = nir_get_io_vertex_index_src(intrin);
if (vertex) {
nir_const_value *const_vertex = nir_src_as_const_value(*vertex);
if (const_vertex) {
intrin->const_index[0] += const_vertex->u32[0] *
vue_map->num_per_vertex_slots;
} else {
b->cursor = nir_before_instr(&intrin->instr);
/* Multiply by the number of per-vertex slots. */
nir_ssa_def *vertex_offset =
nir_imul(b,
nir_ssa_for_src(b, *vertex, 1),
nir_imm_int(b,
vue_map->num_per_vertex_slots));
/* Add it to the existing offset */
nir_src *offset = nir_get_io_offset_src(intrin);
nir_ssa_def *total_offset =
nir_iadd(b, vertex_offset,
nir_ssa_for_src(b, *offset, 1));
nir_instr_rewrite_src(&intrin->instr, offset,
nir_src_for_ssa(total_offset));
}
}
}
}
return true;
}
void
brw_nir_lower_vs_inputs(nir_shader *nir,
const struct brw_device_info *devinfo,
bool is_scalar,
bool use_legacy_snorm_formula,
const uint8_t *vs_attrib_wa_flags)
{
/* 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 or dvec4 per element (or matrix column), depending on
* whether it is a double-precision type or not.
*/
nir_lower_io(nir, nir_var_shader_in, type_size_vs_input);
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
add_const_offset_to_base(nir, nir_var_shader_in);
brw_nir_apply_attribute_workarounds(nir, use_legacy_snorm_formula,
vs_attrib_wa_flags);
if (is_scalar) {
/* Finally, translate VERT_ATTRIB_* values into the actual registers. */
nir: Get rid of *_indirect variants of input/output load/store intrinsics There is some special-casing needed in a competent back-end. However, they can do their special-casing easily enough based on whether or not the offset is a constant. In the mean time, having the *_indirect variants adds special cases a number of places where they don't need to be and, in general, only complicates things. To complicate matters, NIR had no way to convdert an indirect load/store to a direct one in the case that the indirect was a constant so we would still not really get what the back-ends wanted. The best solution seems to be to get rid of the *_indirect variants entirely. This commit is a bunch of different changes squashed together: - nir: Get rid of *_indirect variants of input/output load/store intrinsics - nir/glsl: Stop handling UBO/SSBO load/stores differently depending on indirect - nir/lower_io: Get rid of load/store_foo_indirect - i965/fs: Get rid of load/store_foo_indirect - i965/vec4: Get rid of load/store_foo_indirect - tgsi_to_nir: Get rid of load/store_foo_indirect - ir3/nir: Use the new unified io intrinsics - vc4: Do all uniform loads with byte offsets - vc4/nir: Use the new unified io intrinsics - vc4: Fix load_user_clip_plane crash - vc4: add missing src for store outputs - vc4: Fix state uniforms - nir/lower_clip: Update to the new load/store intrinsics - nir/lower_two_sided_color: Update to the new load intrinsic NIR and i965 changes are Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> NIR indirect declarations and vc4 changes are Reviewed-by: Eric Anholt <eric@anholt.net> ir3 changes are Reviewed-by: Rob Clark <robdclark@gmail.com> NIR changes are Acked-by: Rob Clark <robdclark@gmail.com>
2015-11-25 14:14:05 -08:00
nir_foreach_function(function, nir) {
if (function->impl) {
nir_foreach_block(block, function->impl) {
remap_vs_attrs(block, &nir->info);
}
}
}
}
}
void
brw_nir_lower_vue_inputs(nir_shader *nir, bool is_scalar,
const struct brw_vue_map *vue_map)
{
foreach_list_typed(nir_variable, var, node, &nir->inputs) {
var->data.driver_location = 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);
if (is_scalar || nir->stage != MESA_SHADER_GEOMETRY) {
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
add_const_offset_to_base(nir, nir_var_shader_in);
nir_foreach_function(function, nir) {
if (function->impl) {
nir_foreach_block(block, function->impl) {
remap_inputs_with_vue_map(block, vue_map);
}
}
}
}
}
void
brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map)
{
foreach_list_typed(nir_variable, var, node, &nir->inputs) {
var->data.driver_location = var->data.location;
}
nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
add_const_offset_to_base(nir, nir_var_shader_in);
nir_foreach_function(function, nir) {
if (function->impl) {
nir_builder b;
nir_builder_init(&b, function->impl);
nir_foreach_block(block, function->impl) {
remap_patch_urb_offsets(block, &b, vue_map);
}
}
}
}
void
brw_nir_lower_fs_inputs(nir_shader *nir)
{
i965: Rewrite FS input handling to use the new NIR intrinsics. This eliminates the need to walk the list of input variables, recurse into their types (via logic largely redundant with nir_lower_io), and interpolate all possible inputs up front. The backend no longer has to care about variables at all, which eliminates complications from trying to pack multiple variables into the same location. Instead, each intrinsic specifies exactly what's needed. This should unblock Timothy's work on GL_ARB_enhanced_layouts. Each load_interpolated_input intrinsic corresponds to PLN instructions, while load_barycentric_at_* intrinsics correspond to pixel interpolator messages. The pixel/centroid/sample barycentric intrinsics simply refer to payload fields (delta_xy[]), and don't actually generate any code. Because we use a single intrinsic for both centroid-qualified variables and interpolateAtCentroid(), they become indistinguishable. We stop sending pixel interpolator messages for those, and instead use the payload provided data, which should be considerably faster. On Broadwell: total instructions in shared programs: 9067751 -> 9067570 (-0.00%) instructions in affected programs: 145902 -> 145721 (-0.12%) helped: 422 HURT: 209 total spills in shared programs: 2849 -> 2899 (1.76%) spills in affected programs: 760 -> 810 (6.58%) helped: 0 HURT: 10 total fills in shared programs: 3910 -> 3950 (1.02%) fills in affected programs: 617 -> 657 (6.48%) helped: 0 HURT: 10 LOST: 3 GAINED: 3 The differences mostly appear to be slight changes in MOVs. v2: Use nir_shader_compiler_options::use_interpolated_input_intrinsics flag rather than passing it directly to nir_lower_io. Use the unreachable() macro rather than assert in one place. (Review feedback from Chris Forbes.) Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Chris Forbes <chrisforbes@google.com> Acked-by: Jason Ekstrand <jason@jlekstrand.net>
2016-07-12 03:57:25 -07:00
foreach_list_typed(nir_variable, var, node, &nir->inputs) {
var->data.driver_location = var->data.location;
}
nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
add_const_offset_to_base(nir, nir_var_shader_in);
}
void
brw_nir_lower_vue_outputs(nir_shader *nir,
bool is_scalar)
{
if (is_scalar) {
nir_assign_var_locations(&nir->outputs, &nir->num_outputs,
VARYING_SLOT_VAR0,
type_size_vec4_times_4);
nir_lower_io(nir, nir_var_shader_out, type_size_vec4_times_4);
} else {
nir_foreach_variable(var, &nir->outputs)
var->data.driver_location = var->data.location;
nir_lower_io(nir, nir_var_shader_out, type_size_vec4);
}
}
void
brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map)
{
nir_foreach_variable(var, &nir->outputs) {
var->data.driver_location = var->data.location;
}
nir_lower_io(nir, nir_var_shader_out, type_size_vec4);
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
add_const_offset_to_base(nir, nir_var_shader_out);
nir_foreach_function(function, nir) {
if (function->impl) {
nir_builder b;
nir_builder_init(&b, function->impl);
nir_foreach_block(block, function->impl) {
remap_patch_urb_offsets(block, &b, vue_map);
}
}
}
}
void
brw_nir_lower_fs_outputs(nir_shader *nir)
{
i965/fs: Rework representation of fragment output locations in NIR. The problem with the current approach is that driver output locations are represented as a linear offset within the nir_outputs array, which makes it rather difficult for the back-end to figure out what color output and index some nir_intrinsic_load/store_output was meant for, because the offset of a given output within the nir_output array is dependent on the type and size of all previously allocated outputs. Instead this defines the driver location of an output to be the pair formed by its GLSL-assigned location and index (I've borrowed the bitfield macros from brw_defines.h in order to represent the pair of integers as a single scalar value that can be assigned to nir_variable_data::driver_location). nir_assign_var_locations is no longer useful for fragment outputs. Because fragment outputs are now allocated independently rather than within the nir_outputs array, the get_frag_output() helper becomes necessary in order to obtain the right temporary register for a given location-index pair. The type_size helper passed to nir_lower_io is now type_size_dvec4 rather than type_size_vec4_times_4 so that output array offsets are provided in terms of whole array elements rather than in terms of scalar components (dvec4 is the largest vector type supported by the GLSL so this will cause all individual fragment outputs to have a size of one regardless of the type). Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-07-21 21:26:20 -07:00
nir_foreach_variable(var, &nir->outputs) {
var->data.driver_location =
SET_FIELD(var->data.index, BRW_NIR_FRAG_OUTPUT_INDEX) |
SET_FIELD(var->data.location, BRW_NIR_FRAG_OUTPUT_LOCATION);
}
nir_lower_io(nir, nir_var_shader_out, type_size_dvec4);
}
void
brw_nir_lower_cs_shared(nir_shader *nir)
{
nir_assign_var_locations(&nir->shared, &nir->num_shared, 0,
type_size_scalar_bytes);
nir_lower_io(nir, nir_var_shared, type_size_scalar_bytes);
}
#define OPT(pass, ...) ({ \
bool this_progress = false; \
NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
if (this_progress) \
progress = true; \
this_progress; \
})
#define OPT_V(pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
static nir_shader *
nir_optimize(nir_shader *nir, bool is_scalar)
{
bool progress;
do {
progress = false;
OPT_V(nir_lower_vars_to_ssa);
if (is_scalar) {
OPT_V(nir_lower_alu_to_scalar);
}
OPT(nir_copy_prop);
if (is_scalar) {
OPT_V(nir_lower_phis_to_scalar);
}
OPT(nir_copy_prop);
OPT(nir_opt_dce);
OPT(nir_opt_cse);
OPT(nir_opt_peephole_select);
OPT(nir_opt_algebraic);
OPT(nir_opt_constant_folding);
OPT(nir_opt_dead_cf);
OPT(nir_opt_remove_phis);
OPT(nir_opt_undef);
OPT_V(nir_lower_doubles, nir_lower_drcp |
nir_lower_dsqrt |
nir_lower_drsq |
nir_lower_dtrunc |
nir_lower_dfloor |
nir_lower_dceil |
nir_lower_dfract |
nir_lower_dround_even |
nir_lower_dmod);
OPT_V(nir_lower_double_pack);
} while (progress);
return nir;
}
/* Does some simple lowering and runs the standard suite of optimizations
*
* This is intended to be called more-or-less directly after you get the
* shader out of GLSL or some other source. While it is geared towards i965,
* it is not at all generator-specific except for the is_scalar flag. Even
* there, it is safe to call with is_scalar = false for a shader that is
* intended for the FS backend as long as nir_optimize is called again with
* is_scalar = true to scalarize everything prior to code gen.
*/
nir_shader *
brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir)
{
bool progress; /* Written by OPT and OPT_V */
(void)progress;
const bool is_scalar = compiler->scalar_stage[nir->stage];
if (nir->stage == MESA_SHADER_GEOMETRY)
OPT(nir_lower_gs_intrinsics);
if (compiler->precise_trig)
OPT(brw_nir_apply_trig_workarounds);
static const nir_lower_tex_options tex_options = {
.lower_txp = ~0,
.lower_txf_offset = true,
.lower_rect_offset = true,
};
OPT(nir_lower_tex, &tex_options);
OPT(nir_normalize_cubemap_coords);
OPT(nir_lower_global_vars_to_local);
OPT(nir_split_var_copies);
nir = nir_optimize(nir, is_scalar);
if (is_scalar) {
OPT_V(nir_lower_load_const_to_scalar);
}
/* Lower a bunch of stuff */
OPT_V(nir_lower_var_copies);
/* Get rid of split copies */
nir = nir_optimize(nir, is_scalar);
OPT(nir_remove_dead_variables, nir_var_local);
return nir;
}
/* Prepare the given shader for codegen
*
* This function is intended to be called right before going into the actual
* backend and is highly backend-specific. Also, once this function has been
* called on a shader, it will no longer be in SSA form so most optimizations
* will not work.
*/
nir_shader *
brw_postprocess_nir(nir_shader *nir,
const struct brw_device_info *devinfo,
bool is_scalar)
{
bool debug_enabled =
(INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->stage));
bool progress; /* Written by OPT and OPT_V */
(void)progress;
nir = nir_optimize(nir, is_scalar);
if (devinfo->gen >= 6) {
/* Try and fuse multiply-adds */
OPT(brw_nir_opt_peephole_ffma);
}
OPT(nir_opt_algebraic_late);
OPT(nir_lower_locals_to_regs);
OPT_V(nir_lower_to_source_mods);
OPT(nir_copy_prop);
OPT(nir_opt_dce);
if (unlikely(debug_enabled)) {
/* Re-index SSA defs so we print more sensible numbers. */
nir_foreach_function(function, nir) {
if (function->impl)
nir_index_ssa_defs(function->impl);
}
fprintf(stderr, "NIR (SSA form) for %s shader:\n",
_mesa_shader_stage_to_string(nir->stage));
nir_print_shader(nir, stderr);
}
OPT_V(nir_convert_from_ssa, true);
if (!is_scalar) {
OPT_V(nir_move_vec_src_uses_to_dest);
OPT(nir_lower_vec_to_movs);
}
/* 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 (devinfo->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(nir->stage));
nir_print_shader(nir, stderr);
}
return nir;
}
nir_shader *
brw_nir_apply_sampler_key(nir_shader *nir,
const struct brw_device_info *devinfo,
const struct brw_sampler_prog_key_data *key_tex,
bool is_scalar)
{
nir_lower_tex_options tex_options = { 0 };
/* Iron Lake and prior require lowering of all rectangle textures */
if (devinfo->gen < 6)
tex_options.lower_rect = true;
/* Prior to Broadwell, our hardware can't actually do GL_CLAMP */
if (devinfo->gen < 8) {
tex_options.saturate_s = key_tex->gl_clamp_mask[0];
tex_options.saturate_t = key_tex->gl_clamp_mask[1];
tex_options.saturate_r = key_tex->gl_clamp_mask[2];
}
/* Prior to Haswell, we have to fake texture swizzle */
for (unsigned s = 0; s < MAX_SAMPLERS; s++) {
if (key_tex->swizzles[s] == SWIZZLE_NOOP)
continue;
tex_options.swizzle_result |= (1 << s);
for (unsigned c = 0; c < 4; c++)
tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c);
}
tex_options.lower_y_uv_external = key_tex->y_uv_image_mask;
tex_options.lower_y_u_v_external = key_tex->y_u_v_image_mask;
tex_options.lower_yx_xuxv_external = key_tex->yx_xuxv_image_mask;
if (nir_lower_tex(nir, &tex_options)) {
nir_validate_shader(nir);
nir = nir_optimize(nir, is_scalar);
}
return nir;
}
enum brw_reg_type
brw_type_for_nir_type(nir_alu_type type)
{
switch (type) {
case nir_type_uint:
case nir_type_uint32:
return BRW_REGISTER_TYPE_UD;
case nir_type_bool:
case nir_type_int:
case nir_type_bool32:
case nir_type_int32:
return BRW_REGISTER_TYPE_D;
case nir_type_float:
case nir_type_float32:
return BRW_REGISTER_TYPE_F;
case nir_type_float64:
return BRW_REGISTER_TYPE_DF;
case nir_type_int64:
case nir_type_uint64:
/* TODO we should only see these in moves, so for now it's ok, but when
* we add actual 64-bit integer support we should fix this.
*/
return BRW_REGISTER_TYPE_DF;
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:
case nir_type_float32:
return GLSL_TYPE_FLOAT;
case nir_type_float64:
return GLSL_TYPE_DOUBLE;
case nir_type_int:
case nir_type_int32:
return GLSL_TYPE_INT;
case nir_type_uint:
case nir_type_uint32:
return GLSL_TYPE_UINT;
default:
unreachable("bad type");
}
}