
Since NIR_PASS no longer swaps out the NIR pointer when NIR_TEST_* is enabled, we can just take a single pointer and not a pointer to pointer. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
1186 lines
40 KiB
C
1186 lines
40 KiB
C
/*
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* Copyright © 2014 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "brw_nir.h"
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#include "brw_shader.h"
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#include "dev/gen_debug.h"
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#include "compiler/glsl_types.h"
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#include "compiler/nir/nir_builder.h"
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#include "util/u_math.h"
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static bool
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is_input(nir_intrinsic_instr *intrin)
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{
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return intrin->intrinsic == nir_intrinsic_load_input ||
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intrin->intrinsic == nir_intrinsic_load_per_vertex_input ||
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intrin->intrinsic == nir_intrinsic_load_interpolated_input;
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}
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static bool
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is_output(nir_intrinsic_instr *intrin)
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{
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return intrin->intrinsic == nir_intrinsic_load_output ||
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intrin->intrinsic == nir_intrinsic_load_per_vertex_output ||
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intrin->intrinsic == nir_intrinsic_store_output ||
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intrin->intrinsic == nir_intrinsic_store_per_vertex_output;
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}
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/**
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* In many cases, we just add the base and offset together, so there's no
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* reason to keep them separate. Sometimes, combining them is essential:
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* if a shader only accesses part of a compound variable (such as a matrix
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* or array), the variable's base may not actually exist in the VUE map.
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*
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* This pass adds constant offsets to instr->const_index[0], and resets
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* the offset source to 0. Non-constant offsets remain unchanged - since
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* we don't know what part of a compound variable is accessed, we allocate
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* storage for the entire thing.
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*/
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static bool
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add_const_offset_to_base_block(nir_block *block, nir_builder *b,
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nir_variable_mode mode)
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{
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nir_foreach_instr_safe(instr, block) {
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if (instr->type != nir_instr_type_intrinsic)
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continue;
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nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
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if ((mode == nir_var_shader_in && is_input(intrin)) ||
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(mode == nir_var_shader_out && is_output(intrin))) {
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nir_src *offset = nir_get_io_offset_src(intrin);
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if (nir_src_is_const(*offset)) {
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intrin->const_index[0] += nir_src_as_uint(*offset);
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b->cursor = nir_before_instr(&intrin->instr);
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nir_instr_rewrite_src(&intrin->instr, offset,
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nir_src_for_ssa(nir_imm_int(b, 0)));
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}
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}
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}
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return true;
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}
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static void
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add_const_offset_to_base(nir_shader *nir, nir_variable_mode mode)
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{
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nir_foreach_function(f, nir) {
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if (f->impl) {
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nir_builder b;
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nir_builder_init(&b, f->impl);
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nir_foreach_block(block, f->impl) {
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add_const_offset_to_base_block(block, &b, mode);
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}
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}
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}
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}
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static bool
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remap_tess_levels(nir_builder *b, nir_intrinsic_instr *intr,
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GLenum primitive_mode)
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{
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const int location = nir_intrinsic_base(intr);
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const unsigned component = nir_intrinsic_component(intr);
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bool out_of_bounds;
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if (location == VARYING_SLOT_TESS_LEVEL_INNER) {
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switch (primitive_mode) {
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case GL_QUADS:
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/* gl_TessLevelInner[0..1] lives at DWords 3-2 (reversed). */
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nir_intrinsic_set_base(intr, 0);
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nir_intrinsic_set_component(intr, 3 - component);
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out_of_bounds = false;
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break;
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case GL_TRIANGLES:
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/* gl_TessLevelInner[0] lives at DWord 4. */
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nir_intrinsic_set_base(intr, 1);
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out_of_bounds = component > 0;
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break;
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case GL_ISOLINES:
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out_of_bounds = true;
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break;
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default:
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unreachable("Bogus tessellation domain");
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}
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} else if (location == VARYING_SLOT_TESS_LEVEL_OUTER) {
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if (primitive_mode == GL_ISOLINES) {
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/* gl_TessLevelOuter[0..1] lives at DWords 6-7 (in order). */
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nir_intrinsic_set_base(intr, 1);
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nir_intrinsic_set_component(intr, 2 + nir_intrinsic_component(intr));
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out_of_bounds = component > 1;
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} else {
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/* Triangles use DWords 7-5 (reversed); Quads use 7-4 (reversed) */
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nir_intrinsic_set_base(intr, 1);
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nir_intrinsic_set_component(intr, 3 - nir_intrinsic_component(intr));
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out_of_bounds = component == 3 && primitive_mode == GL_TRIANGLES;
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}
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} else {
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return false;
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}
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if (out_of_bounds) {
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if (nir_intrinsic_infos[intr->intrinsic].has_dest) {
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b->cursor = nir_before_instr(&intr->instr);
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nir_ssa_def *undef = nir_ssa_undef(b, 1, 32);
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nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(undef));
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}
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nir_instr_remove(&intr->instr);
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}
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return true;
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}
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static bool
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remap_patch_urb_offsets(nir_block *block, nir_builder *b,
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const struct brw_vue_map *vue_map,
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GLenum tes_primitive_mode)
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{
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const bool is_passthrough_tcs = b->shader->info.name &&
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strcmp(b->shader->info.name, "passthrough") == 0;
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nir_foreach_instr_safe(instr, block) {
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if (instr->type != nir_instr_type_intrinsic)
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continue;
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nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
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gl_shader_stage stage = b->shader->info.stage;
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if ((stage == MESA_SHADER_TESS_CTRL && is_output(intrin)) ||
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(stage == MESA_SHADER_TESS_EVAL && is_input(intrin))) {
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if (!is_passthrough_tcs &&
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remap_tess_levels(b, intrin, tes_primitive_mode))
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continue;
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int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
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assert(vue_slot != -1);
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intrin->const_index[0] = vue_slot;
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nir_src *vertex = nir_get_io_vertex_index_src(intrin);
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if (vertex) {
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if (nir_src_is_const(*vertex)) {
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intrin->const_index[0] += nir_src_as_uint(*vertex) *
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vue_map->num_per_vertex_slots;
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} else {
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b->cursor = nir_before_instr(&intrin->instr);
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/* Multiply by the number of per-vertex slots. */
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nir_ssa_def *vertex_offset =
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nir_imul(b,
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nir_ssa_for_src(b, *vertex, 1),
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nir_imm_int(b,
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vue_map->num_per_vertex_slots));
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/* Add it to the existing offset */
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nir_src *offset = nir_get_io_offset_src(intrin);
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nir_ssa_def *total_offset =
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nir_iadd(b, vertex_offset,
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nir_ssa_for_src(b, *offset, 1));
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nir_instr_rewrite_src(&intrin->instr, offset,
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nir_src_for_ssa(total_offset));
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}
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}
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}
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}
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return true;
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}
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void
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brw_nir_lower_vs_inputs(nir_shader *nir,
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const uint8_t *vs_attrib_wa_flags)
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{
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/* Start with the location of the variable's base. */
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foreach_list_typed(nir_variable, var, node, &nir->inputs) {
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var->data.driver_location = var->data.location;
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}
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/* Now use nir_lower_io to walk dereference chains. Attribute arrays are
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* loaded as one vec4 or dvec4 per element (or matrix column), depending on
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* whether it is a double-precision type or not.
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*/
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nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
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/* This pass needs actual constants */
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nir_opt_constant_folding(nir);
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add_const_offset_to_base(nir, nir_var_shader_in);
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brw_nir_apply_attribute_workarounds(nir, vs_attrib_wa_flags);
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/* The last step is to remap VERT_ATTRIB_* to actual registers */
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/* Whether or not we have any system generated values. gl_DrawID is not
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* included here as it lives in its own vec4.
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*/
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const bool has_sgvs =
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nir->info.system_values_read &
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(BITFIELD64_BIT(SYSTEM_VALUE_FIRST_VERTEX) |
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BITFIELD64_BIT(SYSTEM_VALUE_BASE_INSTANCE) |
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BITFIELD64_BIT(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) |
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BITFIELD64_BIT(SYSTEM_VALUE_INSTANCE_ID));
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const unsigned num_inputs = util_bitcount64(nir->info.inputs_read);
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nir_foreach_function(function, nir) {
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if (!function->impl)
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continue;
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nir_builder b;
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nir_builder_init(&b, function->impl);
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nir_foreach_block(block, function->impl) {
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nir_foreach_instr_safe(instr, block) {
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if (instr->type != nir_instr_type_intrinsic)
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continue;
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nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
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switch (intrin->intrinsic) {
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case nir_intrinsic_load_first_vertex:
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case nir_intrinsic_load_base_instance:
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case nir_intrinsic_load_vertex_id_zero_base:
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case nir_intrinsic_load_instance_id:
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case nir_intrinsic_load_is_indexed_draw:
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case nir_intrinsic_load_draw_id: {
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b.cursor = nir_after_instr(&intrin->instr);
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/* gl_VertexID and friends are stored by the VF as the last
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* vertex element. We convert them to load_input intrinsics at
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* the right location.
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*/
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nir_intrinsic_instr *load =
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nir_intrinsic_instr_create(nir, nir_intrinsic_load_input);
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load->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0));
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nir_intrinsic_set_base(load, num_inputs);
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switch (intrin->intrinsic) {
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case nir_intrinsic_load_first_vertex:
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nir_intrinsic_set_component(load, 0);
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break;
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case nir_intrinsic_load_base_instance:
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nir_intrinsic_set_component(load, 1);
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break;
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case nir_intrinsic_load_vertex_id_zero_base:
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nir_intrinsic_set_component(load, 2);
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break;
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case nir_intrinsic_load_instance_id:
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nir_intrinsic_set_component(load, 3);
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break;
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case nir_intrinsic_load_draw_id:
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case nir_intrinsic_load_is_indexed_draw:
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/* gl_DrawID and IsIndexedDraw are stored right after
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* gl_VertexID and friends if any of them exist.
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*/
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nir_intrinsic_set_base(load, num_inputs + has_sgvs);
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if (intrin->intrinsic == nir_intrinsic_load_draw_id)
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nir_intrinsic_set_component(load, 0);
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else
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nir_intrinsic_set_component(load, 1);
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break;
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default:
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unreachable("Invalid system value intrinsic");
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}
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load->num_components = 1;
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nir_ssa_dest_init(&load->instr, &load->dest, 1, 32, NULL);
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nir_builder_instr_insert(&b, &load->instr);
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nir_ssa_def_rewrite_uses(&intrin->dest.ssa,
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nir_src_for_ssa(&load->dest.ssa));
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nir_instr_remove(&intrin->instr);
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break;
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}
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case nir_intrinsic_load_input: {
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/* Attributes come in a contiguous block, ordered by their
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* gl_vert_attrib value. That means we can compute the slot
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* number for an attribute by masking out the enabled attributes
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* before it and counting the bits.
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*/
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int attr = nir_intrinsic_base(intrin);
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int slot = util_bitcount64(nir->info.inputs_read &
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BITFIELD64_MASK(attr));
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nir_intrinsic_set_base(intrin, slot);
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break;
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}
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default:
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break; /* Nothing to do */
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}
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}
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}
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}
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}
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void
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brw_nir_lower_vue_inputs(nir_shader *nir,
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const struct brw_vue_map *vue_map)
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{
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foreach_list_typed(nir_variable, var, node, &nir->inputs) {
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var->data.driver_location = var->data.location;
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}
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/* Inputs are stored in vec4 slots, so use type_size_vec4(). */
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nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
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/* This pass needs actual constants */
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nir_opt_constant_folding(nir);
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add_const_offset_to_base(nir, nir_var_shader_in);
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nir_foreach_function(function, nir) {
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if (!function->impl)
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continue;
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nir_foreach_block(block, function->impl) {
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nir_foreach_instr(instr, block) {
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if (instr->type != nir_instr_type_intrinsic)
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continue;
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nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
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if (intrin->intrinsic == nir_intrinsic_load_input ||
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intrin->intrinsic == nir_intrinsic_load_per_vertex_input) {
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/* Offset 0 is the VUE header, which contains
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* VARYING_SLOT_LAYER [.y], VARYING_SLOT_VIEWPORT [.z], and
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* VARYING_SLOT_PSIZ [.w].
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*/
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int varying = nir_intrinsic_base(intrin);
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int vue_slot;
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switch (varying) {
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case VARYING_SLOT_PSIZ:
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nir_intrinsic_set_base(intrin, 0);
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nir_intrinsic_set_component(intrin, 3);
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break;
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default:
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vue_slot = vue_map->varying_to_slot[varying];
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assert(vue_slot != -1);
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nir_intrinsic_set_base(intrin, vue_slot);
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break;
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}
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}
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}
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}
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}
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}
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void
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brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map)
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{
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foreach_list_typed(nir_variable, var, node, &nir->inputs) {
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var->data.driver_location = var->data.location;
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}
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nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
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/* This pass needs actual constants */
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nir_opt_constant_folding(nir);
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add_const_offset_to_base(nir, nir_var_shader_in);
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nir_foreach_function(function, nir) {
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if (function->impl) {
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nir_builder b;
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nir_builder_init(&b, function->impl);
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nir_foreach_block(block, function->impl) {
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remap_patch_urb_offsets(block, &b, vue_map,
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nir->info.tess.primitive_mode);
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}
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}
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}
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}
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|
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void
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brw_nir_lower_fs_inputs(nir_shader *nir,
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const struct gen_device_info *devinfo,
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const struct brw_wm_prog_key *key)
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{
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foreach_list_typed(nir_variable, var, node, &nir->inputs) {
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var->data.driver_location = var->data.location;
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/* Apply default interpolation mode.
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*
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* Everything defaults to smooth except for the legacy GL color
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* built-in variables, which might be flat depending on API state.
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*/
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if (var->data.interpolation == INTERP_MODE_NONE) {
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const bool flat = key->flat_shade &&
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(var->data.location == VARYING_SLOT_COL0 ||
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var->data.location == VARYING_SLOT_COL1);
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var->data.interpolation = flat ? INTERP_MODE_FLAT
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: INTERP_MODE_SMOOTH;
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}
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/* On Ironlake and below, there is only one interpolation mode.
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* Centroid interpolation doesn't mean anything on this hardware --
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* there is no multisampling.
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*/
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if (devinfo->gen < 6) {
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var->data.centroid = false;
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var->data.sample = false;
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}
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}
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nir_lower_io_options lower_io_options = 0;
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if (key->persample_interp)
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lower_io_options |= nir_lower_io_force_sample_interpolation;
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nir_lower_io(nir, nir_var_shader_in, type_size_vec4, lower_io_options);
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/* This pass needs actual constants */
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nir_opt_constant_folding(nir);
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add_const_offset_to_base(nir, nir_var_shader_in);
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}
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void
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brw_nir_lower_vue_outputs(nir_shader *nir)
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{
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nir_foreach_variable(var, &nir->outputs) {
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var->data.driver_location = var->data.location;
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}
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|
|
nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
|
|
}
|
|
|
|
void
|
|
brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map,
|
|
GLenum tes_primitive_mode)
|
|
{
|
|
nir_foreach_variable(var, &nir->outputs) {
|
|
var->data.driver_location = var->data.location;
|
|
}
|
|
|
|
nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
|
|
|
|
/* 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, tes_primitive_mode);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
brw_nir_lower_fs_outputs(nir_shader *nir)
|
|
{
|
|
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, 0);
|
|
}
|
|
|
|
#define OPT(pass, ...) ({ \
|
|
bool this_progress = false; \
|
|
NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
|
|
if (this_progress) \
|
|
progress = true; \
|
|
this_progress; \
|
|
})
|
|
|
|
static nir_variable_mode
|
|
brw_nir_no_indirect_mask(const struct brw_compiler *compiler,
|
|
gl_shader_stage stage)
|
|
{
|
|
nir_variable_mode indirect_mask = 0;
|
|
|
|
if (compiler->glsl_compiler_options[stage].EmitNoIndirectInput)
|
|
indirect_mask |= nir_var_shader_in;
|
|
if (compiler->glsl_compiler_options[stage].EmitNoIndirectOutput)
|
|
indirect_mask |= nir_var_shader_out;
|
|
if (compiler->glsl_compiler_options[stage].EmitNoIndirectTemp)
|
|
indirect_mask |= nir_var_function_temp;
|
|
|
|
return indirect_mask;
|
|
}
|
|
|
|
void
|
|
brw_nir_optimize(nir_shader *nir, const struct brw_compiler *compiler,
|
|
bool is_scalar, bool allow_copies)
|
|
{
|
|
nir_variable_mode indirect_mask =
|
|
brw_nir_no_indirect_mask(compiler, nir->info.stage);
|
|
|
|
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;
|
|
OPT(nir_split_array_vars, nir_var_function_temp);
|
|
OPT(nir_shrink_vec_array_vars, nir_var_function_temp);
|
|
OPT(nir_opt_deref);
|
|
OPT(nir_lower_vars_to_ssa);
|
|
if (allow_copies) {
|
|
/* Only run this pass in the first call to brw_nir_optimize. Later
|
|
* calls assume that we've lowered away any copy_deref instructions
|
|
* and we don't want to introduce any more.
|
|
*/
|
|
OPT(nir_opt_find_array_copies);
|
|
}
|
|
OPT(nir_opt_copy_prop_vars);
|
|
OPT(nir_opt_dead_write_vars);
|
|
OPT(nir_opt_combine_stores, nir_var_all);
|
|
|
|
if (is_scalar) {
|
|
OPT(nir_lower_alu_to_scalar, NULL);
|
|
}
|
|
|
|
OPT(nir_copy_prop);
|
|
|
|
if (is_scalar) {
|
|
OPT(nir_lower_phis_to_scalar);
|
|
}
|
|
|
|
OPT(nir_copy_prop);
|
|
OPT(nir_opt_dce);
|
|
OPT(nir_opt_cse);
|
|
OPT(nir_opt_combine_stores, nir_var_all);
|
|
|
|
/* Passing 0 to the peephole select pass causes it to convert
|
|
* if-statements that contain only move instructions in the branches
|
|
* regardless of the count.
|
|
*
|
|
* Passing 1 to the peephole select pass causes it to convert
|
|
* if-statements that contain at most a single ALU instruction (total)
|
|
* in both branches. Before Gen6, some math instructions were
|
|
* prohibitively expensive and the results of compare operations need an
|
|
* extra resolve step. For these reasons, this pass is more harmful
|
|
* than good on those platforms.
|
|
*
|
|
* For indirect loads of uniforms (push constants), we assume that array
|
|
* indices will nearly always be in bounds and the cost of the load is
|
|
* low. Therefore there shouldn't be a performance benefit to avoid it.
|
|
* However, in vec4 tessellation shaders, these loads operate by
|
|
* actually pulling from memory.
|
|
*/
|
|
const bool is_vec4_tessellation = !is_scalar &&
|
|
(nir->info.stage == MESA_SHADER_TESS_CTRL ||
|
|
nir->info.stage == MESA_SHADER_TESS_EVAL);
|
|
OPT(nir_opt_peephole_select, 0, !is_vec4_tessellation, false);
|
|
OPT(nir_opt_peephole_select, 1, !is_vec4_tessellation,
|
|
compiler->devinfo->gen >= 6);
|
|
|
|
OPT(nir_opt_intrinsics);
|
|
OPT(nir_opt_idiv_const, 32);
|
|
OPT(nir_opt_algebraic);
|
|
OPT(nir_opt_constant_folding);
|
|
|
|
if (lower_flrp != 0) {
|
|
/* To match the old behavior, set always_precise only for scalar
|
|
* shader stages.
|
|
*/
|
|
if (OPT(nir_lower_flrp,
|
|
lower_flrp,
|
|
false /* always_precise */,
|
|
compiler->devinfo->gen >= 6)) {
|
|
OPT(nir_opt_constant_folding);
|
|
}
|
|
|
|
/* Nothing should rematerialize any flrps, so we only need to do this
|
|
* lowering once.
|
|
*/
|
|
lower_flrp = 0;
|
|
}
|
|
|
|
OPT(nir_opt_dead_cf);
|
|
if (OPT(nir_opt_trivial_continues)) {
|
|
/* If nir_opt_trivial_continues makes progress, then we need to clean
|
|
* things up if we want any hope of nir_opt_if or nir_opt_loop_unroll
|
|
* to make progress.
|
|
*/
|
|
OPT(nir_copy_prop);
|
|
OPT(nir_opt_dce);
|
|
}
|
|
OPT(nir_opt_if, false);
|
|
if (nir->options->max_unroll_iterations != 0) {
|
|
OPT(nir_opt_loop_unroll, indirect_mask);
|
|
}
|
|
OPT(nir_opt_remove_phis);
|
|
OPT(nir_opt_undef);
|
|
OPT(nir_lower_pack);
|
|
} while (progress);
|
|
|
|
/* Workaround Gfxbench unused local sampler variable which will trigger an
|
|
* assert in the opt_large_constants pass.
|
|
*/
|
|
OPT(nir_remove_dead_variables, nir_var_function_temp);
|
|
}
|
|
|
|
static unsigned
|
|
lower_bit_size_callback(const nir_alu_instr *alu, UNUSED void *data)
|
|
{
|
|
assert(alu->dest.dest.is_ssa);
|
|
if (alu->dest.dest.ssa.bit_size >= 32)
|
|
return 0;
|
|
|
|
const struct brw_compiler *compiler = (const struct brw_compiler *) data;
|
|
|
|
switch (alu->op) {
|
|
case nir_op_idiv:
|
|
case nir_op_imod:
|
|
case nir_op_irem:
|
|
case nir_op_udiv:
|
|
case nir_op_umod:
|
|
case nir_op_fceil:
|
|
case nir_op_ffloor:
|
|
case nir_op_ffract:
|
|
case nir_op_fround_even:
|
|
case nir_op_ftrunc:
|
|
return 32;
|
|
case nir_op_frcp:
|
|
case nir_op_frsq:
|
|
case nir_op_fsqrt:
|
|
case nir_op_fpow:
|
|
case nir_op_fexp2:
|
|
case nir_op_flog2:
|
|
case nir_op_fsin:
|
|
case nir_op_fcos:
|
|
return compiler->devinfo->gen < 9 ? 32 : 0;
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
/* 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.
|
|
*/
|
|
void
|
|
brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir,
|
|
const nir_shader *softfp64)
|
|
{
|
|
const struct gen_device_info *devinfo = compiler->devinfo;
|
|
UNUSED bool progress; /* Written by OPT */
|
|
|
|
const bool is_scalar = compiler->scalar_stage[nir->info.stage];
|
|
|
|
if (is_scalar) {
|
|
OPT(nir_lower_alu_to_scalar, NULL);
|
|
}
|
|
|
|
if (nir->info.stage == MESA_SHADER_GEOMETRY)
|
|
OPT(nir_lower_gs_intrinsics);
|
|
|
|
/* See also brw_nir_trig_workarounds.py */
|
|
if (compiler->precise_trig &&
|
|
!(devinfo->gen >= 10 || devinfo->is_kabylake))
|
|
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,
|
|
.lower_tex_without_implicit_lod = true,
|
|
.lower_txd_cube_map = true,
|
|
.lower_txb_shadow_clamp = true,
|
|
.lower_txd_shadow_clamp = true,
|
|
.lower_txd_offset_clamp = true,
|
|
.lower_tg4_offsets = true,
|
|
};
|
|
|
|
OPT(nir_lower_tex, &tex_options);
|
|
OPT(nir_normalize_cubemap_coords);
|
|
|
|
OPT(nir_lower_global_vars_to_local);
|
|
|
|
OPT(nir_split_var_copies);
|
|
OPT(nir_split_struct_vars, nir_var_function_temp);
|
|
|
|
brw_nir_optimize(nir, compiler, is_scalar, true);
|
|
|
|
bool lowered_64bit_ops = false;
|
|
do {
|
|
progress = false;
|
|
|
|
OPT(nir_lower_int64, nir->options->lower_int64_options);
|
|
OPT(nir_lower_doubles, softfp64, nir->options->lower_doubles_options);
|
|
|
|
/* Necessary to lower add -> sub and div -> mul/rcp */
|
|
OPT(nir_opt_algebraic);
|
|
|
|
lowered_64bit_ops |= progress;
|
|
} while (progress);
|
|
|
|
/* This needs to be run after the first optimization pass but before we
|
|
* lower indirect derefs away
|
|
*/
|
|
if (compiler->supports_shader_constants) {
|
|
OPT(nir_opt_large_constants, NULL, 32);
|
|
}
|
|
|
|
OPT(nir_lower_bit_size, lower_bit_size_callback, (void *)compiler);
|
|
|
|
if (is_scalar) {
|
|
OPT(nir_lower_load_const_to_scalar);
|
|
}
|
|
|
|
/* Lower a bunch of stuff */
|
|
OPT(nir_lower_var_copies);
|
|
|
|
OPT(nir_lower_system_values);
|
|
|
|
const nir_lower_subgroups_options subgroups_options = {
|
|
.subgroup_size = BRW_SUBGROUP_SIZE,
|
|
.ballot_bit_size = 32,
|
|
.lower_to_scalar = true,
|
|
.lower_subgroup_masks = true,
|
|
.lower_vote_trivial = !is_scalar,
|
|
.lower_shuffle = true,
|
|
};
|
|
OPT(nir_lower_subgroups, &subgroups_options);
|
|
|
|
OPT(nir_lower_clip_cull_distance_arrays);
|
|
|
|
nir_variable_mode indirect_mask =
|
|
brw_nir_no_indirect_mask(compiler, nir->info.stage);
|
|
OPT(nir_lower_indirect_derefs, indirect_mask);
|
|
|
|
/* Lower array derefs of vectors for SSBO and UBO loads. For both UBOs and
|
|
* SSBOs, our back-end is capable of loading an entire vec4 at a time and
|
|
* we would like to take advantage of that whenever possible regardless of
|
|
* whether or not the app gives us full loads. This should allow the
|
|
* optimizer to combine UBO and SSBO load operations and save us some send
|
|
* messages.
|
|
*/
|
|
OPT(nir_lower_array_deref_of_vec,
|
|
nir_var_mem_ubo | nir_var_mem_ssbo,
|
|
nir_lower_direct_array_deref_of_vec_load);
|
|
|
|
/* Get rid of split copies */
|
|
brw_nir_optimize(nir, compiler, is_scalar, false);
|
|
}
|
|
|
|
void
|
|
brw_nir_link_shaders(const struct brw_compiler *compiler,
|
|
nir_shader *producer, nir_shader *consumer)
|
|
{
|
|
nir_lower_io_arrays_to_elements(producer, consumer);
|
|
nir_validate_shader(producer, "after nir_lower_io_arrays_to_elements");
|
|
nir_validate_shader(consumer, "after nir_lower_io_arrays_to_elements");
|
|
|
|
const bool p_is_scalar = compiler->scalar_stage[producer->info.stage];
|
|
const bool c_is_scalar = compiler->scalar_stage[consumer->info.stage];
|
|
|
|
if (p_is_scalar && c_is_scalar) {
|
|
NIR_PASS_V(producer, nir_lower_io_to_scalar_early, nir_var_shader_out);
|
|
NIR_PASS_V(consumer, nir_lower_io_to_scalar_early, nir_var_shader_in);
|
|
brw_nir_optimize(producer, compiler, p_is_scalar, false);
|
|
brw_nir_optimize(consumer, compiler, c_is_scalar, false);
|
|
}
|
|
|
|
if (nir_link_opt_varyings(producer, consumer))
|
|
brw_nir_optimize(consumer, compiler, c_is_scalar, false);
|
|
|
|
NIR_PASS_V(producer, nir_remove_dead_variables, nir_var_shader_out);
|
|
NIR_PASS_V(consumer, nir_remove_dead_variables, nir_var_shader_in);
|
|
|
|
if (nir_remove_unused_varyings(producer, consumer)) {
|
|
NIR_PASS_V(producer, nir_lower_global_vars_to_local);
|
|
NIR_PASS_V(consumer, nir_lower_global_vars_to_local);
|
|
|
|
/* The backend might not be able to handle indirects on
|
|
* temporaries so we need to lower indirects on any of the
|
|
* varyings we have demoted here.
|
|
*/
|
|
NIR_PASS_V(producer, nir_lower_indirect_derefs,
|
|
brw_nir_no_indirect_mask(compiler, producer->info.stage));
|
|
NIR_PASS_V(consumer, nir_lower_indirect_derefs,
|
|
brw_nir_no_indirect_mask(compiler, consumer->info.stage));
|
|
|
|
brw_nir_optimize(producer, compiler, p_is_scalar, false);
|
|
brw_nir_optimize(consumer, compiler, c_is_scalar, false);
|
|
}
|
|
|
|
NIR_PASS_V(producer, nir_lower_io_to_vector, nir_var_shader_out);
|
|
NIR_PASS_V(producer, nir_opt_combine_stores, nir_var_shader_out);
|
|
NIR_PASS_V(consumer, nir_lower_io_to_vector, nir_var_shader_in);
|
|
|
|
if (producer->info.stage != MESA_SHADER_TESS_CTRL) {
|
|
/* Calling lower_io_to_vector creates output variable writes with
|
|
* write-masks. On non-TCS outputs, the back-end can't handle it and we
|
|
* need to call nir_lower_io_to_temporaries to get rid of them. This,
|
|
* in turn, creates temporary variables and extra copy_deref intrinsics
|
|
* that we need to clean up.
|
|
*/
|
|
NIR_PASS_V(producer, nir_lower_io_to_temporaries,
|
|
nir_shader_get_entrypoint(producer), true, false);
|
|
NIR_PASS_V(producer, nir_lower_global_vars_to_local);
|
|
NIR_PASS_V(producer, nir_split_var_copies);
|
|
NIR_PASS_V(producer, nir_lower_var_copies);
|
|
}
|
|
}
|
|
|
|
/* 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.
|
|
*/
|
|
void
|
|
brw_postprocess_nir(nir_shader *nir, const struct brw_compiler *compiler,
|
|
bool is_scalar)
|
|
{
|
|
const struct gen_device_info *devinfo = compiler->devinfo;
|
|
bool debug_enabled =
|
|
(INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->info.stage));
|
|
|
|
UNUSED bool progress; /* Written by OPT */
|
|
|
|
OPT(brw_nir_lower_mem_access_bit_sizes);
|
|
OPT(nir_lower_int64, nir->options->lower_int64_options);
|
|
|
|
do {
|
|
progress = false;
|
|
OPT(nir_opt_algebraic_before_ffma);
|
|
} while (progress);
|
|
|
|
brw_nir_optimize(nir, compiler, is_scalar, false);
|
|
|
|
if (devinfo->gen >= 6) {
|
|
/* Try and fuse multiply-adds */
|
|
OPT(brw_nir_opt_peephole_ffma);
|
|
}
|
|
|
|
if (OPT(nir_opt_comparison_pre)) {
|
|
OPT(nir_copy_prop);
|
|
OPT(nir_opt_dce);
|
|
OPT(nir_opt_cse);
|
|
|
|
/* Do the select peepehole again. nir_opt_comparison_pre (combined with
|
|
* the other optimization passes) will have removed at least one
|
|
* instruction from one of the branches of the if-statement, so now it
|
|
* might be under the threshold of conversion to bcsel.
|
|
*
|
|
* See brw_nir_optimize for the explanation of is_vec4_tessellation.
|
|
*/
|
|
const bool is_vec4_tessellation = !is_scalar &&
|
|
(nir->info.stage == MESA_SHADER_TESS_CTRL ||
|
|
nir->info.stage == MESA_SHADER_TESS_EVAL);
|
|
OPT(nir_opt_peephole_select, 0, is_vec4_tessellation, false);
|
|
OPT(nir_opt_peephole_select, 1, is_vec4_tessellation,
|
|
compiler->devinfo->gen >= 6);
|
|
}
|
|
|
|
do {
|
|
progress = false;
|
|
if (OPT(nir_opt_algebraic_late)) {
|
|
/* At this late stage, anything that makes more constants will wreak
|
|
* havok on the vec4 backend. The handling of constants in the vec4
|
|
* backend is not good.
|
|
*/
|
|
if (is_scalar) {
|
|
OPT(nir_opt_constant_folding);
|
|
OPT(nir_copy_prop);
|
|
}
|
|
OPT(nir_opt_dce);
|
|
OPT(nir_opt_cse);
|
|
}
|
|
} while (progress);
|
|
|
|
|
|
OPT(brw_nir_lower_conversions);
|
|
|
|
if (is_scalar)
|
|
OPT(nir_lower_alu_to_scalar, NULL);
|
|
OPT(nir_lower_to_source_mods, nir_lower_all_source_mods);
|
|
OPT(nir_copy_prop);
|
|
OPT(nir_opt_dce);
|
|
OPT(nir_opt_move_comparisons);
|
|
|
|
OPT(nir_lower_bool_to_int32);
|
|
|
|
OPT(nir_lower_locals_to_regs);
|
|
|
|
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->info.stage));
|
|
nir_print_shader(nir, stderr);
|
|
}
|
|
|
|
OPT(nir_convert_from_ssa, true);
|
|
|
|
if (!is_scalar) {
|
|
OPT(nir_move_vec_src_uses_to_dest);
|
|
OPT(nir_lower_vec_to_movs);
|
|
}
|
|
|
|
OPT(nir_opt_dce);
|
|
|
|
if (OPT(nir_opt_rematerialize_compares))
|
|
OPT(nir_opt_dce);
|
|
|
|
/* 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->info.stage));
|
|
nir_print_shader(nir, stderr);
|
|
}
|
|
}
|
|
|
|
void
|
|
brw_nir_apply_sampler_key(nir_shader *nir,
|
|
const struct brw_compiler *compiler,
|
|
const struct brw_sampler_prog_key_data *key_tex,
|
|
bool is_scalar)
|
|
{
|
|
const struct gen_device_info *devinfo = compiler->devinfo;
|
|
nir_lower_tex_options tex_options = {
|
|
.lower_txd_clamp_bindless_sampler = true,
|
|
.lower_txd_clamp_if_sampler_index_not_lt_16 = true,
|
|
};
|
|
|
|
/* 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);
|
|
}
|
|
|
|
/* Prior to Haswell, we have to lower gradients on shadow samplers */
|
|
tex_options.lower_txd_shadow = devinfo->gen < 8 && !devinfo->is_haswell;
|
|
|
|
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;
|
|
tex_options.lower_xy_uxvx_external = key_tex->xy_uxvx_image_mask;
|
|
tex_options.lower_ayuv_external = key_tex->ayuv_image_mask;
|
|
tex_options.lower_xyuv_external = key_tex->xyuv_image_mask;
|
|
|
|
/* Setup array of scaling factors for each texture. */
|
|
memcpy(&tex_options.scale_factors, &key_tex->scale_factors,
|
|
sizeof(tex_options.scale_factors));
|
|
|
|
if (nir_lower_tex(nir, &tex_options)) {
|
|
nir_validate_shader(nir, "after nir_lower_tex");
|
|
brw_nir_optimize(nir, compiler, is_scalar, false);
|
|
}
|
|
}
|
|
|
|
enum brw_reg_type
|
|
brw_type_for_nir_type(const struct gen_device_info *devinfo, 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_float16:
|
|
return BRW_REGISTER_TYPE_HF;
|
|
case nir_type_float64:
|
|
return BRW_REGISTER_TYPE_DF;
|
|
case nir_type_int64:
|
|
return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_Q;
|
|
case nir_type_uint64:
|
|
return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_UQ;
|
|
case nir_type_int16:
|
|
return BRW_REGISTER_TYPE_W;
|
|
case nir_type_uint16:
|
|
return BRW_REGISTER_TYPE_UW;
|
|
case nir_type_int8:
|
|
return BRW_REGISTER_TYPE_B;
|
|
case nir_type_uint8:
|
|
return BRW_REGISTER_TYPE_UB;
|
|
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_float16:
|
|
return GLSL_TYPE_FLOAT16;
|
|
|
|
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;
|
|
|
|
case nir_type_int16:
|
|
return GLSL_TYPE_INT16;
|
|
|
|
case nir_type_uint16:
|
|
return GLSL_TYPE_UINT16;
|
|
|
|
default:
|
|
unreachable("bad type");
|
|
}
|
|
}
|
|
|
|
nir_shader *
|
|
brw_nir_create_passthrough_tcs(void *mem_ctx, const struct brw_compiler *compiler,
|
|
const nir_shader_compiler_options *options,
|
|
const struct brw_tcs_prog_key *key)
|
|
{
|
|
nir_builder b;
|
|
nir_builder_init_simple_shader(&b, mem_ctx, MESA_SHADER_TESS_CTRL,
|
|
options);
|
|
nir_shader *nir = b.shader;
|
|
nir_variable *var;
|
|
nir_intrinsic_instr *load;
|
|
nir_intrinsic_instr *store;
|
|
nir_ssa_def *zero = nir_imm_int(&b, 0);
|
|
nir_ssa_def *invoc_id = nir_load_invocation_id(&b);
|
|
|
|
nir->info.inputs_read = key->outputs_written &
|
|
~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
|
|
nir->info.outputs_written = key->outputs_written;
|
|
nir->info.tess.tcs_vertices_out = key->input_vertices;
|
|
nir->info.name = ralloc_strdup(nir, "passthrough");
|
|
nir->num_uniforms = 8 * sizeof(uint32_t);
|
|
|
|
var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_0");
|
|
var->data.location = 0;
|
|
var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_1");
|
|
var->data.location = 1;
|
|
|
|
/* Write the patch URB header. */
|
|
for (int i = 0; i <= 1; i++) {
|
|
load = nir_intrinsic_instr_create(nir, nir_intrinsic_load_uniform);
|
|
load->num_components = 4;
|
|
load->src[0] = nir_src_for_ssa(zero);
|
|
nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
|
|
nir_intrinsic_set_base(load, i * 4 * sizeof(uint32_t));
|
|
nir_builder_instr_insert(&b, &load->instr);
|
|
|
|
store = nir_intrinsic_instr_create(nir, nir_intrinsic_store_output);
|
|
store->num_components = 4;
|
|
store->src[0] = nir_src_for_ssa(&load->dest.ssa);
|
|
store->src[1] = nir_src_for_ssa(zero);
|
|
nir_intrinsic_set_base(store, VARYING_SLOT_TESS_LEVEL_INNER - i);
|
|
nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW);
|
|
nir_builder_instr_insert(&b, &store->instr);
|
|
}
|
|
|
|
/* Copy inputs to outputs. */
|
|
uint64_t varyings = nir->info.inputs_read;
|
|
|
|
while (varyings != 0) {
|
|
const int varying = ffsll(varyings) - 1;
|
|
|
|
load = nir_intrinsic_instr_create(nir,
|
|
nir_intrinsic_load_per_vertex_input);
|
|
load->num_components = 4;
|
|
load->src[0] = nir_src_for_ssa(invoc_id);
|
|
load->src[1] = nir_src_for_ssa(zero);
|
|
nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
|
|
nir_intrinsic_set_base(load, varying);
|
|
nir_builder_instr_insert(&b, &load->instr);
|
|
|
|
store = nir_intrinsic_instr_create(nir,
|
|
nir_intrinsic_store_per_vertex_output);
|
|
store->num_components = 4;
|
|
store->src[0] = nir_src_for_ssa(&load->dest.ssa);
|
|
store->src[1] = nir_src_for_ssa(invoc_id);
|
|
store->src[2] = nir_src_for_ssa(zero);
|
|
nir_intrinsic_set_base(store, varying);
|
|
nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW);
|
|
nir_builder_instr_insert(&b, &store->instr);
|
|
|
|
varyings &= ~BITFIELD64_BIT(varying);
|
|
}
|
|
|
|
nir_validate_shader(nir, "in brw_nir_create_passthrough_tcs");
|
|
|
|
brw_preprocess_nir(compiler, nir, NULL);
|
|
|
|
return nir;
|
|
}
|