Files
third_party_mesa3d/src/intel/compiler/brw_nir.c
Timothy Arceri e30804c602 nir/radv: remove restrictions on opt_if_loop_last_continue()
When I implemented opt_if_loop_last_continue() I had restricted
this pass from moving other if-statements inside the branch opposite
the continue. At the time it was causing a bunch of spilling in
shader-db for i965.

However Samuel Pitoiset noticed that making this pass more aggressive
significantly improved the performance of Doom on RADV. Below are
the statistics he gathered.

28717 shaders in 14931 tests
Totals:
SGPRS: 1267317 -> 1267549 (0.02 %)
VGPRS: 896876 -> 895920 (-0.11 %)
Spilled SGPRs: 24701 -> 26367 (6.74 %)
Code Size: 48379452 -> 48507880 (0.27 %) bytes
Max Waves: 241159 -> 241190 (0.01 %)

Totals from affected shaders:
SGPRS: 23584 -> 23816 (0.98 %)
VGPRS: 25908 -> 24952 (-3.69 %)
Spilled SGPRs: 503 -> 2169 (331.21 %)
Code Size: 2471392 -> 2599820 (5.20 %) bytes
Max Waves: 586 -> 617 (5.29 %)

The codesize increases is related to Wolfenstein II it seems largely
due to an increase in phis rather than the existing jumps.

This gives +10% FPS with Doom on my Vega56.

Rhys Perry also benchmarked Doom on his VEGA64:

Before: 72.53 FPS
After:  80.77 FPS

v2: disable pass on non-AMD drivers

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> (v1)
Acked-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2019-04-09 11:29:41 +10:00

1134 lines
38 KiB
C

/*
* 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 "common/gen_debug.h"
#include "compiler/glsl_types.h"
#include "compiler/nir/nir_builder.h"
#include "util/u_math.h"
static bool
is_input(nir_intrinsic_instr *intrin)
{
return intrin->intrinsic == nir_intrinsic_load_input ||
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.
*/
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_tess_levels(nir_builder *b, nir_intrinsic_instr *intr,
GLenum primitive_mode)
{
const int location = nir_intrinsic_base(intr);
const unsigned component = nir_intrinsic_component(intr);
bool out_of_bounds;
if (location == VARYING_SLOT_TESS_LEVEL_INNER) {
switch (primitive_mode) {
case GL_QUADS:
/* gl_TessLevelInner[0..1] lives at DWords 3-2 (reversed). */
nir_intrinsic_set_base(intr, 0);
nir_intrinsic_set_component(intr, 3 - component);
out_of_bounds = false;
break;
case GL_TRIANGLES:
/* gl_TessLevelInner[0] lives at DWord 4. */
nir_intrinsic_set_base(intr, 1);
out_of_bounds = component > 0;
break;
case GL_ISOLINES:
out_of_bounds = true;
break;
default:
unreachable("Bogus tessellation domain");
}
} else if (location == VARYING_SLOT_TESS_LEVEL_OUTER) {
if (primitive_mode == GL_ISOLINES) {
/* gl_TessLevelOuter[0..1] lives at DWords 6-7 (in order). */
nir_intrinsic_set_base(intr, 1);
nir_intrinsic_set_component(intr, 2 + nir_intrinsic_component(intr));
out_of_bounds = component > 1;
} else {
/* Triangles use DWords 7-5 (reversed); Quads use 7-4 (reversed) */
nir_intrinsic_set_base(intr, 1);
nir_intrinsic_set_component(intr, 3 - nir_intrinsic_component(intr));
out_of_bounds = component == 3 && primitive_mode == GL_TRIANGLES;
}
} else {
return false;
}
if (out_of_bounds) {
if (nir_intrinsic_infos[intr->intrinsic].has_dest) {
b->cursor = nir_before_instr(&intr->instr);
nir_ssa_def *undef = nir_ssa_undef(b, 1, 32);
nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(undef));
}
nir_instr_remove(&intr->instr);
}
return true;
}
static bool
remap_patch_urb_offsets(nir_block *block, nir_builder *b,
const struct brw_vue_map *vue_map,
GLenum tes_primitive_mode)
{
const bool is_passthrough_tcs = b->shader->info.name &&
strcmp(b->shader->info.name, "passthrough") == 0;
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->info.stage;
if ((stage == MESA_SHADER_TESS_CTRL && is_output(intrin)) ||
(stage == MESA_SHADER_TESS_EVAL && is_input(intrin))) {
if (!is_passthrough_tcs &&
remap_tess_levels(b, intrin, tes_primitive_mode))
continue;
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 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_vec4, 0);
/* 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, vs_attrib_wa_flags);
/* The last step is to remap VERT_ATTRIB_* to actual registers */
/* Whether or not we have any system generated values. gl_DrawID is not
* included here as it lives in its own vec4.
*/
const bool has_sgvs =
nir->info.system_values_read &
(BITFIELD64_BIT(SYSTEM_VALUE_FIRST_VERTEX) |
BITFIELD64_BIT(SYSTEM_VALUE_BASE_INSTANCE) |
BITFIELD64_BIT(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) |
BITFIELD64_BIT(SYSTEM_VALUE_INSTANCE_ID));
const unsigned num_inputs = util_bitcount64(nir->info.inputs_read);
nir_foreach_function(function, nir) {
if (!function->impl)
continue;
nir_builder b;
nir_builder_init(&b, function->impl);
nir_foreach_block(block, function->impl) {
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
switch (intrin->intrinsic) {
case nir_intrinsic_load_first_vertex:
case nir_intrinsic_load_base_instance:
case nir_intrinsic_load_vertex_id_zero_base:
case nir_intrinsic_load_instance_id:
case nir_intrinsic_load_is_indexed_draw:
case nir_intrinsic_load_draw_id: {
b.cursor = nir_after_instr(&intrin->instr);
/* gl_VertexID and friends are stored by the VF as the last
* vertex element. We convert them to load_input intrinsics at
* the right location.
*/
nir_intrinsic_instr *load =
nir_intrinsic_instr_create(nir, nir_intrinsic_load_input);
load->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0));
nir_intrinsic_set_base(load, num_inputs);
switch (intrin->intrinsic) {
case nir_intrinsic_load_first_vertex:
nir_intrinsic_set_component(load, 0);
break;
case nir_intrinsic_load_base_instance:
nir_intrinsic_set_component(load, 1);
break;
case nir_intrinsic_load_vertex_id_zero_base:
nir_intrinsic_set_component(load, 2);
break;
case nir_intrinsic_load_instance_id:
nir_intrinsic_set_component(load, 3);
break;
case nir_intrinsic_load_draw_id:
case nir_intrinsic_load_is_indexed_draw:
/* gl_DrawID and IsIndexedDraw are stored right after
* gl_VertexID and friends if any of them exist.
*/
nir_intrinsic_set_base(load, num_inputs + has_sgvs);
if (intrin->intrinsic == nir_intrinsic_load_draw_id)
nir_intrinsic_set_component(load, 0);
else
nir_intrinsic_set_component(load, 1);
break;
default:
unreachable("Invalid system value intrinsic");
}
load->num_components = 1;
nir_ssa_dest_init(&load->instr, &load->dest, 1, 32, NULL);
nir_builder_instr_insert(&b, &load->instr);
nir_ssa_def_rewrite_uses(&intrin->dest.ssa,
nir_src_for_ssa(&load->dest.ssa));
nir_instr_remove(&intrin->instr);
break;
}
case 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 = nir_intrinsic_base(intrin);
int slot = util_bitcount64(nir->info.inputs_read &
BITFIELD64_MASK(attr));
nir_intrinsic_set_base(intrin, slot);
break;
}
default:
break; /* Nothing to do */
}
}
}
}
}
void
brw_nir_lower_vue_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;
}
/* Inputs are stored in vec4 slots, so use type_size_vec4(). */
nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
/* 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)
continue;
nir_foreach_block(block, function->impl) {
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) {
/* Offset 0 is the VUE header, which contains
* VARYING_SLOT_LAYER [.y], VARYING_SLOT_VIEWPORT [.z], and
* VARYING_SLOT_PSIZ [.w].
*/
int varying = nir_intrinsic_base(intrin);
int vue_slot;
switch (varying) {
case VARYING_SLOT_PSIZ:
nir_intrinsic_set_base(intrin, 0);
nir_intrinsic_set_component(intrin, 3);
break;
default:
vue_slot = vue_map->varying_to_slot[varying];
assert(vue_slot != -1);
nir_intrinsic_set_base(intrin, vue_slot);
break;
}
}
}
}
}
}
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, 0);
/* 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,
nir->info.tess.primitive_mode);
}
}
}
}
void
brw_nir_lower_fs_inputs(nir_shader *nir,
const struct gen_device_info *devinfo,
const struct brw_wm_prog_key *key)
{
foreach_list_typed(nir_variable, var, node, &nir->inputs) {
var->data.driver_location = var->data.location;
/* Apply default interpolation mode.
*
* Everything defaults to smooth except for the legacy GL color
* built-in variables, which might be flat depending on API state.
*/
if (var->data.interpolation == INTERP_MODE_NONE) {
const bool flat = key->flat_shade &&
(var->data.location == VARYING_SLOT_COL0 ||
var->data.location == VARYING_SLOT_COL1);
var->data.interpolation = flat ? INTERP_MODE_FLAT
: INTERP_MODE_SMOOTH;
}
/* On Ironlake and below, there is only one interpolation mode.
* Centroid interpolation doesn't mean anything on this hardware --
* there is no multisampling.
*/
if (devinfo->gen < 6) {
var->data.centroid = false;
var->data.sample = false;
}
}
nir_lower_io_options lower_io_options = 0;
if (key->persample_interp)
lower_io_options |= nir_lower_io_force_sample_interpolation;
nir_lower_io(nir, nir_var_shader_in, type_size_vec4, lower_io_options);
/* 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)
{
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);
}
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;
}
nir_shader *
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;
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);
}
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);
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);
return nir;
}
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 != 16)
return 0;
switch (alu->op) {
case nir_op_idiv:
case nir_op_imod:
case nir_op_irem:
case nir_op_udiv:
case nir_op_umod:
return 32;
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.
*/
nir_shader *
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);
}
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_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);
nir = 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, NULL);
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 */
nir = brw_nir_optimize(nir, compiler, is_scalar, false);
return nir;
}
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);
*producer = brw_nir_optimize(*producer, compiler, p_is_scalar, false);
*consumer = brw_nir_optimize(*consumer, compiler, c_is_scalar, false);
}
if (nir_link_opt_varyings(*producer, *consumer))
*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));
*producer = brw_nir_optimize(*producer, compiler, p_is_scalar, false);
*consumer = 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.
*/
nir_shader *
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);
do {
progress = false;
OPT(nir_opt_algebraic_before_ffma);
} while (progress);
nir = 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);
}
OPT(nir_opt_algebraic_late);
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);
/* 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);
}
return nir;
}
nir_shader *
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_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");
nir = brw_nir_optimize(nir, compiler, is_scalar, false);
}
return nir;
}
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");
nir = brw_preprocess_nir(compiler, nir, NULL);
return nir;
}