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

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/*
* Copyright © 2014 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "brw_nir.h"
#include "brw_shader.h"
#include "glsl/glsl_parser_extras.h"
#include "glsl/nir/glsl_to_nir.h"
#include "program/prog_to_nir.h"
static void
nir_optimize(nir_shader *nir, bool is_scalar)
{
bool progress;
do {
progress = false;
nir_lower_vars_to_ssa(nir);
nir_validate_shader(nir);
if (is_scalar) {
nir_lower_alu_to_scalar(nir);
nir_validate_shader(nir);
}
progress |= nir_copy_prop(nir);
nir_validate_shader(nir);
if (is_scalar) {
nir_lower_phis_to_scalar(nir);
nir_validate_shader(nir);
}
progress |= nir_copy_prop(nir);
nir_validate_shader(nir);
progress |= nir_opt_dce(nir);
nir_validate_shader(nir);
progress |= nir_opt_cse(nir);
nir_validate_shader(nir);
progress |= nir_opt_peephole_select(nir);
nir_validate_shader(nir);
progress |= nir_opt_algebraic(nir);
nir_validate_shader(nir);
progress |= nir_opt_constant_folding(nir);
nir_validate_shader(nir);
progress |= nir_opt_dead_cf(nir);
nir_validate_shader(nir);
progress |= nir_opt_remove_phis(nir);
nir_validate_shader(nir);
progress |= nir_opt_undef(nir);
nir_validate_shader(nir);
} while (progress);
}
nir_shader *
brw_create_nir(struct brw_context *brw,
const struct gl_shader_program *shader_prog,
const struct gl_program *prog,
gl_shader_stage stage,
bool is_scalar)
{
struct gl_context *ctx = &brw->ctx;
const nir_shader_compiler_options *options =
ctx->Const.ShaderCompilerOptions[stage].NirOptions;
static const nir_lower_tex_options tex_options = {
.lower_txp = ~0,
};
struct gl_shader *shader = shader_prog ? shader_prog->_LinkedShaders[stage] : NULL;
bool debug_enabled = INTEL_DEBUG & intel_debug_flag_for_shader_stage(stage);
nir_shader *nir;
/* First, lower the GLSL IR or Mesa IR to NIR */
if (shader_prog) {
nir = glsl_to_nir(shader, options);
} else {
nir = prog_to_nir(prog, options);
nir_convert_to_ssa(nir); /* turn registers into SSA */
}
nir_validate_shader(nir);
nir_lower_global_vars_to_local(nir);
nir_validate_shader(nir);
nir_lower_tex(nir, &tex_options);
nir_validate_shader(nir);
nir_normalize_cubemap_coords(nir);
nir_validate_shader(nir);
nir_split_var_copies(nir);
nir_validate_shader(nir);
nir_optimize(nir, is_scalar);
/* Lower a bunch of stuff */
nir_lower_var_copies(nir);
nir_validate_shader(nir);
/* Get rid of split copies */
nir_optimize(nir, is_scalar);
if (is_scalar) {
nir_assign_var_locations(&nir->uniforms,
&nir->num_uniforms,
type_size_scalar);
nir_assign_var_locations(&nir->inputs, &nir->num_inputs, type_size_scalar);
nir_assign_var_locations(&nir->outputs, &nir->num_outputs, type_size_scalar);
nir_lower_io(nir, type_size_scalar);
} else {
nir_assign_var_locations(&nir->uniforms,
&nir->num_uniforms,
type_size_vec4);
nir_assign_var_locations(&nir->inputs, &nir->num_inputs, type_size_vec4);
foreach_list_typed(nir_variable, var, node, &nir->outputs)
var->data.driver_location = var->data.location;
nir_lower_io(nir, type_size_vec4);
}
nir_validate_shader(nir);
nir_remove_dead_variables(nir);
nir_validate_shader(nir);
if (shader_prog) {
nir_lower_samplers(nir, shader_prog);
nir_validate_shader(nir);
}
nir_lower_system_values(nir);
nir_validate_shader(nir);
nir_lower_atomics(nir);
nir_validate_shader(nir);
nir_optimize(nir, is_scalar);
if (brw->gen >= 6) {
/* Try and fuse multiply-adds */
nir_opt_peephole_ffma(nir);
nir_validate_shader(nir);
}
nir_opt_algebraic_late(nir);
nir_validate_shader(nir);
nir_lower_locals_to_regs(nir);
nir_validate_shader(nir);
nir_lower_to_source_mods(nir);
nir_validate_shader(nir);
nir_copy_prop(nir);
nir_validate_shader(nir);
nir_opt_dce(nir);
nir_validate_shader(nir);
if (unlikely(debug_enabled)) {
/* Re-index SSA defs so we print more sensible numbers. */
nir_foreach_overload(nir, overload) {
if (overload->impl)
nir_index_ssa_defs(overload->impl);
}
fprintf(stderr, "NIR (SSA form) for %s shader:\n",
_mesa_shader_stage_to_string(stage));
nir_print_shader(nir, stderr);
}
nir_convert_from_ssa(nir, true);
nir_validate_shader(nir);
if (!is_scalar) {
nir_move_vec_src_uses_to_dest(nir);
nir_validate_shader(nir);
nir_lower_vec_to_movs(nir);
nir_validate_shader(nir);
}
/* This is the last pass we run before we start emitting stuff. It
* determines when we need to insert boolean resolves on Gen <= 5. We
* run it last because it stashes data in instr->pass_flags and we don't
* want that to be squashed by other NIR passes.
*/
if (brw->gen <= 5)
brw_nir_analyze_boolean_resolves(nir);
nir_sweep(nir);
if (unlikely(debug_enabled)) {
fprintf(stderr, "NIR (final form) for %s shader:\n",
_mesa_shader_stage_to_string(stage));
nir_print_shader(nir, stderr);
}
return nir;
}
enum brw_reg_type
brw_type_for_nir_type(nir_alu_type type)
{
switch (type) {
case nir_type_unsigned:
return BRW_REGISTER_TYPE_UD;
case nir_type_bool:
case nir_type_int:
return BRW_REGISTER_TYPE_D;
case nir_type_float:
return BRW_REGISTER_TYPE_F;
default:
unreachable("unknown type");
}
return BRW_REGISTER_TYPE_F;
}
/* Returns the glsl_base_type corresponding to a nir_alu_type.
* This is used by both brw_vec4_nir and brw_fs_nir.
*/
enum glsl_base_type
brw_glsl_base_type_for_nir_type(nir_alu_type type)
{
switch (type) {
case nir_type_float:
return GLSL_TYPE_FLOAT;
case nir_type_int:
return GLSL_TYPE_INT;
case nir_type_unsigned:
return GLSL_TYPE_UINT;
default:
unreachable("bad type");
}
}