i915g: Add finalize_nir.
This allows mesa/st to do some more optimization of state variables, but more importantly it will be what we use to do GLSL link-time errors for loops. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12218>
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@ -118,6 +118,7 @@ static const nir_shader_compiler_options i915_compiler_options = {
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.lower_uniforms_to_ubo = true,
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.lower_vector_cmp = true,
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.use_interpolated_input_intrinsics = true,
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.force_indirect_unrolling = ~0,
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};
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static const struct nir_shader_compiler_options gallivm_nir_options = {
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@ -175,6 +176,69 @@ i915_get_compiler_options(struct pipe_screen *pscreen, enum pipe_shader_ir ir,
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return &gallivm_nir_options;
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}
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static void
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i915_optimize_nir(struct nir_shader *s)
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{
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bool progress;
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do {
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progress = false;
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NIR_PASS_V(s, nir_lower_vars_to_ssa);
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NIR_PASS(progress, s, nir_copy_prop);
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NIR_PASS(progress, s, nir_opt_algebraic);
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NIR_PASS(progress, s, nir_opt_constant_folding);
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NIR_PASS(progress, s, nir_opt_remove_phis);
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NIR_PASS(progress, s, nir_opt_conditional_discard);
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NIR_PASS(progress, s, nir_opt_dce);
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NIR_PASS(progress, s, nir_opt_dead_cf);
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NIR_PASS(progress, s, nir_opt_cse);
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NIR_PASS(progress, s, nir_opt_find_array_copies);
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NIR_PASS(progress, s, nir_opt_if, true);
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NIR_PASS(progress, s, nir_opt_peephole_select, ~0 /* flatten all IFs. */,
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true, true);
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NIR_PASS(progress, s, nir_opt_algebraic);
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NIR_PASS(progress, s, nir_opt_constant_folding);
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NIR_PASS(progress, s, nir_opt_shrink_vectors, true);
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NIR_PASS(progress, s, nir_opt_trivial_continues);
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NIR_PASS(progress, s, nir_opt_undef);
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NIR_PASS(progress, s, nir_opt_loop_unroll);
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} while (progress);
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NIR_PASS(progress, s, nir_remove_dead_variables, nir_var_function_temp,
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NULL);
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}
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static void
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i915_finalize_nir(struct pipe_screen *pscreen, void *nir)
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{
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nir_shader *s = nir;
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if (s->info.stage == MESA_SHADER_FRAGMENT)
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i915_optimize_nir(s);
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/* st_program.c's parameter list optimization requires that future nir
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* variants don't reallocate the uniform storage, so we have to remove
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* uniforms that occupy storage. But we don't want to remove samplers,
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* because they're needed for YUV variant lowering.
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*/
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nir_remove_dead_derefs(s);
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nir_foreach_uniform_variable_safe(var, s)
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{
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if (var->data.mode == nir_var_uniform &&
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(glsl_type_get_image_count(var->type) ||
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glsl_type_get_sampler_count(var->type)))
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continue;
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exec_node_remove(&var->node);
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}
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nir_validate_shader(s, "after uniform var removal");
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nir_sweep(s);
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}
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static int
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i915_get_shader_param(struct pipe_screen *screen, enum pipe_shader_type shader,
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enum pipe_shader_cap cap)
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@ -599,6 +663,7 @@ i915_screen_create(struct i915_winsys *iws)
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is->base.get_shader_param = i915_get_shader_param;
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is->base.get_paramf = i915_get_paramf;
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is->base.get_compiler_options = i915_get_compiler_options;
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is->base.finalize_nir = i915_finalize_nir;
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is->base.is_format_supported = i915_is_format_supported;
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is->base.context_create = i915_create_context;
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