freedreno/ir3: add ir3_finalize_nir()

The next step is to hook this into pscreen->finalize_nir() so it can
come before the state tracker's shader-caching.

Unfortunately we still need to do lower_io after mesa/st, so that is
split out into a post-finalize pass.

Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5372>
This commit is contained in:
Rob Clark 2020-06-15 14:24:00 -07:00
parent e35b8971a7
commit d3ae559378
4 changed files with 49 additions and 36 deletions

View File

@ -215,14 +215,14 @@ should_split_wrmask(const nir_instr *instr, const void *data)
}
void
ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s)
ir3_finalize_nir(struct ir3_compiler *compiler, nir_shader *s)
{
struct nir_lower_tex_options tex_options = {
.lower_rect = 0,
.lower_tg4_offsets = true,
};
if (shader->compiler->gpu_id >= 400) {
if (compiler->gpu_id >= 400) {
/* a4xx seems to have *no* sam.p */
tex_options.lower_txp = ~0; /* lower all txp */
} else {
@ -236,17 +236,19 @@ ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s)
debug_printf("----------------------\n");
}
if (s->info.stage == MESA_SHADER_GEOMETRY)
NIR_PASS_V(s, ir3_nir_lower_gs);
NIR_PASS_V(s, nir_lower_io_arrays_to_elements_no_indirects, false);
NIR_PASS_V(s, nir_lower_amul, ir3_glsl_type_size);
OPT_V(s, nir_lower_regs_to_ssa);
OPT_V(s, nir_lower_wrmasks, should_split_wrmask, s);
OPT_V(s, ir3_nir_apply_trig_workarounds);
if (shader->type == MESA_SHADER_FRAGMENT)
OPT_V(s, nir_lower_fb_read);
OPT_V(s, nir_lower_tex, &tex_options);
OPT_V(s, nir_lower_load_const_to_scalar);
if (shader->compiler->gpu_id < 500)
if (compiler->gpu_id < 500)
OPT_V(s, ir3_nir_lower_tg4_to_tex);
ir3_optimize_loop(s);
@ -270,6 +272,39 @@ ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s)
nir_sweep(s);
}
/**
* Late passes that need to be done after pscreen->finalize_nir()
*/
void
ir3_nir_post_finalize(struct ir3_compiler *compiler, nir_shader *s)
{
NIR_PASS_V(s, nir_lower_io, nir_var_all, ir3_glsl_type_size,
(nir_lower_io_options)0);
if (s->info.stage == MESA_SHADER_FRAGMENT) {
/* NOTE: lower load_barycentric_at_sample first, since it
* produces load_barycentric_at_offset:
*/
NIR_PASS_V(s, ir3_nir_lower_load_barycentric_at_sample);
NIR_PASS_V(s, ir3_nir_lower_load_barycentric_at_offset);
NIR_PASS_V(s, ir3_nir_move_varying_inputs);
NIR_PASS_V(s, nir_lower_fb_read);
}
if (compiler->gpu_id >= 600 &&
s->info.stage == MESA_SHADER_FRAGMENT &&
!(ir3_shader_debug & IR3_DBG_NOFP16)) {
NIR_PASS_V(s, nir_lower_mediump_outputs);
}
/* we cannot ensure that ir3_finalize_nir() is only called once, so
* we also need to do trig workarounds here:
*/
OPT_V(s, ir3_nir_apply_trig_workarounds);
ir3_optimize_loop(s);
}
void
ir3_nir_lower_variant(struct ir3_shader_variant *so, nir_shader *s)
{

View File

@ -52,7 +52,8 @@ void ir3_nir_lower_tess_eval(nir_shader *shader, unsigned topology);
void ir3_nir_lower_gs(nir_shader *shader);
const nir_shader_compiler_options * ir3_get_compiler_options(struct ir3_compiler *compiler);
void ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s);
void ir3_finalize_nir(struct ir3_compiler *compiler, nir_shader *s);
void ir3_nir_post_finalize(struct ir3_compiler *compiler, nir_shader *s);
void ir3_nir_lower_variant(struct ir3_shader_variant *so, nir_shader *s);
void ir3_setup_const_state(nir_shader *nir, struct ir3_shader_variant *v,

View File

@ -409,35 +409,12 @@ ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir,
memcpy(&shader->stream_output, stream_output, sizeof(shader->stream_output));
shader->num_reserved_user_consts = reserved_user_consts;
if (nir->info.stage == MESA_SHADER_GEOMETRY)
NIR_PASS_V(nir, ir3_nir_lower_gs);
ir3_nir_post_finalize(compiler, nir);
NIR_PASS_V(nir, nir_lower_io, nir_var_all, ir3_glsl_type_size,
(nir_lower_io_options)0);
if (compiler->gpu_id >= 600 &&
nir->info.stage == MESA_SHADER_FRAGMENT &&
!(ir3_shader_debug & IR3_DBG_NOFP16))
NIR_PASS_V(nir, nir_lower_mediump_outputs);
if (nir->info.stage == MESA_SHADER_FRAGMENT) {
/* NOTE: lower load_barycentric_at_sample first, since it
* produces load_barycentric_at_offset:
*/
NIR_PASS_V(nir, ir3_nir_lower_load_barycentric_at_sample);
NIR_PASS_V(nir, ir3_nir_lower_load_barycentric_at_offset);
NIR_PASS_V(nir, ir3_nir_move_varying_inputs);
}
NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
NIR_PASS_V(nir, nir_lower_amul, ir3_glsl_type_size);
/* do first pass optimization, ignoring the key: */
ir3_optimize_nir(shader, nir);
ir3_finalize_nir(compiler, nir);
shader->nir = nir;
if (ir3_shader_debug & IR3_DBG_DISASM) {
printf("dump nir%d: type=%d", shader->id, shader->type);
nir_print_shader(shader->nir, stdout);

View File

@ -491,7 +491,7 @@ int main(int argc, char **argv)
s.compiler = compiler;
s.nir = nir;
ir3_optimize_nir(&s, nir);
ir3_finalize_nir(compiler, nir);
v.key = key;
v.shader = &s;