/* * Copyright (C) 2015 Rob Clark * * 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. * * Authors: * Rob Clark */ #include "util/debug.h" #include "util/u_math.h" #include "ir3_nir.h" #include "ir3_compiler.h" #include "ir3_shader.h" static void ir3_setup_const_state(struct ir3_shader *shader, nir_shader *nir); static const nir_shader_compiler_options options = { .lower_fpow = true, .lower_scmp = true, .lower_flrp16 = true, .lower_flrp32 = true, .lower_flrp64 = true, .lower_ffract = true, .lower_fmod = true, .lower_fdiv = true, .lower_isign = true, .lower_ldexp = true, .lower_uadd_carry = true, .lower_usub_borrow = true, .lower_mul_high = true, .lower_mul_2x32_64 = true, .fuse_ffma = true, .vertex_id_zero_based = true, .lower_extract_byte = true, .lower_extract_word = true, .lower_all_io_to_elements = true, .lower_helper_invocation = true, .lower_bitfield_insert_to_shifts = true, .lower_bitfield_extract_to_shifts = true, .lower_pack_half_2x16 = true, .lower_pack_half_2x16_split = true, .lower_pack_snorm_4x8 = true, .lower_pack_snorm_2x16 = true, .lower_pack_unorm_4x8 = true, .lower_pack_unorm_2x16 = true, .lower_unpack_half_2x16 = true, .lower_unpack_half_2x16_split = true, .lower_unpack_snorm_4x8 = true, .lower_unpack_snorm_2x16 = true, .lower_unpack_unorm_4x8 = true, .lower_unpack_unorm_2x16 = true, .use_interpolated_input_intrinsics = true, .lower_rotate = true, .lower_to_scalar = true, .has_imul24 = true, }; /* we don't want to lower vertex_id to _zero_based on newer gpus: */ static const nir_shader_compiler_options options_a6xx = { .lower_fpow = true, .lower_scmp = true, .lower_flrp16 = true, .lower_flrp32 = true, .lower_flrp64 = true, .lower_ffract = true, .lower_fmod = true, .lower_fdiv = true, .lower_isign = true, .lower_ldexp = true, .lower_uadd_carry = true, .lower_usub_borrow = true, .lower_mul_high = true, .lower_mul_2x32_64 = true, .fuse_ffma = true, .vertex_id_zero_based = false, .lower_extract_byte = true, .lower_extract_word = true, .lower_all_io_to_elements = true, .lower_helper_invocation = true, .lower_bitfield_insert_to_shifts = true, .lower_bitfield_extract_to_shifts = true, .lower_pack_half_2x16 = true, .lower_pack_half_2x16_split = true, .lower_pack_snorm_4x8 = true, .lower_pack_snorm_2x16 = true, .lower_pack_unorm_4x8 = true, .lower_pack_unorm_2x16 = true, .lower_unpack_half_2x16 = true, .lower_unpack_half_2x16_split = true, .lower_unpack_snorm_4x8 = true, .lower_unpack_snorm_2x16 = true, .lower_unpack_unorm_4x8 = true, .lower_unpack_unorm_2x16 = true, .use_interpolated_input_intrinsics = true, .lower_rotate = true, .vectorize_io = true, .lower_to_scalar = true, .has_imul24 = true, }; const nir_shader_compiler_options * ir3_get_compiler_options(struct ir3_compiler *compiler) { if (compiler->gpu_id >= 600) return &options_a6xx; return &options; } /* for given shader key, are any steps handled in nir? */ bool ir3_key_lowers_nir(const struct ir3_shader_key *key) { return key->fsaturate_s | key->fsaturate_t | key->fsaturate_r | key->vsaturate_s | key->vsaturate_t | key->vsaturate_r | key->ucp_enables | key->color_two_side | key->fclamp_color | key->vclamp_color | key->tessellation | key->has_gs; } #define OPT(nir, pass, ...) ({ \ bool this_progress = false; \ NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \ this_progress; \ }) #define OPT_V(nir, pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__) static void ir3_optimize_loop(nir_shader *s) { bool progress; unsigned lower_flrp = (s->options->lower_flrp16 ? 16 : 0) | (s->options->lower_flrp32 ? 32 : 0) | (s->options->lower_flrp64 ? 64 : 0); do { progress = false; OPT_V(s, nir_lower_vars_to_ssa); progress |= OPT(s, nir_opt_copy_prop_vars); progress |= OPT(s, nir_opt_dead_write_vars); progress |= OPT(s, nir_lower_alu_to_scalar, NULL, NULL); progress |= OPT(s, nir_lower_phis_to_scalar); progress |= OPT(s, nir_copy_prop); progress |= OPT(s, nir_opt_dce); progress |= OPT(s, nir_opt_cse); static int gcm = -1; if (gcm == -1) gcm = env_var_as_unsigned("GCM", 0); if (gcm == 1) progress |= OPT(s, nir_opt_gcm, true); else if (gcm == 2) progress |= OPT(s, nir_opt_gcm, false); progress |= OPT(s, nir_opt_peephole_select, 16, true, true); progress |= OPT(s, nir_opt_intrinsics); progress |= OPT(s, nir_opt_algebraic); progress |= OPT(s, nir_lower_alu); progress |= OPT(s, nir_opt_constant_folding); if (lower_flrp != 0) { if (OPT(s, nir_lower_flrp, lower_flrp, false /* always_precise */, s->options->lower_ffma)) { OPT(s, nir_opt_constant_folding); progress = true; } /* Nothing should rematerialize any flrps, so we only * need to do this lowering once. */ lower_flrp = 0; } progress |= OPT(s, nir_opt_dead_cf); if (OPT(s, nir_opt_trivial_continues)) { progress |= true; /* 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(s, nir_copy_prop); OPT(s, nir_opt_dce); } progress |= OPT(s, nir_opt_if, false); progress |= OPT(s, nir_opt_remove_phis); progress |= OPT(s, nir_opt_undef); } while (progress); } void ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s, const struct ir3_shader_key *key) { struct nir_lower_tex_options tex_options = { .lower_rect = 0, .lower_tg4_offsets = true, }; if (key && (key->has_gs || key->tessellation)) { switch (shader->type) { case MESA_SHADER_VERTEX: NIR_PASS_V(s, ir3_nir_lower_to_explicit_io, shader, key->tessellation); break; case MESA_SHADER_TESS_CTRL: NIR_PASS_V(s, ir3_nir_lower_tess_ctrl, shader, key->tessellation); break; case MESA_SHADER_TESS_EVAL: NIR_PASS_V(s, ir3_nir_lower_tess_eval, key->tessellation); if (key->has_gs) NIR_PASS_V(s, ir3_nir_lower_to_explicit_io, shader, key->tessellation); break; case MESA_SHADER_GEOMETRY: NIR_PASS_V(s, ir3_nir_lower_gs, shader); break; default: break; } } if (key) { switch (shader->type) { case MESA_SHADER_FRAGMENT: tex_options.saturate_s = key->fsaturate_s; tex_options.saturate_t = key->fsaturate_t; tex_options.saturate_r = key->fsaturate_r; break; case MESA_SHADER_VERTEX: tex_options.saturate_s = key->vsaturate_s; tex_options.saturate_t = key->vsaturate_t; tex_options.saturate_r = key->vsaturate_r; break; default: /* TODO */ break; } } if (shader->compiler->gpu_id >= 400) { /* a4xx seems to have *no* sam.p */ tex_options.lower_txp = ~0; /* lower all txp */ } else { /* a3xx just needs to avoid sam.p for 3d tex */ tex_options.lower_txp = (1 << GLSL_SAMPLER_DIM_3D); } if (ir3_shader_debug & IR3_DBG_DISASM) { debug_printf("----------------------\n"); nir_print_shader(s, stdout); debug_printf("----------------------\n"); } OPT_V(s, nir_lower_regs_to_ssa); OPT_V(s, ir3_nir_lower_io_offsets); if (key) { if (s->info.stage == MESA_SHADER_VERTEX) { OPT_V(s, nir_lower_clip_vs, key->ucp_enables, false, false, NULL); if (key->vclamp_color) OPT_V(s, nir_lower_clamp_color_outputs); } else if (s->info.stage == MESA_SHADER_FRAGMENT) { OPT_V(s, nir_lower_clip_fs, key->ucp_enables, false); if (key->fclamp_color) OPT_V(s, nir_lower_clamp_color_outputs); } if (key->color_two_side) { OPT_V(s, nir_lower_two_sided_color); } } else { /* only want to do this the first time (when key is null) * and not again on any potential 2nd variant lowering pass: */ OPT_V(s, ir3_nir_apply_trig_workarounds); /* This wouldn't hurt to run multiple times, but there is * no need to: */ 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) OPT_V(s, ir3_nir_lower_tg4_to_tex); ir3_optimize_loop(s); /* do ubo load and idiv lowering after first opt loop to get a chance to * propagate constants for divide by immed power-of-two and constant ubo * block/offsets: * * NOTE that UBO analysis pass should only be done once, before variants */ const bool ubo_progress = !key && OPT(s, ir3_nir_analyze_ubo_ranges, shader); const bool idiv_progress = OPT(s, nir_lower_idiv, nir_lower_idiv_fast); if (ubo_progress || idiv_progress) ir3_optimize_loop(s); /* Do late algebraic optimization to turn add(a, neg(b)) back into * subs, then the mandatory cleanup after algebraic. Note that it may * produce fnegs, and if so then we need to keep running to squash * fneg(fneg(a)). */ bool more_late_algebraic = true; while (more_late_algebraic) { more_late_algebraic = OPT(s, nir_opt_algebraic_late); OPT_V(s, nir_opt_constant_folding); OPT_V(s, nir_copy_prop); OPT_V(s, nir_opt_dce); OPT_V(s, nir_opt_cse); } OPT_V(s, nir_remove_dead_variables, nir_var_function_temp); OPT_V(s, nir_opt_sink, nir_move_const_undef); if (ir3_shader_debug & IR3_DBG_DISASM) { debug_printf("----------------------\n"); nir_print_shader(s, stdout); debug_printf("----------------------\n"); } nir_sweep(s); /* The first time thru, when not creating variant, do the one-time * const_state layout setup. This should be done after ubo range * analysis. */ if (!key) { ir3_setup_const_state(shader, s); } } static void ir3_nir_scan_driver_consts(nir_shader *shader, struct ir3_const_state *layout) { nir_foreach_function(function, shader) { 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 *intr = nir_instr_as_intrinsic(instr); unsigned idx; switch (intr->intrinsic) { case nir_intrinsic_get_buffer_size: idx = nir_src_as_uint(intr->src[0]); if (layout->ssbo_size.mask & (1 << idx)) break; layout->ssbo_size.mask |= (1 << idx); layout->ssbo_size.off[idx] = layout->ssbo_size.count; layout->ssbo_size.count += 1; /* one const per */ break; case nir_intrinsic_image_atomic_add: case nir_intrinsic_image_atomic_imin: case nir_intrinsic_image_atomic_umin: case nir_intrinsic_image_atomic_imax: case nir_intrinsic_image_atomic_umax: case nir_intrinsic_image_atomic_and: case nir_intrinsic_image_atomic_or: case nir_intrinsic_image_atomic_xor: case nir_intrinsic_image_atomic_exchange: case nir_intrinsic_image_atomic_comp_swap: case nir_intrinsic_image_store: case nir_intrinsic_image_size: idx = nir_src_as_uint(intr->src[0]); if (layout->image_dims.mask & (1 << idx)) break; layout->image_dims.mask |= (1 << idx); layout->image_dims.off[idx] = layout->image_dims.count; layout->image_dims.count += 3; /* three const per */ break; case nir_intrinsic_load_ubo: if (nir_src_is_const(intr->src[0])) { layout->num_ubos = MAX2(layout->num_ubos, nir_src_as_uint(intr->src[0]) + 1); } else { layout->num_ubos = shader->info.num_ubos; } break; case nir_intrinsic_load_base_vertex: case nir_intrinsic_load_first_vertex: layout->num_driver_params = MAX2(layout->num_driver_params, IR3_DP_VTXID_BASE + 1); break; case nir_intrinsic_load_base_instance: layout->num_driver_params = MAX2(layout->num_driver_params, IR3_DP_INSTID_BASE + 1); break; case nir_intrinsic_load_user_clip_plane: layout->num_driver_params = MAX2(layout->num_driver_params, IR3_DP_UCP7_W + 1); break; case nir_intrinsic_load_num_work_groups: layout->num_driver_params = MAX2(layout->num_driver_params, IR3_DP_NUM_WORK_GROUPS_Z + 1); break; case nir_intrinsic_load_local_group_size: layout->num_driver_params = MAX2(layout->num_driver_params, IR3_DP_LOCAL_GROUP_SIZE_Z + 1); break; default: break; } } } } } static void ir3_setup_const_state(struct ir3_shader *shader, nir_shader *nir) { struct ir3_compiler *compiler = shader->compiler; struct ir3_const_state *const_state = &shader->const_state; memset(&const_state->offsets, ~0, sizeof(const_state->offsets)); ir3_nir_scan_driver_consts(nir, const_state); if ((compiler->gpu_id < 500) && (shader->stream_output.num_outputs > 0)) { const_state->num_driver_params = MAX2(const_state->num_driver_params, IR3_DP_VTXCNT_MAX + 1); } /* num_driver_params is scalar, align to vec4: */ const_state->num_driver_params = align(const_state->num_driver_params, 4); debug_assert((shader->ubo_state.size % 16) == 0); unsigned constoff = align(shader->ubo_state.size / 16, 8); unsigned ptrsz = ir3_pointer_size(compiler); if (const_state->num_ubos > 0) { const_state->offsets.ubo = constoff; constoff += align(nir->info.num_ubos * ptrsz, 4) / 4; } if (const_state->ssbo_size.count > 0) { unsigned cnt = const_state->ssbo_size.count; const_state->offsets.ssbo_sizes = constoff; constoff += align(cnt, 4) / 4; } if (const_state->image_dims.count > 0) { unsigned cnt = const_state->image_dims.count; const_state->offsets.image_dims = constoff; constoff += align(cnt, 4) / 4; } if (const_state->num_driver_params > 0) const_state->offsets.driver_param = constoff; constoff += const_state->num_driver_params / 4; if ((shader->type == MESA_SHADER_VERTEX) && (compiler->gpu_id < 500) && shader->stream_output.num_outputs > 0) { const_state->offsets.tfbo = constoff; constoff += align(IR3_MAX_SO_BUFFERS * ptrsz, 4) / 4; } switch (shader->type) { case MESA_SHADER_VERTEX: const_state->offsets.primitive_param = constoff; constoff += 1; break; case MESA_SHADER_TESS_CTRL: case MESA_SHADER_TESS_EVAL: constoff = align(constoff - 1, 4) + 3; const_state->offsets.primitive_param = constoff; const_state->offsets.primitive_map = constoff + 5; constoff += 5 + DIV_ROUND_UP(nir->num_inputs, 4); break; case MESA_SHADER_GEOMETRY: const_state->offsets.primitive_param = constoff; const_state->offsets.primitive_map = constoff + 1; constoff += 1 + DIV_ROUND_UP(nir->num_inputs, 4); break; default: break; } const_state->offsets.immediate = constoff; }