/* * 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_compiler.h" #include "ir3_nir.h" #include "ir3_shader.h" 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_ffma16 = true, .fuse_ffma32 = true, .fuse_ffma64 = true, .vertex_id_zero_based = true, .lower_extract_byte = true, .lower_extract_word = true, .lower_insert_byte = true, .lower_insert_word = true, .lower_helper_invocation = true, .lower_bitfield_insert_to_shifts = true, .lower_bitfield_extract_to_shifts = true, .lower_pack_half_2x16 = 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_snorm_4x8 = true, .lower_unpack_snorm_2x16 = true, .lower_unpack_unorm_4x8 = true, .lower_unpack_unorm_2x16 = true, .lower_pack_split = true, .use_interpolated_input_intrinsics = true, .lower_rotate = true, .lower_to_scalar = true, .has_imul24 = true, .has_fsub = true, .has_isub = true, .lower_wpos_pntc = true, .lower_cs_local_index_from_id = true, /* Only needed for the spirv_to_nir() pass done in ir3_cmdline.c * but that should be harmless for GL since 64b is not * supported there. */ .lower_int64_options = (nir_lower_int64_options)~0, .lower_uniforms_to_ubo = true, .use_scoped_barrier = 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_ffma16 = true, .fuse_ffma32 = true, .fuse_ffma64 = true, .vertex_id_zero_based = false, .lower_extract_byte = true, .lower_extract_word = true, .lower_insert_byte = true, .lower_insert_word = true, .lower_helper_invocation = true, .lower_bitfield_insert_to_shifts = true, .lower_bitfield_extract_to_shifts = true, .lower_pack_half_2x16 = 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_snorm_4x8 = true, .lower_unpack_snorm_2x16 = true, .lower_unpack_unorm_4x8 = true, .lower_unpack_unorm_2x16 = true, .lower_pack_split = true, .use_interpolated_input_intrinsics = true, .lower_rotate = true, .vectorize_io = true, .lower_to_scalar = true, .has_imul24 = true, .has_fsub = true, .has_isub = true, .max_unroll_iterations = 32, .force_indirect_unrolling = nir_var_all, .lower_wpos_pntc = true, .lower_cs_local_index_from_id = true, /* Only needed for the spirv_to_nir() pass done in ir3_cmdline.c * but that should be harmless for GL since 64b is not * supported there. */ .lower_int64_options = (nir_lower_int64_options)~0, .lower_uniforms_to_ubo = true, .lower_device_index_to_zero = true, .use_scoped_barrier = true, }; const nir_shader_compiler_options * ir3_get_compiler_options(struct ir3_compiler *compiler) { if (compiler->gen >= 6) return &options_a6xx; return &options; } static bool ir3_nir_should_vectorize_mem(unsigned align_mul, unsigned align_offset, unsigned bit_size, unsigned num_components, nir_intrinsic_instr *low, nir_intrinsic_instr *high, void *data) { assert(bit_size >= 8); if (bit_size != 32) return false; unsigned byte_size = bit_size / 8; int size = num_components * byte_size; /* Don't care about alignment past vec4. */ assert(util_is_power_of_two_nonzero(align_mul)); align_mul = MIN2(align_mul, 16); align_offset &= 15; /* Our offset alignment should aways be at least 4 bytes */ if (align_mul < 4) return false; unsigned worst_start_offset = 16 - align_mul + align_offset; if (worst_start_offset + size > 16) return false; return true; } #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__) void ir3_optimize_loop(struct ir3_compiler *compiler, 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, false); 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); /* NOTE: GS lowering inserts an output var with varying slot that * is larger than VARYING_SLOT_MAX (ie. GS_VERTEX_FLAGS_IR3), * which triggers asserts in nir_shader_gather_info(). To work * around that skip lowering phi precision for GS. * * Calling nir_shader_gather_info() late also seems to cause * problems for tess lowering, for now since we only enable * fp16/int16 for frag and compute, skip phi precision lowering * for other stages. */ if ((s->info.stage == MESA_SHADER_FRAGMENT) || (s->info.stage == MESA_SHADER_COMPUTE)) { progress |= OPT(s, nir_opt_phi_precision); } progress |= OPT(s, nir_opt_algebraic); progress |= OPT(s, nir_lower_alu); progress |= OPT(s, nir_lower_pack); progress |= OPT(s, nir_opt_constant_folding); nir_load_store_vectorize_options vectorize_opts = { .modes = nir_var_mem_ubo, .callback = ir3_nir_should_vectorize_mem, .robust_modes = compiler->robust_ubo_access ? nir_var_mem_ubo : 0, }; progress |= OPT(s, nir_opt_load_store_vectorize, &vectorize_opts); if (lower_flrp != 0) { if (OPT(s, nir_lower_flrp, lower_flrp, false /* always_precise */)) { 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_loop_unroll); progress |= OPT(s, nir_lower_64bit_phis); progress |= OPT(s, nir_opt_remove_phis); progress |= OPT(s, nir_opt_undef); } while (progress); } static bool should_split_wrmask(const nir_instr *instr, const void *data) { nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr); switch (intr->intrinsic) { case nir_intrinsic_store_ssbo: case nir_intrinsic_store_shared: case nir_intrinsic_store_global: case nir_intrinsic_store_scratch: return true; default: return false; } } static bool ir3_nir_lower_ssbo_size_filter(const nir_instr *instr, const void *data) { return instr->type == nir_instr_type_intrinsic && nir_instr_as_intrinsic(instr)->intrinsic == nir_intrinsic_get_ssbo_size; } static nir_ssa_def * ir3_nir_lower_ssbo_size_instr(nir_builder *b, nir_instr *instr, void *data) { uint8_t ssbo_size_to_bytes_shift = *(uint8_t *) data; nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr); return nir_ishl(b, &intr->dest.ssa, nir_imm_int(b, ssbo_size_to_bytes_shift)); } /** * The resinfo opcode we have for getting the SSBO size on a6xx returns a byte * length divided by IBO_0_FMT, while the NIR intrinsic coming in is a number of * bytes. Switch things so the NIR intrinsic in our backend means dwords. */ static bool ir3_nir_lower_ssbo_size(nir_shader *s, bool storage_16bit) { uint8_t ssbo_size_to_bytes_shift = storage_16bit ? 1 : 2; return nir_shader_lower_instructions(s, ir3_nir_lower_ssbo_size_filter, ir3_nir_lower_ssbo_size_instr, &ssbo_size_to_bytes_shift); } void ir3_nir_lower_io_to_temporaries(nir_shader *s) { /* Outputs consumed by the VPC, VS inputs, and FS outputs are all handled * by the hardware pre-loading registers at the beginning and then reading * them at the end, so we can't access them indirectly except through * normal register-indirect accesses, and therefore ir3 doesn't support * indirect accesses on those. Other i/o is lowered in ir3_nir_lower_tess, * and indirects work just fine for those. GS outputs may be consumed by * VPC, but have their own lowering in ir3_nir_lower_gs() which does * something similar to nir_lower_io_to_temporaries so we shouldn't need * to lower them. * * Note: this might be a little inefficient for VS or TES outputs which are * when the next stage isn't an FS, but it probably don't make sense to * depend on the next stage before variant creation. * * TODO: for gallium, mesa/st also does some redundant lowering, including * running this pass for GS inputs/outputs which we don't want but not * including TES outputs or FS inputs which we do need. We should probably * stop doing that once we're sure all drivers are doing their own * indirect i/o lowering. */ bool lower_input = s->info.stage == MESA_SHADER_VERTEX || s->info.stage == MESA_SHADER_FRAGMENT; bool lower_output = s->info.stage != MESA_SHADER_TESS_CTRL && s->info.stage != MESA_SHADER_GEOMETRY; if (lower_input || lower_output) { NIR_PASS_V(s, nir_lower_io_to_temporaries, nir_shader_get_entrypoint(s), lower_output, lower_input); /* nir_lower_io_to_temporaries() creates global variables and copy * instructions which need to be cleaned up. */ NIR_PASS_V(s, nir_split_var_copies); NIR_PASS_V(s, nir_lower_var_copies); NIR_PASS_V(s, nir_lower_global_vars_to_local); } /* Regardless of the above, we need to lower indirect references to * compact variables such as clip/cull distances because due to how * TCS<->TES IO works we cannot handle indirect accesses that "straddle" * vec4 components. nir_lower_indirect_derefs has a special case for * compact variables, so it will actually lower them even though we pass * in 0 modes. * * Using temporaries would be slightly better but * nir_lower_io_to_temporaries currently doesn't support TCS i/o. */ NIR_PASS_V(s, nir_lower_indirect_derefs, 0, UINT32_MAX); } void 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 (compiler->gen >= 4) { /* 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) { mesa_logi("----------------------"); nir_log_shaderi(s); mesa_logi("----------------------"); } if (s->info.stage == MESA_SHADER_GEOMETRY) NIR_PASS_V(s, ir3_nir_lower_gs); 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, nir_lower_tex, &tex_options); OPT_V(s, nir_lower_load_const_to_scalar); if (compiler->gen < 5) OPT_V(s, ir3_nir_lower_tg4_to_tex); ir3_optimize_loop(compiler, s); /* do idiv lowering after first opt loop to get a chance to propagate * constants for divide by immed power-of-two: */ nir_lower_idiv_options idiv_options = { .imprecise_32bit_lowering = true, .allow_fp16 = true, }; const bool idiv_progress = OPT(s, nir_lower_idiv, &idiv_options); if (idiv_progress) ir3_optimize_loop(compiler, s); OPT_V(s, nir_remove_dead_variables, nir_var_function_temp, NULL); if (ir3_shader_debug & IR3_DBG_DISASM) { mesa_logi("----------------------"); nir_log_shaderi(s); mesa_logi("----------------------"); } /* st_program.c's parameter list optimization requires that future nir * variants don't reallocate the uniform storage, so we have to remove * uniforms that occupy storage. But we don't want to remove samplers, * because they're needed for YUV variant lowering. */ nir_foreach_uniform_variable_safe (var, s) { if (var->data.mode == nir_var_uniform && (glsl_type_get_image_count(var->type) || glsl_type_get_sampler_count(var->type))) continue; exec_node_remove(&var->node); } nir_validate_shader(s, "after uniform var removal"); nir_sweep(s); } static bool lower_subgroup_id_filter(const nir_instr *instr, const void *unused) { (void)unused; if (instr->type != nir_instr_type_intrinsic) return false; nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr); return intr->intrinsic == nir_intrinsic_load_subgroup_invocation || intr->intrinsic == nir_intrinsic_load_subgroup_id || intr->intrinsic == nir_intrinsic_load_num_subgroups; } static nir_ssa_def * lower_subgroup_id(nir_builder *b, nir_instr *instr, void *unused) { (void)unused; nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr); if (intr->intrinsic == nir_intrinsic_load_subgroup_invocation) { return nir_iand( b, nir_load_local_invocation_index(b), nir_isub(b, nir_load_subgroup_size(b), nir_imm_int(b, 1))); } else if (intr->intrinsic == nir_intrinsic_load_subgroup_id) { return nir_ishr(b, nir_load_local_invocation_index(b), nir_load_subgroup_id_shift_ir3(b)); } else { assert(intr->intrinsic == nir_intrinsic_load_num_subgroups); /* If the workgroup size is constant, * nir_lower_compute_system_values() will replace local_size with a * constant so this can mostly be constant folded away. */ nir_ssa_def *local_size = nir_load_workgroup_size(b); nir_ssa_def *size = nir_imul24(b, nir_channel(b, local_size, 0), nir_imul24(b, nir_channel(b, local_size, 1), nir_channel(b, local_size, 2))); nir_ssa_def *one = nir_imm_int(b, 1); return nir_iadd(b, one, nir_ishr(b, nir_isub(b, size, one), nir_load_subgroup_id_shift_ir3(b))); } } static bool ir3_nir_lower_subgroup_id_cs(nir_shader *shader) { return nir_shader_lower_instructions(shader, lower_subgroup_id_filter, lower_subgroup_id, NULL); } static const nir_lower_idiv_options idiv_options = { .imprecise_32bit_lowering = true, .allow_fp16 = true, }; /** * 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_shader_in | nir_var_shader_out, 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->gen >= 6 && s->info.stage == MESA_SHADER_FRAGMENT && !(ir3_shader_debug & IR3_DBG_NOFP16)) { NIR_PASS_V(s, nir_lower_mediump_io, nir_var_shader_out, 0, false); } if (s->info.stage == MESA_SHADER_COMPUTE) { bool progress = false; NIR_PASS(progress, s, nir_lower_subgroups, &(nir_lower_subgroups_options){ .subgroup_size = 128, .ballot_bit_size = 32, .ballot_components = 4, .lower_to_scalar = true, .lower_vote_eq = true, .lower_subgroup_masks = true, .lower_read_invocation_to_cond = true, }); progress = false; NIR_PASS(progress, s, ir3_nir_lower_subgroup_id_cs); /* ir3_nir_lower_subgroup_id_cs creates extra compute intrinsics which * we need to lower again. */ if (progress) NIR_PASS_V(s, nir_lower_compute_system_values, NULL); } /* we cannot ensure that ir3_finalize_nir() is only called once, so * we also need to do any run-once workarounds here: */ OPT_V(s, ir3_nir_apply_trig_workarounds); nir_lower_image_options lower_image_opts = { .lower_cube_size = true, }; NIR_PASS_V(s, nir_lower_image, &lower_image_opts); NIR_PASS_V(s, nir_lower_idiv, &idiv_options); /* idiv generated by cube lowering */ if (compiler->gen >= 6) OPT_V(s, ir3_nir_lower_ssbo_size, compiler->storage_16bit); ir3_optimize_loop(compiler, s); } static bool ir3_nir_lower_view_layer_id(nir_shader *nir, bool layer_zero, bool view_zero) { unsigned layer_id_loc = ~0, view_id_loc = ~0; nir_foreach_shader_in_variable (var, nir) { if (var->data.location == VARYING_SLOT_LAYER) layer_id_loc = var->data.driver_location; if (var->data.location == VARYING_SLOT_VIEWPORT) view_id_loc = var->data.driver_location; } assert(!layer_zero || layer_id_loc != ~0); assert(!view_zero || view_id_loc != ~0); bool progress = false; nir_builder b; nir_foreach_function (func, nir) { nir_builder_init(&b, func->impl); nir_foreach_block (block, func->impl) { nir_foreach_instr_safe (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) continue; unsigned base = nir_intrinsic_base(intrin); if (base != layer_id_loc && base != view_id_loc) continue; b.cursor = nir_before_instr(&intrin->instr); nir_ssa_def *zero = nir_imm_int(&b, 0); nir_ssa_def_rewrite_uses(&intrin->dest.ssa, zero); nir_instr_remove(&intrin->instr); progress = true; } } if (progress) { nir_metadata_preserve( func->impl, nir_metadata_block_index | nir_metadata_dominance); } else { nir_metadata_preserve(func->impl, nir_metadata_all); } } return progress; } void ir3_nir_lower_variant(struct ir3_shader_variant *so, nir_shader *s) { if (ir3_shader_debug & IR3_DBG_DISASM) { mesa_logi("----------------------"); nir_log_shaderi(s); mesa_logi("----------------------"); } bool progress = false; if (so->key.has_gs || so->key.tessellation) { switch (so->shader->type) { case MESA_SHADER_VERTEX: NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, so, so->key.tessellation); progress = true; break; case MESA_SHADER_TESS_CTRL: NIR_PASS_V(s, ir3_nir_lower_tess_ctrl, so, so->key.tessellation); NIR_PASS_V(s, ir3_nir_lower_to_explicit_input, so); progress = true; break; case MESA_SHADER_TESS_EVAL: NIR_PASS_V(s, ir3_nir_lower_tess_eval, so, so->key.tessellation); if (so->key.has_gs) NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, so, so->key.tessellation); progress = true; break; case MESA_SHADER_GEOMETRY: NIR_PASS_V(s, ir3_nir_lower_to_explicit_input, so); progress = true; break; default: break; } } if (s->info.stage == MESA_SHADER_VERTEX) { if (so->key.ucp_enables) progress |= OPT(s, nir_lower_clip_vs, so->key.ucp_enables, false, false, NULL); } else if (s->info.stage == MESA_SHADER_FRAGMENT) { bool layer_zero = so->key.layer_zero && (s->info.inputs_read & VARYING_BIT_LAYER); bool view_zero = so->key.view_zero && (s->info.inputs_read & VARYING_BIT_VIEWPORT); if (so->key.ucp_enables && !so->shader->compiler->has_clip_cull) progress |= OPT(s, nir_lower_clip_fs, so->key.ucp_enables, false); if (layer_zero || view_zero) progress |= OPT(s, ir3_nir_lower_view_layer_id, layer_zero, view_zero); } /* Move large constant variables to the constants attached to the NIR * shader, which we will upload in the immediates range. This generates * amuls, so we need to clean those up after. * * Passing no size_align, we would get packed values, which if we end up * having to load with LDC would result in extra reads to unpack from * straddling loads. Align everything to vec4 to avoid that, though we * could theoretically do better. */ OPT_V(s, nir_opt_large_constants, glsl_get_vec4_size_align_bytes, 32 /* bytes */); OPT_V(s, ir3_nir_lower_load_constant, so); /* Lower large temporaries to scratch, which in Qualcomm terms is private * memory, to avoid excess register pressure. This should happen after * nir_opt_large_constants, because loading from a UBO is much, much less * expensive. */ if (so->shader->compiler->has_pvtmem) { progress |= OPT(s, nir_lower_vars_to_scratch, nir_var_function_temp, 16 * 16 /* bytes */, glsl_get_natural_size_align_bytes); } /* Lower scratch writemasks */ progress |= OPT(s, nir_lower_wrmasks, should_split_wrmask, s); progress |= OPT(s, ir3_nir_lower_64b_global); progress |= OPT(s, ir3_nir_lower_64b_intrinsics); progress |= OPT(s, ir3_nir_lower_64b_undef); progress |= OPT(s, nir_lower_int64); if (!so->binning_pass) OPT_V(s, ir3_nir_analyze_ubo_ranges, so); progress |= OPT(s, ir3_nir_lower_ubo_loads, so); OPT_V(s, nir_lower_amul, ir3_glsl_type_size); /* UBO offset lowering has to come after we've decided what will * be left as load_ubo */ if (so->shader->compiler->gen >= 6) progress |= OPT(s, nir_lower_ubo_vec4); OPT_V(s, ir3_nir_lower_io_offsets); if (progress) ir3_optimize_loop(so->shader->compiler, s); /* Fixup indirect load_uniform's which end up with a const base offset * which is too large to encode. Do this late(ish) so we actually * can differentiate indirect vs non-indirect. */ if (OPT(s, ir3_nir_fixup_load_uniform)) ir3_optimize_loop(so->shader->compiler, 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_opt_sink, nir_move_const_undef); if (ir3_shader_debug & IR3_DBG_DISASM) { mesa_logi("----------------------"); nir_log_shaderi(s); mesa_logi("----------------------"); } nir_sweep(s); /* Binning pass variants re-use the const_state of the corresponding * draw pass shader, so that same const emit can be re-used for both * passes: */ if (!so->binning_pass) ir3_setup_const_state(s, so, ir3_const_state(so)); } static void ir3_nir_scan_driver_consts(struct ir3_compiler *compiler, 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_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_load: case nir_intrinsic_image_store: case nir_intrinsic_image_size: if (compiler->gen < 6 && !(intr->intrinsic == nir_intrinsic_image_load && !(nir_intrinsic_access(intr) & ACCESS_COHERENT))) { 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_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: idx = nir_intrinsic_ucp_id(intr); layout->num_driver_params = MAX2(layout->num_driver_params, IR3_DP_UCP0_X + (idx + 1) * 4); break; case nir_intrinsic_load_num_workgroups: layout->num_driver_params = MAX2(layout->num_driver_params, IR3_DP_NUM_WORK_GROUPS_Z + 1); break; case nir_intrinsic_load_workgroup_size: layout->num_driver_params = MAX2(layout->num_driver_params, IR3_DP_LOCAL_GROUP_SIZE_Z + 1); break; case nir_intrinsic_load_base_workgroup_id: layout->num_driver_params = MAX2(layout->num_driver_params, IR3_DP_BASE_GROUP_Z + 1); break; case nir_intrinsic_load_subgroup_size: layout->num_driver_params = MAX2(layout->num_driver_params, IR3_DP_SUBGROUP_SIZE + 1); break; case nir_intrinsic_load_subgroup_id_shift_ir3: layout->num_driver_params = MAX2(layout->num_driver_params, IR3_DP_SUBGROUP_ID_SHIFT + 1); break; default: break; } } } } } /* Sets up the variant-dependent constant state for the ir3_shader. Note * that it is also used from ir3_nir_analyze_ubo_ranges() to figure out the * maximum number of driver params that would eventually be used, to leave * space for this function to allocate the driver params. */ void ir3_setup_const_state(nir_shader *nir, struct ir3_shader_variant *v, struct ir3_const_state *const_state) { struct ir3_compiler *compiler = v->shader->compiler; memset(&const_state->offsets, ~0, sizeof(const_state->offsets)); ir3_nir_scan_driver_consts(compiler, nir, const_state); if ((compiler->gen < 5) && (v->shader->stream_output.num_outputs > 0)) { const_state->num_driver_params = MAX2(const_state->num_driver_params, IR3_DP_VTXCNT_MAX + 1); } const_state->num_ubos = nir->info.num_ubos; debug_assert((const_state->ubo_state.size % 16) == 0); unsigned constoff = const_state->ubo_state.size / 16; unsigned ptrsz = ir3_pointer_size(compiler); if (const_state->num_ubos > 0) { const_state->offsets.ubo = constoff; constoff += align(const_state->num_ubos * ptrsz, 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) { /* num_driver_params in dwords. we only need to align to vec4s for the * common case of immediate constant uploads, but for indirect dispatch * the constants may also be indirect and so we have to align the area in * const space to that requirement. */ const_state->num_driver_params = align(const_state->num_driver_params, 4); unsigned upload_unit = 1; if (v->type == MESA_SHADER_COMPUTE || (const_state->num_driver_params >= IR3_DP_VTXID_BASE)) { upload_unit = compiler->const_upload_unit; } /* offset cannot be 0 for vs params loaded by CP_DRAW_INDIRECT_MULTI */ if (v->type == MESA_SHADER_VERTEX && compiler->gen >= 6) constoff = MAX2(constoff, 1); constoff = align(constoff, upload_unit); const_state->offsets.driver_param = constoff; constoff += align(const_state->num_driver_params / 4, upload_unit); } if ((v->type == MESA_SHADER_VERTEX) && (compiler->gen < 5) && v->shader->stream_output.num_outputs > 0) { const_state->offsets.tfbo = constoff; constoff += align(IR3_MAX_SO_BUFFERS * ptrsz, 4) / 4; } switch (v->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(v->input_size, 4); break; case MESA_SHADER_GEOMETRY: const_state->offsets.primitive_param = constoff; const_state->offsets.primitive_map = constoff + 1; constoff += 1 + DIV_ROUND_UP(v->input_size, 4); break; default: break; } const_state->offsets.immediate = constoff; assert(constoff <= ir3_max_const(v)); }