mesa/src/compiler/glsl
Qiang Yu 95d3617909 glsl/nir: convert ir_texture->clamp to nir
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Qiang Yu <yuq825@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14488>
2022-02-01 10:28:05 +00:00
..
glcpp glsl/glcpp: make sure to expand new token after concatenation 2022-01-04 23:36:42 +00:00
tests glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
README mesa: update or remove out of date references to ir_to_mesa 2021-12-06 10:15:08 +00:00
TODO
ast.h glsl: handle scope correctly when inlining loop expression 2021-09-08 03:56:59 +00:00
ast_array_index.cpp
ast_expr.cpp
ast_function.cpp glsl: move ast_function.cpp off mtypes.h 2022-01-20 00:20:06 +00:00
ast_to_hir.cpp mesa: move ast_to_hir.cpp off mtypes.h 2022-01-20 00:20:06 +00:00
ast_type.cpp compiler/glsl: fix include for Android build 2021-04-10 20:33:52 +02:00
builtin_functions.cpp glsl: add ARB_sparse_texture_clamp builtin functions 2022-02-01 10:28:05 +00:00
builtin_functions.h glsl: Retire unused modes for lower_64bit_integer_instructions. 2021-12-20 14:56:35 -08:00
builtin_int64.h glsl: Retire unused modes for lower_64bit_integer_instructions. 2021-12-20 14:56:35 -08:00
builtin_types.cpp glsl: remove some deps on mtypes.h. 2022-01-20 00:20:06 +00:00
builtin_variables.cpp glsl: remove some deps on mtypes.h. 2022-01-20 00:20:06 +00:00
float64.glsl glsl/float64: Bump #version to 400 2021-03-02 09:30:24 +00:00
generate_ir.cpp
gl_nir.h nir: Make image lowering optionally handle the !bindless case as well. 2020-02-24 18:25:02 +00:00
gl_nir_link_atomics.c mtypes: more gl_active_atomic_buffer to shader_types.h 2022-01-20 00:20:06 +00:00
gl_nir_link_uniform_blocks.c glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
gl_nir_link_uniform_initializers.c glsl: drop some more context.h/mtypes.h interactions 2022-01-20 00:20:06 +00:00
gl_nir_link_uniforms.c glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
gl_nir_link_xfb.c glsl: drop some more context.h/mtypes.h interactions 2022-01-20 00:20:06 +00:00
gl_nir_linker.c glsl/st: move st_nir_opts() into gl compiler common code 2022-01-31 11:49:21 +00:00
gl_nir_linker.h glsl/st: move st_nir_opts() into gl compiler common code 2022-01-31 11:49:21 +00:00
gl_nir_lower_atomics.c glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
gl_nir_lower_buffers.c glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
gl_nir_lower_images.c nir: s/nir_var_mem_image/nir_var_image/g 2021-10-16 03:47:10 +00:00
gl_nir_lower_samplers.c
gl_nir_lower_samplers_as_deref.c glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
glsl_lexer.ll glsl: remove some deps on mtypes.h. 2022-01-20 00:20:06 +00:00
glsl_parser.yy glsl: drop some more context.h/mtypes.h interactions 2022-01-20 00:20:06 +00:00
glsl_parser_extras.cpp glsl: add ARB_sparse_texture_clamp extension 2022-02-01 10:28:05 +00:00
glsl_parser_extras.h glsl: add ARB_sparse_texture_clamp extension 2022-02-01 10:28:05 +00:00
glsl_symbol_table.cpp
glsl_symbol_table.h
glsl_to_nir.cpp glsl/nir: convert ir_texture->clamp to nir 2022-02-01 10:28:05 +00:00
glsl_to_nir.h glsl/nir: don't pass gl_context to the convertor routine. 2022-01-07 06:19:49 +00:00
hir_field_selection.cpp
int64.glsl glsl: Retire unused modes for lower_64bit_integer_instructions. 2021-12-20 14:56:35 -08:00
ir.cpp glsl: ir_texture support sprase texture 2022-01-18 16:10:35 +08:00
ir.h glsl: ir_texture add clamp field 2022-02-01 10:28:05 +00:00
ir_array_refcount.cpp glsl: pull mark_array_elements_referenced() out into common helper 2020-04-18 11:50:44 +00:00
ir_array_refcount.h glsl: pull mark_array_elements_referenced() out into common helper 2020-04-18 11:50:44 +00:00
ir_basic_block.cpp
ir_basic_block.h
ir_builder.cpp
ir_builder.h
ir_builder_print_visitor.cpp
ir_builder_print_visitor.h
ir_clone.cpp glsl: ir_texture add clamp field 2022-02-01 10:28:05 +00:00
ir_constant_expression.cpp glsl: fix crashes on out of bound matrix access using constant index 2020-08-18 11:34:54 +00:00
ir_equals.cpp glsl: ir_texture add clamp field 2022-02-01 10:28:05 +00:00
ir_expression_flattening.cpp
ir_expression_flattening.h
ir_expression_operation.py glsl: Add operator for .length() method on implicitly-sized arrays 2021-07-27 10:02:50 +00:00
ir_function.cpp glsl: Prohibit implicit conversion of mem parameter in atomicOP functions 2021-07-05 18:29:51 +03:00
ir_function_can_inline.cpp
ir_function_detect_recursion.cpp
ir_function_inlining.h
ir_hierarchical_visitor.cpp glsl/hierarchical_visitor: Call leave_callback on leaf nodes 2020-03-24 23:21:21 +00:00
ir_hierarchical_visitor.h glsl/hierarchical_visitor: Call leave_callback on leaf nodes 2020-03-24 23:21:21 +00:00
ir_hv_accept.cpp glsl: ir_texture add clamp field 2022-02-01 10:28:05 +00:00
ir_optimization.h glsl/linker: remove direct gl_context usage in favour of consts/exts/api 2022-01-07 06:19:49 +00:00
ir_print_visitor.cpp glsl: ir_texture add clamp field 2022-02-01 10:28:05 +00:00
ir_print_visitor.h
ir_reader.cpp glsl: ir_texture add clamp field 2022-02-01 10:28:05 +00:00
ir_reader.h
ir_rvalue_visitor.cpp glsl: ir_texture add clamp field 2022-02-01 10:28:05 +00:00
ir_rvalue_visitor.h
ir_set_program_inouts.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
ir_uniform.h mesa: preparse [ and [0] in gl_resource_name and use it in shader_query.cpp 2021-10-29 07:19:20 -04:00
ir_validate.cpp glsl: Add operator for .length() method on implicitly-sized arrays 2021-07-27 10:02:50 +00:00
ir_variable_refcount.cpp
ir_variable_refcount.h
ir_visitor.h
link_atomics.cpp mtypes: more gl_active_atomic_buffer to shader_types.h 2022-01-20 00:20:06 +00:00
link_functions.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
link_interface_blocks.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
link_uniform_block_active_visitor.cpp glsl: fix a binding points assignment for ssbo/ubo arrays 2020-01-06 13:01:19 -08:00
link_uniform_block_active_visitor.h glsl: fix a binding points assignment for ssbo/ubo arrays 2020-01-06 13:01:19 -08:00
link_uniform_blocks.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
link_uniform_initializers.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
link_uniforms.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
link_varyings.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
link_varyings.h glsl: drop glheader.h include. 2022-01-20 00:20:06 +00:00
linker.cpp mesa: drop unused context parameter to shader program data reference. 2022-01-20 00:20:06 +00:00
linker.h glsl/linker/uniform_blocks: don't pass gl_context around. 2022-01-07 06:19:49 +00:00
linker_util.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
linker_util.h glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
list.h glsl/list: Fix undefined behaviour of foreach_* macros 2020-04-14 19:29:38 +00:00
loop_analysis.cpp glsl: tolerate int16 loop counters 2021-04-10 09:01:54 +00:00
loop_analysis.h glsl: Update loop_terminator constructor to accept parameters. 2020-10-28 19:28:40 -07:00
loop_unroll.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
lower_blend_equation_advanced.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
lower_buffer_access.cpp
lower_buffer_access.h
lower_builtins.cpp glsl: lower the precision of imageLoad 2020-06-02 20:01:18 +00:00
lower_const_arrays_to_uniforms.cpp glsl: handle max uniform limits with lower_const_arrays_to_uniforms 2019-11-28 14:11:46 +02:00
lower_cs_derived.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
lower_discard.cpp
lower_discard_flow.cpp
lower_distance.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
lower_if_to_cond_assign.cpp Convert most remaining free-form fall-through comments to FALLTHROUGH 2021-04-15 16:01:22 +00:00
lower_instructions.cpp glsl: Remove comment about non-existing DFREXP_TO_ARITH 2021-12-20 14:56:35 -08:00
lower_int64.cpp glsl: Retire unused modes for lower_64bit_integer_instructions. 2021-12-20 14:56:35 -08:00
lower_jumps.cpp glsl: Use 'using' to be explicit about visitor overloads 2020-02-04 06:03:52 +00:00
lower_mat_op_to_vec.cpp glsl: Handle fp16 unary operations when lowering matrix operations 2020-03-09 16:31:08 +00:00
lower_named_interface_blocks.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
lower_offset_array.cpp
lower_output_reads.cpp util/hash_table: added hash functions for integer types 2020-01-23 17:06:57 +00:00
lower_packed_varyings.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
lower_packing_builtins.cpp
lower_precision.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
lower_shared_reference.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
lower_subroutine.cpp
lower_tess_level.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
lower_ubo_reference.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
lower_variable_index_to_cond_assign.cpp
lower_vec_index_to_cond_assign.cpp
lower_vec_index_to_swizzle.cpp
lower_vector.cpp
lower_vector_derefs.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
lower_vector_insert.cpp glsl: Eliminate out-of-bounds triop_vector_insert 2020-08-21 15:00:51 +00:00
lower_vertex_id.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
lower_xfb_varying.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
main.cpp glsl/standalone: Add an option to lower the precision 2020-03-24 23:21:21 +00:00
meson.build glsl: Delete the optimize_redundant_jumps pass. 2021-12-20 14:47:57 -08:00
opt_add_neg_to_sub.h
opt_algebraic.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
opt_array_splitting.cpp compiler/glsl: Propagate invariant/precise when splitting arrays 2021-04-20 18:54:57 +00:00
opt_conditional_discard.cpp
opt_constant_folding.cpp
opt_constant_propagation.cpp glsl: handle int16 and uint16 types and add instructions for mediump 2020-06-02 20:01:18 +00:00
opt_constant_variable.cpp glsl: fix incorrect optimisation in opt_constant_variable() 2020-06-12 08:51:54 +00:00
opt_copy_propagation_elements.cpp
opt_dead_builtin_variables.cpp
opt_dead_builtin_varyings.cpp glsl: move off mtypes.h in lots of places. 2022-01-20 00:20:06 +00:00
opt_dead_code.cpp glsl: don't set uniform block as used when its not 2019-12-05 13:18:23 +11:00
opt_dead_code_local.cpp glsl: Use 'using' to be explicit about visitor overloads 2020-02-04 06:03:52 +00:00
opt_dead_functions.cpp
opt_flatten_nested_if_blocks.cpp
opt_flip_matrices.cpp
opt_function_inlining.cpp
opt_if_simplification.cpp
opt_minmax.cpp glsl: handle int16 and uint16 types and add instructions for mediump 2020-06-02 20:01:18 +00:00
opt_rebalance_tree.cpp
opt_structure_splitting.cpp
opt_swizzle.cpp
opt_tree_grafting.cpp glsl: ir_texture add clamp field 2022-02-01 10:28:05 +00:00
program.h glsl/linker: remove a bunch more gl_context references. 2022-01-07 06:19:49 +00:00
propagate_invariance.cpp compiler/glsl: Return progress from propagate_invariance() 2021-04-20 18:54:57 +00:00
s_expression.cpp
s_expression.h
serialize.cpp mesa: drop unused context parameter to shader program data reference. 2022-01-20 00:20:06 +00:00
serialize.h
shader_cache.cpp mesa: rename gl_shader::sha1 to disk_cache_sha1 2021-11-26 11:58:27 +00:00
shader_cache.h
standalone.cpp glsl/standalone: Lower COMPUTE shader precision 2021-07-29 01:20:46 +00:00
standalone.h glsl/standalone: Add an option to lower the precision 2020-03-24 23:21:21 +00:00
standalone_scaffolding.cpp glsl/standalone: Fix memory leaks 2020-12-15 19:39:29 +00:00
standalone_scaffolding.h
string_to_uint_map.cpp
string_to_uint_map.h util/hash_table: added hash functions for integer types 2020-01-23 17:06:57 +00:00
test.cpp
test_optpass.cpp glsl: Delete the optimize_redundant_jumps pass. 2021-12-20 14:47:57 -08:00
test_optpass.h

README

Welcome to Mesa's GLSL compiler.  A brief overview of how things flow:

1) lex and yacc-based preprocessor takes the incoming shader string
and produces a new string containing the preprocessed shader.  This
takes care of things like #if, #ifdef, #define, and preprocessor macro
invocations.  Note that #version, #extension, and some others are
passed straight through.  See glcpp/*

2) lex and yacc-based parser takes the preprocessed string and
generates the AST (abstract syntax tree).  Almost no checking is
performed in this stage.  See glsl_lexer.ll and glsl_parser.yy.

3) The AST is converted to "HIR".  This is the intermediate
representation of the compiler.  Constructors are generated, function
calls are resolved to particular function signatures, and all the
semantic checking is performed.  See ast_*.cpp for the conversion, and
ir.h for the IR structures.

4) The driver (Mesa, or main.cpp for the standalone binary) performs
optimizations.  These include copy propagation, dead code elimination,
constant folding, and others.  Generally the driver will call
optimizations in a loop, as each may open up opportunities for other
optimizations to do additional work.  See most files called ir_*.cpp

5) linking is performed.  This does checking to ensure that the
outputs of the vertex shader match the inputs of the fragment shader,
and assigns locations to uniforms, attributes, and varyings.  See
linker.cpp.

6) The driver may perform additional optimization at this point, as
for example dead code elimination previously couldn't remove functions
or global variable usage when we didn't know what other code would be
linked in.

7) The driver performs code generation out of the IR, taking a linked
shader program and producing a compiled program for each stage.  See
../mesa/program/ir_to_mesa.cpp for Mesa IR code generation.

FAQ:

Q: What is HIR versus IR versus LIR?

A: The idea behind the naming was that ast_to_hir would produce a
high-level IR ("HIR"), with things like matrix operations, structure
assignments, etc., present.  A series of lowering passes would occur
that do things like break matrix multiplication into a series of dot
products/MADs, make structure assignment be a series of assignment of
components, flatten if statements into conditional moves, and such,
producing a low level IR ("LIR").

However, it now appears that each driver will have different
requirements from a LIR.  A 915-generation chipset wants all functions
inlined, all loops unrolled, all ifs flattened, no variable array
accesses, and matrix multiplication broken down.  The Mesa IR backend
for swrast would like matrices and structure assignment broken down,
but it can support function calls and dynamic branching.  A 965 vertex
shader IR backend could potentially even handle some matrix operations
without breaking them down, but the 965 fragment shader IR backend
would want to break to have (almost) all operations down channel-wise
and perform optimization on that.  As a result, there's no single
low-level IR that will make everyone happy.  So that usage has fallen
out of favor, and each driver will perform a series of lowering passes
to take the HIR down to whatever restrictions it wants to impose
before doing codegen.

Q: How is the IR structured?

A: The best way to get started seeing it would be to run the
standalone compiler against a shader:

./glsl_compiler --dump-lir \
	~/src/piglit/tests/shaders/glsl-orangebook-ch06-bump.frag

So for example one of the ir_instructions in main() contains:

(assign (constant bool (1)) (var_ref litColor)  (expression vec3 * (var_ref Surf
aceColor) (var_ref __retval) ) )

Or more visually:
                     (assign)
                 /       |        \
        (var_ref)  (expression *)  (constant bool 1)
         /          /           \
(litColor)      (var_ref)    (var_ref)
                  /                  \
           (SurfaceColor)          (__retval)

which came from:

litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0);

(the max call is not represented in this expression tree, as it was a
function call that got inlined but not brought into this expression
tree)

Each of those nodes is a subclass of ir_instruction.  A particular
ir_instruction instance may only appear once in the whole IR tree with
the exception of ir_variables, which appear once as variable
declarations:

(declare () vec3 normDelta)

and multiple times as the targets of variable dereferences:
...
(assign (constant bool (1)) (var_ref __retval) (expression float dot
 (var_ref normDelta) (var_ref LightDir) ) )
...
(assign (constant bool (1)) (var_ref __retval) (expression vec3 -
 (var_ref LightDir) (expression vec3 * (constant float (2.000000))
 (expression vec3 * (expression float dot (var_ref normDelta) (var_ref
 LightDir) ) (var_ref normDelta) ) ) ) )
...

Each node has a type.  Expressions may involve several different types:
(declare (uniform ) mat4 gl_ModelViewMatrix)
((assign (constant bool (1)) (var_ref constructor_tmp) (expression
 vec4 * (var_ref gl_ModelViewMatrix) (var_ref gl_Vertex) ) )

An expression tree can be arbitrarily deep, and the compiler tries to
keep them structured like that so that things like algebraic
optimizations ((color * 1.0 == color) and ((mat1 * mat2) * vec == mat1
* (mat2 * vec))) or recognizing operation patterns for code generation
(vec1 * vec2 + vec3 == mad(vec1, vec2, vec3)) are easier.  This comes
at the expense of additional trickery in implementing some
optimizations like CSE where one must navigate an expression tree.

Q: Why no SSA representation?

A: Converting an IR tree to SSA form makes dead code elimination,
common subexpression elimination, and many other optimizations much
easier.  However, in our primarily vector-based language, there's some
major questions as to how it would work.  Do we do SSA on the scalar
or vector level?  If we do it at the vector level, we're going to end
up with many different versions of the variable when encountering code
like:

(assign (constant bool (1)) (swiz x (var_ref __retval) ) (var_ref a) )
(assign (constant bool (1)) (swiz y (var_ref __retval) ) (var_ref b) )
(assign (constant bool (1)) (swiz z (var_ref __retval) ) (var_ref c) )

If every masked update of a component relies on the previous value of
the variable, then we're probably going to be quite limited in our
dead code elimination wins, and recognizing common expressions may
just not happen.  On the other hand, if we operate channel-wise, then
we'll be prone to optimizing the operation on one of the channels at
the expense of making its instruction flow different from the other
channels, and a vector-based GPU would end up with worse code than if
we didn't optimize operations on that channel!

Once again, it appears that our optimization requirements are driven
significantly by the target architecture.  For now, targeting the Mesa
IR backend, SSA does not appear to be that important to producing
excellent code, but we do expect to do some SSA-based optimizations
for the 965 fragment shader backend when that is developed.

Q: How should I expand instructions that take multiple backend instructions?

Sometimes you'll have to do the expansion in your code generation.
However, in many cases you'll want to do a pass over the IR to convert
non-native instructions to a series of native instructions.  For
example, for the Mesa backend we have ir_div_to_mul_rcp.cpp because
Mesa IR (and many hardware backends) only have a reciprocal
instruction, not a divide.  Implementing non-native instructions this
way gives the chance for constant folding to occur, so (a / 2.0)
becomes (a * 0.5) after codegen instead of (a * (1.0 / 2.0))

Q: How shoud I handle my special hardware instructions with respect to IR?

Our current theory is that if multiple targets have an instruction for
some operation, then we should probably be able to represent that in
the IR.  Generally this is in the form of an ir_{bin,un}op expression
type.  For example, we initially implemented fract() using (a -
floor(a)), but both 945 and 965 have instructions to give that result,
and it would also simplify the implementation of mod(), so
ir_unop_fract was added.  The following areas need updating to add a
new expression type:

ir.h (new enum)
ir.cpp:operator_strs (used for ir_reader)
ir_constant_expression.cpp (you probably want to be able to constant fold)
ir_validate.cpp (check users have the right types)

You may also need to update the backends if they will see the new expr type:

../mesa/program/ir_to_mesa.cpp

You can then use the new expression from builtins (if all backends
would rather see it), or scan the IR and convert to use your new
expression type (see ir_mod_to_floor, for example).

Q: How is memory management handled in the compiler?

The hierarchical memory allocator "talloc" developed for the Samba
project is used, so that things like optimization passes don't have to
worry about their garbage collection so much.  It has a few nice
features, including low performance overhead and good debugging
support that's trivially available.

Generally, each stage of the compile creates a talloc context and
allocates its memory out of that or children of it.  At the end of the
stage, the pieces still live are stolen to a new context and the old
one freed, or the whole context is kept for use by the next stage.

For IR transformations, a temporary context is used, then at the end
of all transformations, reparent_ir reparents all live nodes under the
shader's IR list, and the old context full of dead nodes is freed.
When developing a single IR transformation pass, this means that you
want to allocate instruction nodes out of the temporary context, so if
it becomes dead it doesn't live on as the child of a live node.  At
the moment, optimization passes aren't passed that temporary context,
so they find it by calling talloc_parent() on a nearby IR node.  The
talloc_parent() call is expensive, so many passes will cache the
result of the first talloc_parent().  Cleaning up all the optimization
passes to take a context argument and not call talloc_parent() is left
as an exercise.

Q: What is the file naming convention in this directory?

Initially, there really wasn't one.  We have since adopted one:

 - Files that implement code lowering passes should be named lower_*
   (e.g., lower_builtins.cpp).
 - Files that implement optimization passes should be named opt_*.
 - Files that implement a class that is used throught the code should
   take the name of that class (e.g., ir_hierarchical_visitor.cpp).
 - Files that contain code not fitting in one of the previous
   categories should have a sensible name (e.g., glsl_parser.yy).