mesa/src/glsl
Ian Romanick ab7098c8df glsl: Correctly load columns of a row-major matrix
For a row-major matrix, the next column starts at the next element.

Fixes gles3conform failures in:

ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat2
ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat3
ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat4
ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat2x3
ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat2x4
ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat3x2
ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat3x4
ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat4x2
ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat4x3
ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat2
ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat3
ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat4
ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat2x3
ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat2x4
ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat3x2
ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat3x4
ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat4x2
ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat4x3
ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat2
ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat3
ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat4
ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat2x3
ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat2x4
ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat3x2
ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat3x4
ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat4x2
ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat4x3
ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.9

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-08-04 14:40:07 -07:00
..
glcpp util: Move ralloc to a new src/util directory. 2014-08-04 11:06:58 -07:00
tests util: Move ralloc to a new src/util directory. 2014-08-04 11:06:58 -07:00
.gitignore
Android.gen.mk
Android.mk
Makefile.am util: Move the open-addressing linear-probing hash_table to src/util. 2014-08-04 11:07:05 -07:00
Makefile.sources util: Move ralloc to a new src/util directory. 2014-08-04 11:06:58 -07:00
README
SConscript util: Move the open-addressing linear-probing hash_table to src/util. 2014-08-04 11:07:05 -07:00
TODO
ast.h glsl: Add parsing support for multi-stream output in geometry shaders. 2014-06-30 08:08:49 +02:00
ast_array_index.cpp glsl: Allow non-constant UBO array indexing with GLSL4/ARB_gpu_shader5. 2014-07-26 16:46:03 +12:00
ast_expr.cpp
ast_function.cpp glsl: Fix aggregates with dynamic initializers. 2014-07-14 08:36:36 -07:00
ast_to_hir.cpp glsl: Use the without_array predicate to simplify some code 2014-08-04 14:40:06 -07:00
ast_type.cpp glsl: Fix merging of layout(invocations) with other qualifiers 2014-07-05 09:42:17 +12:00
builtin_functions.cpp glsl: add new interpolateAt* builtin functions 2014-07-12 11:20:02 +12:00
builtin_type_macros.h glsl: Add built-in types defined by ARB_shader_image_load_store. 2014-02-12 18:44:05 +01:00
builtin_types.cpp util: Gather some common macros 2014-08-04 11:07:10 -07:00
builtin_variables.cpp glsl/cs: Add several GLSL compute shader variables 2014-07-27 17:59:28 -07:00
glsl_lexer.ll glsl: Add flex options to eliminate the default rule 2014-07-29 15:11:51 -07:00
glsl_parser.yy glsl: add a mechanism to allow #extension directives in the middle of shaders 2014-07-18 01:58:58 +02:00
glsl_parser_extras.cpp util: Move ralloc to a new src/util directory. 2014-08-04 11:06:58 -07:00
glsl_parser_extras.h glsl: add a mechanism to allow #extension directives in the middle of shaders 2014-07-18 01:58:58 +02:00
glsl_symbol_table.cpp glsl: remove {add,get}_type_ast from glsl_symbol_table 2014-03-28 10:59:49 +08:00
glsl_symbol_table.h glsl: Fix clang mismatched-tags warnings with glsl_type. 2014-06-15 13:34:18 -07:00
glsl_types.cpp linker: Add padding after the last field of a structure 2014-08-04 14:40:07 -07:00
glsl_types.h glsl: Add without_array type predicate 2014-08-04 14:40:06 -07:00
hir_field_selection.cpp glsl: Remove unused include from hir_field_selection.cpp 2014-06-10 13:05:51 -07:00
ir.cpp glsl: add new expression types for interpolateAt* 2014-07-12 11:20:00 +12:00
ir.h util: Move ralloc to a new src/util directory. 2014-08-04 11:06:58 -07:00
ir_basic_block.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
ir_basic_block.h
ir_builder.cpp glsl: add new expression types for interpolateAt* 2014-07-12 11:20:00 +12:00
ir_builder.h glsl: add new expression types for interpolateAt* 2014-07-12 11:20:00 +12:00
ir_clone.cpp glsl: Replace uses of foreach_list_const. 2014-07-01 08:55:51 -07:00
ir_constant_expression.cpp glsl: add new expression types for interpolateAt* 2014-07-12 11:20:00 +12:00
ir_equals.cpp glsl: Clean up "unused parameter" warnings 2014-03-28 10:57:58 -07:00
ir_expression_flattening.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
ir_expression_flattening.h
ir_function.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
ir_function_can_inline.cpp
ir_function_detect_recursion.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
ir_function_inlining.h
ir_hierarchical_visitor.cpp glsl: Add callback_leave to ir_hierarchical_visitor. 2014-07-15 10:12:29 -07:00
ir_hierarchical_visitor.h glsl: Add callback_leave to ir_hierarchical_visitor. 2014-07-15 10:12:29 -07:00
ir_hv_accept.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
ir_import_prototypes.cpp
ir_optimization.h glsl: Pass in options to do_algebraic(). 2014-06-19 16:11:51 -07:00
ir_print_visitor.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
ir_print_visitor.h glsl: Add a file argument to the IR printer. 2014-02-22 19:23:21 -08:00
ir_reader.cpp exec_list: Make various places use the new length() method. 2014-07-15 11:16:16 -07:00
ir_reader.h
ir_rvalue_visitor.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
ir_rvalue_visitor.h glsl: Modify ir_end_primitive to have a stream. 2014-06-30 08:08:50 +02:00
ir_set_program_inouts.cpp glsl: Make more use of gl_shader_stage enum in ir_set_program_inouts.cpp. 2014-01-08 07:32:01 -08:00
ir_uniform.h glsl/linker: initialize explicit uniform locations 2014-06-16 06:49:59 +03:00
ir_validate.cpp glsl: No longer require ubo block index to be constant in ir_validate 2014-07-26 16:46:03 +12:00
ir_variable_refcount.cpp util: Move the open-addressing linear-probing hash_table to src/util. 2014-08-04 11:07:05 -07:00
ir_variable_refcount.h glsl/loops: replace loop controls with a normative bound. 2013-12-09 10:54:33 -08:00
ir_visitor.h
link_atomics.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
link_functions.cpp glsl: Replace uses of foreach_list_const. 2014-07-01 08:55:51 -07:00
link_interface_blocks.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
link_uniform_block_active_visitor.cpp glsl: Do not eliminate 'shared' or 'std140' blocks or block members 2014-08-04 14:40:06 -07:00
link_uniform_block_active_visitor.h glsl: Do not eliminate 'shared' or 'std140' blocks or block members 2014-08-04 14:40:06 -07:00
link_uniform_blocks.cpp linker: Add padding after the last field of a structure 2014-08-04 14:40:07 -07:00
link_uniform_initializers.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
link_uniforms.cpp linker: Add padding after the last field of a structure 2014-08-04 14:40:07 -07:00
link_varyings.cpp glsl: Use the without_array predicate to simplify some code 2014-08-04 14:40:06 -07:00
link_varyings.h glsl: Add methods to retrive a varying's name and streamId. 2014-06-30 08:08:49 +02:00
linker.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
linker.h linker: Add a last_field parameter to various program_resource_visitor methods 2014-08-04 14:40:06 -07:00
list.h util: Move ralloc to a new src/util directory. 2014-08-04 11:06:58 -07:00
loop_analysis.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
loop_analysis.h glsl: Pass gl_shader_compiler_optimizations to unroll_loops(). 2014-04-11 17:41:39 -07:00
loop_controls.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
loop_unroll.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
lower_clip_distance.cpp glsl: Make more use of gl_shader_stage enum in lower_clip_distance.cpp. 2014-01-08 07:31:58 -08:00
lower_discard.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
lower_discard_flow.cpp
lower_if_to_cond_assign.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
lower_instructions.cpp glsl: add lowering passes for carry/borrow 2014-05-02 12:01:35 -04:00
lower_jumps.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
lower_mat_op_to_vec.cpp
lower_named_interface_blocks.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
lower_noise.cpp
lower_offset_array.cpp glsl/i965: move lower_offset_array up to GLSL compiler level. 2014-02-25 13:28:57 +10:00
lower_output_reads.cpp glsl: Modify ir_emit_vertex to have a stream. 2014-06-30 08:08:50 +02:00
lower_packed_varyings.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
lower_packing_builtins.cpp
lower_texture_projection.cpp
lower_ubo_reference.cpp glsl: Correctly load columns of a row-major matrix 2014-08-04 14:40:07 -07:00
lower_variable_index_to_cond_assign.cpp glsl: move variables in to ir_variable::data, part I 2013-12-12 17:28:08 +02:00
lower_vec_index_to_cond_assign.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
lower_vec_index_to_swizzle.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
lower_vector.cpp
lower_vector_insert.cpp
main.cpp mesa: Add _mesa_error_no_memory for logging out-of-memory messages 2014-05-02 11:58:36 -07:00
opt_algebraic.cpp glsl: Don't convert reductions of ivec to a dot-product 2014-06-25 10:56:32 -07:00
opt_array_splitting.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
opt_constant_folding.cpp glsl: Use a new foreach_two_lists macro for walking two lists at once. 2014-01-13 11:49:42 -08:00
opt_constant_propagation.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
opt_constant_variable.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
opt_copy_propagation.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
opt_copy_propagation_elements.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
opt_cse.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
opt_dead_builtin_varyings.cpp glsl: Remove 'struct' from ir_variable declaration. 2014-06-17 10:18:06 -07:00
opt_dead_code.cpp glsl: Do not eliminate 'shared' or 'std140' blocks or block members 2014-08-04 14:40:06 -07:00
opt_dead_code_local.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
opt_dead_functions.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
opt_flatten_nested_if_blocks.cpp
opt_flip_matrices.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
opt_function_inlining.cpp exec_list: Make various places use the new length() method. 2014-07-15 11:16:16 -07:00
opt_if_simplification.cpp glsl: Small optimization for constant conditionals 2014-04-16 23:39:57 -07:00
opt_noop_swizzle.cpp
opt_rebalance_tree.cpp glsl: Make the tree rebalancer use vector_elements, not components(). 2014-07-16 15:43:13 -07:00
opt_redundant_jumps.cpp glsl: Clean up "unused parameter" warnings 2014-03-28 10:57:58 -07:00
opt_structure_splitting.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
opt_swizzle_swizzle.cpp
opt_tree_grafting.cpp glsl: Move tree grafting's debug output to stderr. 2014-04-08 00:59:48 -07:00
opt_vectorize.cpp mesa: Make unreachable macro take a string argument. 2014-07-01 08:55:52 -07:00
program.h
s_expression.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
s_expression.h
standalone_scaffolding.cpp util: Move ralloc to a new src/util directory. 2014-08-04 11:06:58 -07:00
standalone_scaffolding.h mesa/cs: Add a MESA_SHADER_COMPUTE stage and update switch statements. 2014-02-05 09:00:34 -08:00
strtod.c
strtod.h
test.cpp
test_optpass.cpp glsl: Pass in options to do_algebraic(). 2014-06-19 16:11:51 -07:00
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.lpp and glsl_parser.ypp.

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
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 elmimination,
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 --
see, for example, ir_to_mesa.cpp's handling of ir_unop_sqrt.  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/shaders/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_fract, 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_noise.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.ypp).