| /* |
| * Copyright (C) 2015 Rob Clark <robclark@freedesktop.org> |
| * |
| * 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 <robclark@freedesktop.org> |
| */ |
| |
| |
| #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_deref_atomic_add: |
| case nir_intrinsic_image_deref_atomic_imin: |
| case nir_intrinsic_image_deref_atomic_umin: |
| case nir_intrinsic_image_deref_atomic_imax: |
| case nir_intrinsic_image_deref_atomic_umax: |
| case nir_intrinsic_image_deref_atomic_and: |
| case nir_intrinsic_image_deref_atomic_or: |
| case nir_intrinsic_image_deref_atomic_xor: |
| case nir_intrinsic_image_deref_atomic_exchange: |
| case nir_intrinsic_image_deref_atomic_comp_swap: |
| case nir_intrinsic_image_deref_store: |
| case nir_intrinsic_image_deref_size: |
| idx = nir_intrinsic_get_var(intr, 0)->data.driver_location; |
| 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; |
| } |