brw_nir.c revision 2d8a3fa7ea994ad02a40ff497109f966e3fcbeec
1/*
2 * Copyright © 2014 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24#include "brw_nir.h"
25#include "brw_shader.h"
26#include "compiler/glsl_types.h"
27#include "compiler/nir/nir_builder.h"
28
29static bool
30is_input(nir_intrinsic_instr *intrin)
31{
32   return intrin->intrinsic == nir_intrinsic_load_input ||
33          intrin->intrinsic == nir_intrinsic_load_per_vertex_input ||
34          intrin->intrinsic == nir_intrinsic_load_interpolated_input;
35}
36
37static bool
38is_output(nir_intrinsic_instr *intrin)
39{
40   return intrin->intrinsic == nir_intrinsic_load_output ||
41          intrin->intrinsic == nir_intrinsic_load_per_vertex_output ||
42          intrin->intrinsic == nir_intrinsic_store_output ||
43          intrin->intrinsic == nir_intrinsic_store_per_vertex_output;
44}
45
46/**
47 * In many cases, we just add the base and offset together, so there's no
48 * reason to keep them separate.  Sometimes, combining them is essential:
49 * if a shader only accesses part of a compound variable (such as a matrix
50 * or array), the variable's base may not actually exist in the VUE map.
51 *
52 * This pass adds constant offsets to instr->const_index[0], and resets
53 * the offset source to 0.  Non-constant offsets remain unchanged - since
54 * we don't know what part of a compound variable is accessed, we allocate
55 * storage for the entire thing.
56 */
57
58static bool
59add_const_offset_to_base_block(nir_block *block, nir_builder *b,
60                               nir_variable_mode mode)
61{
62   nir_foreach_instr_safe(instr, block) {
63      if (instr->type != nir_instr_type_intrinsic)
64         continue;
65
66      nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
67
68      if ((mode == nir_var_shader_in && is_input(intrin)) ||
69          (mode == nir_var_shader_out && is_output(intrin))) {
70         nir_src *offset = nir_get_io_offset_src(intrin);
71         nir_const_value *const_offset = nir_src_as_const_value(*offset);
72
73         if (const_offset) {
74            intrin->const_index[0] += const_offset->u32[0];
75            b->cursor = nir_before_instr(&intrin->instr);
76            nir_instr_rewrite_src(&intrin->instr, offset,
77                                  nir_src_for_ssa(nir_imm_int(b, 0)));
78         }
79      }
80   }
81   return true;
82}
83
84static void
85add_const_offset_to_base(nir_shader *nir, nir_variable_mode mode)
86{
87   nir_foreach_function(f, nir) {
88      if (f->impl) {
89         nir_builder b;
90         nir_builder_init(&b, f->impl);
91         nir_foreach_block(block, f->impl) {
92            add_const_offset_to_base_block(block, &b, mode);
93         }
94      }
95   }
96}
97
98static bool
99remap_vs_attrs(nir_block *block, struct nir_shader_info *nir_info)
100{
101   nir_foreach_instr(instr, block) {
102      if (instr->type != nir_instr_type_intrinsic)
103         continue;
104
105      nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
106
107      if (intrin->intrinsic == nir_intrinsic_load_input) {
108         /* Attributes come in a contiguous block, ordered by their
109          * gl_vert_attrib value.  That means we can compute the slot
110          * number for an attribute by masking out the enabled attributes
111          * before it and counting the bits.
112          */
113         int attr = intrin->const_index[0];
114         int slot = _mesa_bitcount_64(nir_info->inputs_read &
115                                      BITFIELD64_MASK(attr));
116         int dslot = _mesa_bitcount_64(nir_info->double_inputs_read &
117                                       BITFIELD64_MASK(attr));
118         intrin->const_index[0] = 4 * (slot + dslot);
119      }
120   }
121   return true;
122}
123
124static bool
125remap_inputs_with_vue_map(nir_block *block, const struct brw_vue_map *vue_map)
126{
127   nir_foreach_instr(instr, block) {
128      if (instr->type != nir_instr_type_intrinsic)
129         continue;
130
131      nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
132
133      if (intrin->intrinsic == nir_intrinsic_load_input ||
134          intrin->intrinsic == nir_intrinsic_load_per_vertex_input) {
135         int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
136         assert(vue_slot != -1);
137         intrin->const_index[0] = vue_slot;
138      }
139   }
140   return true;
141}
142
143static bool
144remap_patch_urb_offsets(nir_block *block, nir_builder *b,
145                        const struct brw_vue_map *vue_map)
146{
147   nir_foreach_instr_safe(instr, block) {
148      if (instr->type != nir_instr_type_intrinsic)
149         continue;
150
151      nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
152
153      gl_shader_stage stage = b->shader->stage;
154
155      if ((stage == MESA_SHADER_TESS_CTRL && is_output(intrin)) ||
156          (stage == MESA_SHADER_TESS_EVAL && is_input(intrin))) {
157         int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
158         assert(vue_slot != -1);
159         intrin->const_index[0] = vue_slot;
160
161         nir_src *vertex = nir_get_io_vertex_index_src(intrin);
162         if (vertex) {
163            nir_const_value *const_vertex = nir_src_as_const_value(*vertex);
164            if (const_vertex) {
165               intrin->const_index[0] += const_vertex->u32[0] *
166                                         vue_map->num_per_vertex_slots;
167            } else {
168               b->cursor = nir_before_instr(&intrin->instr);
169
170               /* Multiply by the number of per-vertex slots. */
171               nir_ssa_def *vertex_offset =
172                  nir_imul(b,
173                           nir_ssa_for_src(b, *vertex, 1),
174                           nir_imm_int(b,
175                                       vue_map->num_per_vertex_slots));
176
177               /* Add it to the existing offset */
178               nir_src *offset = nir_get_io_offset_src(intrin);
179               nir_ssa_def *total_offset =
180                  nir_iadd(b, vertex_offset,
181                           nir_ssa_for_src(b, *offset, 1));
182
183               nir_instr_rewrite_src(&intrin->instr, offset,
184                                     nir_src_for_ssa(total_offset));
185            }
186         }
187      }
188   }
189   return true;
190}
191
192void
193brw_nir_lower_vs_inputs(nir_shader *nir,
194                        const struct gen_device_info *devinfo,
195                        bool is_scalar,
196                        bool use_legacy_snorm_formula,
197                        const uint8_t *vs_attrib_wa_flags)
198{
199   /* Start with the location of the variable's base. */
200   foreach_list_typed(nir_variable, var, node, &nir->inputs) {
201      var->data.driver_location = var->data.location;
202   }
203
204   /* Now use nir_lower_io to walk dereference chains.  Attribute arrays are
205    * loaded as one vec4 or dvec4 per element (or matrix column), depending on
206    * whether it is a double-precision type or not.
207    */
208   nir_lower_io(nir, nir_var_shader_in, type_size_vs_input);
209
210   /* This pass needs actual constants */
211   nir_opt_constant_folding(nir);
212
213   add_const_offset_to_base(nir, nir_var_shader_in);
214
215   brw_nir_apply_attribute_workarounds(nir, use_legacy_snorm_formula,
216                                       vs_attrib_wa_flags);
217
218   if (is_scalar) {
219      /* Finally, translate VERT_ATTRIB_* values into the actual registers. */
220
221      nir_foreach_function(function, nir) {
222         if (function->impl) {
223            nir_foreach_block(block, function->impl) {
224               remap_vs_attrs(block, &nir->info);
225            }
226         }
227      }
228   }
229}
230
231void
232brw_nir_lower_vue_inputs(nir_shader *nir, bool is_scalar,
233                         const struct brw_vue_map *vue_map)
234{
235   foreach_list_typed(nir_variable, var, node, &nir->inputs) {
236      var->data.driver_location = var->data.location;
237   }
238
239   /* Inputs are stored in vec4 slots, so use type_size_vec4(). */
240   nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
241
242   if (is_scalar || nir->stage != MESA_SHADER_GEOMETRY) {
243      /* This pass needs actual constants */
244      nir_opt_constant_folding(nir);
245
246      add_const_offset_to_base(nir, nir_var_shader_in);
247
248      nir_foreach_function(function, nir) {
249         if (function->impl) {
250            nir_foreach_block(block, function->impl) {
251               remap_inputs_with_vue_map(block, vue_map);
252            }
253         }
254      }
255   }
256}
257
258void
259brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map)
260{
261   foreach_list_typed(nir_variable, var, node, &nir->inputs) {
262      var->data.driver_location = var->data.location;
263   }
264
265   nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
266
267   /* This pass needs actual constants */
268   nir_opt_constant_folding(nir);
269
270   add_const_offset_to_base(nir, nir_var_shader_in);
271
272   nir_foreach_function(function, nir) {
273      if (function->impl) {
274         nir_builder b;
275         nir_builder_init(&b, function->impl);
276         nir_foreach_block(block, function->impl) {
277            remap_patch_urb_offsets(block, &b, vue_map);
278         }
279      }
280   }
281}
282
283void
284brw_nir_lower_fs_inputs(nir_shader *nir)
285{
286   foreach_list_typed(nir_variable, var, node, &nir->inputs) {
287      var->data.driver_location = var->data.location;
288   }
289
290   nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
291
292   /* This pass needs actual constants */
293   nir_opt_constant_folding(nir);
294
295   add_const_offset_to_base(nir, nir_var_shader_in);
296}
297
298void
299brw_nir_lower_vue_outputs(nir_shader *nir,
300                          bool is_scalar)
301{
302   if (is_scalar) {
303      nir_assign_var_locations(&nir->outputs, &nir->num_outputs,
304                               VARYING_SLOT_VAR0,
305                               type_size_vec4_times_4);
306      nir_lower_io(nir, nir_var_shader_out, type_size_vec4_times_4);
307   } else {
308      nir_foreach_variable(var, &nir->outputs)
309         var->data.driver_location = var->data.location;
310      nir_lower_io(nir, nir_var_shader_out, type_size_vec4);
311   }
312}
313
314void
315brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map)
316{
317   nir_foreach_variable(var, &nir->outputs) {
318      var->data.driver_location = var->data.location;
319   }
320
321   nir_lower_io(nir, nir_var_shader_out, type_size_vec4);
322
323   /* This pass needs actual constants */
324   nir_opt_constant_folding(nir);
325
326   add_const_offset_to_base(nir, nir_var_shader_out);
327
328   nir_foreach_function(function, nir) {
329      if (function->impl) {
330         nir_builder b;
331         nir_builder_init(&b, function->impl);
332         nir_foreach_block(block, function->impl) {
333            remap_patch_urb_offsets(block, &b, vue_map);
334         }
335      }
336   }
337}
338
339void
340brw_nir_lower_fs_outputs(nir_shader *nir)
341{
342   nir_foreach_variable(var, &nir->outputs) {
343      var->data.driver_location =
344         SET_FIELD(var->data.index, BRW_NIR_FRAG_OUTPUT_INDEX) |
345         SET_FIELD(var->data.location, BRW_NIR_FRAG_OUTPUT_LOCATION);
346   }
347
348   nir_lower_io(nir, nir_var_shader_out, type_size_dvec4);
349}
350
351void
352brw_nir_lower_cs_shared(nir_shader *nir)
353{
354   nir_assign_var_locations(&nir->shared, &nir->num_shared, 0,
355                            type_size_scalar_bytes);
356   nir_lower_io(nir, nir_var_shared, type_size_scalar_bytes);
357}
358
359#define OPT(pass, ...) ({                                  \
360   bool this_progress = false;                             \
361   NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__);      \
362   if (this_progress)                                      \
363      progress = true;                                     \
364   this_progress;                                          \
365})
366
367#define OPT_V(pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
368
369static nir_shader *
370nir_optimize(nir_shader *nir, bool is_scalar)
371{
372   bool progress;
373   do {
374      progress = false;
375      OPT_V(nir_lower_vars_to_ssa);
376
377      if (is_scalar) {
378         OPT(nir_lower_alu_to_scalar);
379      }
380
381      OPT(nir_copy_prop);
382
383      if (is_scalar) {
384         OPT(nir_lower_phis_to_scalar);
385      }
386
387      OPT(nir_copy_prop);
388      OPT(nir_opt_dce);
389      OPT(nir_opt_cse);
390      OPT(nir_opt_peephole_select);
391      OPT(nir_opt_algebraic);
392      OPT(nir_opt_constant_folding);
393      OPT(nir_opt_dead_cf);
394      OPT(nir_opt_remove_phis);
395      OPT(nir_opt_undef);
396      OPT_V(nir_lower_doubles, nir_lower_drcp |
397                               nir_lower_dsqrt |
398                               nir_lower_drsq |
399                               nir_lower_dtrunc |
400                               nir_lower_dfloor |
401                               nir_lower_dceil |
402                               nir_lower_dfract |
403                               nir_lower_dround_even |
404                               nir_lower_dmod);
405      OPT_V(nir_lower_double_pack);
406   } while (progress);
407
408   return nir;
409}
410
411/* Does some simple lowering and runs the standard suite of optimizations
412 *
413 * This is intended to be called more-or-less directly after you get the
414 * shader out of GLSL or some other source.  While it is geared towards i965,
415 * it is not at all generator-specific except for the is_scalar flag.  Even
416 * there, it is safe to call with is_scalar = false for a shader that is
417 * intended for the FS backend as long as nir_optimize is called again with
418 * is_scalar = true to scalarize everything prior to code gen.
419 */
420nir_shader *
421brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir)
422{
423   bool progress; /* Written by OPT and OPT_V */
424   (void)progress;
425
426   const bool is_scalar = compiler->scalar_stage[nir->stage];
427
428   if (nir->stage == MESA_SHADER_GEOMETRY)
429      OPT(nir_lower_gs_intrinsics);
430
431   if (compiler->precise_trig)
432      OPT(brw_nir_apply_trig_workarounds);
433
434   static const nir_lower_tex_options tex_options = {
435      .lower_txp = ~0,
436      .lower_txf_offset = true,
437      .lower_rect_offset = true,
438   };
439
440   OPT(nir_lower_tex, &tex_options);
441   OPT(nir_normalize_cubemap_coords);
442
443   OPT(nir_lower_global_vars_to_local);
444
445   OPT(nir_split_var_copies);
446
447   nir = nir_optimize(nir, is_scalar);
448
449   if (is_scalar) {
450      OPT_V(nir_lower_load_const_to_scalar);
451   }
452
453   /* Lower a bunch of stuff */
454   OPT_V(nir_lower_var_copies);
455
456   /* Get rid of split copies */
457   nir = nir_optimize(nir, is_scalar);
458
459   OPT(nir_remove_dead_variables, nir_var_local);
460
461   return nir;
462}
463
464/* Prepare the given shader for codegen
465 *
466 * This function is intended to be called right before going into the actual
467 * backend and is highly backend-specific.  Also, once this function has been
468 * called on a shader, it will no longer be in SSA form so most optimizations
469 * will not work.
470 */
471nir_shader *
472brw_postprocess_nir(nir_shader *nir,
473                    const struct gen_device_info *devinfo,
474                    bool is_scalar)
475{
476   bool debug_enabled =
477      (INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->stage));
478
479   bool progress; /* Written by OPT and OPT_V */
480   (void)progress;
481
482   nir = nir_optimize(nir, is_scalar);
483
484   if (devinfo->gen >= 6) {
485      /* Try and fuse multiply-adds */
486      OPT(brw_nir_opt_peephole_ffma);
487   }
488
489   OPT(nir_opt_algebraic_late);
490
491   OPT(nir_lower_locals_to_regs);
492
493   OPT_V(nir_lower_to_source_mods);
494   OPT(nir_copy_prop);
495   OPT(nir_opt_dce);
496
497   if (unlikely(debug_enabled)) {
498      /* Re-index SSA defs so we print more sensible numbers. */
499      nir_foreach_function(function, nir) {
500         if (function->impl)
501            nir_index_ssa_defs(function->impl);
502      }
503
504      fprintf(stderr, "NIR (SSA form) for %s shader:\n",
505              _mesa_shader_stage_to_string(nir->stage));
506      nir_print_shader(nir, stderr);
507   }
508
509   OPT_V(nir_convert_from_ssa, true);
510
511   if (!is_scalar) {
512      OPT_V(nir_move_vec_src_uses_to_dest);
513      OPT(nir_lower_vec_to_movs);
514   }
515
516   /* This is the last pass we run before we start emitting stuff.  It
517    * determines when we need to insert boolean resolves on Gen <= 5.  We
518    * run it last because it stashes data in instr->pass_flags and we don't
519    * want that to be squashed by other NIR passes.
520    */
521   if (devinfo->gen <= 5)
522      brw_nir_analyze_boolean_resolves(nir);
523
524   nir_sweep(nir);
525
526   if (unlikely(debug_enabled)) {
527      fprintf(stderr, "NIR (final form) for %s shader:\n",
528              _mesa_shader_stage_to_string(nir->stage));
529      nir_print_shader(nir, stderr);
530   }
531
532   return nir;
533}
534
535nir_shader *
536brw_nir_apply_sampler_key(nir_shader *nir,
537                          const struct gen_device_info *devinfo,
538                          const struct brw_sampler_prog_key_data *key_tex,
539                          bool is_scalar)
540{
541   nir_lower_tex_options tex_options = { 0 };
542
543   /* Iron Lake and prior require lowering of all rectangle textures */
544   if (devinfo->gen < 6)
545      tex_options.lower_rect = true;
546
547   /* Prior to Broadwell, our hardware can't actually do GL_CLAMP */
548   if (devinfo->gen < 8) {
549      tex_options.saturate_s = key_tex->gl_clamp_mask[0];
550      tex_options.saturate_t = key_tex->gl_clamp_mask[1];
551      tex_options.saturate_r = key_tex->gl_clamp_mask[2];
552   }
553
554   /* Prior to Haswell, we have to fake texture swizzle */
555   for (unsigned s = 0; s < MAX_SAMPLERS; s++) {
556      if (key_tex->swizzles[s] == SWIZZLE_NOOP)
557         continue;
558
559      tex_options.swizzle_result |= (1 << s);
560      for (unsigned c = 0; c < 4; c++)
561         tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c);
562   }
563
564   tex_options.lower_y_uv_external = key_tex->y_uv_image_mask;
565   tex_options.lower_y_u_v_external = key_tex->y_u_v_image_mask;
566   tex_options.lower_yx_xuxv_external = key_tex->yx_xuxv_image_mask;
567
568   if (nir_lower_tex(nir, &tex_options)) {
569      nir_validate_shader(nir);
570      nir = nir_optimize(nir, is_scalar);
571   }
572
573   return nir;
574}
575
576enum brw_reg_type
577brw_type_for_nir_type(nir_alu_type type)
578{
579   switch (type) {
580   case nir_type_uint:
581   case nir_type_uint32:
582      return BRW_REGISTER_TYPE_UD;
583   case nir_type_bool:
584   case nir_type_int:
585   case nir_type_bool32:
586   case nir_type_int32:
587      return BRW_REGISTER_TYPE_D;
588   case nir_type_float:
589   case nir_type_float32:
590      return BRW_REGISTER_TYPE_F;
591   case nir_type_float64:
592      return BRW_REGISTER_TYPE_DF;
593   case nir_type_int64:
594   case nir_type_uint64:
595      /* TODO we should only see these in moves, so for now it's ok, but when
596       * we add actual 64-bit integer support we should fix this.
597       */
598      return BRW_REGISTER_TYPE_DF;
599   default:
600      unreachable("unknown type");
601   }
602
603   return BRW_REGISTER_TYPE_F;
604}
605
606/* Returns the glsl_base_type corresponding to a nir_alu_type.
607 * This is used by both brw_vec4_nir and brw_fs_nir.
608 */
609enum glsl_base_type
610brw_glsl_base_type_for_nir_type(nir_alu_type type)
611{
612   switch (type) {
613   case nir_type_float:
614   case nir_type_float32:
615      return GLSL_TYPE_FLOAT;
616
617   case nir_type_float64:
618      return GLSL_TYPE_DOUBLE;
619
620   case nir_type_int:
621   case nir_type_int32:
622      return GLSL_TYPE_INT;
623
624   case nir_type_uint:
625   case nir_type_uint32:
626      return GLSL_TYPE_UINT;
627
628   default:
629      unreachable("bad type");
630   }
631}
632