brw_nir.c revision 45912fb908f7a1d2efbce0f1dbe81e5bc975fbe1
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, 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_tess_levels(nir_builder *b, nir_intrinsic_instr *intr,
145                  GLenum primitive_mode)
146{
147   const int location = nir_intrinsic_base(intr);
148   const unsigned component = nir_intrinsic_component(intr);
149   bool out_of_bounds;
150
151   if (location == VARYING_SLOT_TESS_LEVEL_INNER) {
152      switch (primitive_mode) {
153      case GL_QUADS:
154         /* gl_TessLevelInner[0..1] lives at DWords 3-2 (reversed). */
155         nir_intrinsic_set_base(intr, 0);
156         nir_intrinsic_set_component(intr, 3 - component);
157         out_of_bounds = false;
158         break;
159      case GL_TRIANGLES:
160         /* gl_TessLevelInner[0] lives at DWord 4. */
161         nir_intrinsic_set_base(intr, 1);
162         out_of_bounds = component > 0;
163         break;
164      case GL_ISOLINES:
165         out_of_bounds = true;
166         break;
167      default:
168         unreachable("Bogus tessellation domain");
169      }
170   } else if (location == VARYING_SLOT_TESS_LEVEL_OUTER) {
171      if (primitive_mode == GL_ISOLINES) {
172         /* gl_TessLevelOuter[0..1] lives at DWords 6-7 (in order). */
173         nir_intrinsic_set_base(intr, 1);
174         nir_intrinsic_set_component(intr, 2 + nir_intrinsic_component(intr));
175         out_of_bounds = component > 1;
176      } else {
177         /* Triangles use DWords 7-5 (reversed); Quads use 7-4 (reversed) */
178         nir_intrinsic_set_base(intr, 1);
179         nir_intrinsic_set_component(intr, 3 - nir_intrinsic_component(intr));
180         out_of_bounds = component == 3 && primitive_mode == GL_TRIANGLES;
181      }
182   } else {
183      return false;
184   }
185
186   if (out_of_bounds) {
187      if (nir_intrinsic_infos[intr->intrinsic].has_dest) {
188         b->cursor = nir_before_instr(&intr->instr);
189         nir_ssa_def *undef = nir_ssa_undef(b, 1, 32);
190         nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(undef));
191      }
192      nir_instr_remove(&intr->instr);
193   }
194
195   return true;
196}
197
198static bool
199remap_patch_urb_offsets(nir_block *block, nir_builder *b,
200                        const struct brw_vue_map *vue_map,
201                        GLenum tes_primitive_mode)
202{
203   const bool is_passthrough_tcs = b->shader->info->name &&
204      strcmp(b->shader->info->name, "passthrough") == 0;
205
206   nir_foreach_instr_safe(instr, block) {
207      if (instr->type != nir_instr_type_intrinsic)
208         continue;
209
210      nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
211
212      gl_shader_stage stage = b->shader->stage;
213
214      if ((stage == MESA_SHADER_TESS_CTRL && is_output(intrin)) ||
215          (stage == MESA_SHADER_TESS_EVAL && is_input(intrin))) {
216
217         if (!is_passthrough_tcs &&
218             remap_tess_levels(b, intrin, tes_primitive_mode))
219            continue;
220
221         int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
222         assert(vue_slot != -1);
223         intrin->const_index[0] = vue_slot;
224
225         nir_src *vertex = nir_get_io_vertex_index_src(intrin);
226         if (vertex) {
227            nir_const_value *const_vertex = nir_src_as_const_value(*vertex);
228            if (const_vertex) {
229               intrin->const_index[0] += const_vertex->u32[0] *
230                                         vue_map->num_per_vertex_slots;
231            } else {
232               b->cursor = nir_before_instr(&intrin->instr);
233
234               /* Multiply by the number of per-vertex slots. */
235               nir_ssa_def *vertex_offset =
236                  nir_imul(b,
237                           nir_ssa_for_src(b, *vertex, 1),
238                           nir_imm_int(b,
239                                       vue_map->num_per_vertex_slots));
240
241               /* Add it to the existing offset */
242               nir_src *offset = nir_get_io_offset_src(intrin);
243               nir_ssa_def *total_offset =
244                  nir_iadd(b, vertex_offset,
245                           nir_ssa_for_src(b, *offset, 1));
246
247               nir_instr_rewrite_src(&intrin->instr, offset,
248                                     nir_src_for_ssa(total_offset));
249            }
250         }
251      }
252   }
253   return true;
254}
255
256void
257brw_nir_lower_vs_inputs(nir_shader *nir,
258                        bool is_scalar,
259                        bool use_legacy_snorm_formula,
260                        const uint8_t *vs_attrib_wa_flags)
261{
262   /* Start with the location of the variable's base. */
263   foreach_list_typed(nir_variable, var, node, &nir->inputs) {
264      var->data.driver_location = var->data.location;
265   }
266
267   /* Now use nir_lower_io to walk dereference chains.  Attribute arrays are
268    * loaded as one vec4 or dvec4 per element (or matrix column), depending on
269    * whether it is a double-precision type or not.
270    */
271   nir_lower_io(nir, nir_var_shader_in, type_size_vs_input, 0);
272
273   /* This pass needs actual constants */
274   nir_opt_constant_folding(nir);
275
276   add_const_offset_to_base(nir, nir_var_shader_in);
277
278   brw_nir_apply_attribute_workarounds(nir, use_legacy_snorm_formula,
279                                       vs_attrib_wa_flags);
280
281   if (is_scalar) {
282      /* Finally, translate VERT_ATTRIB_* values into the actual registers. */
283
284      nir_foreach_function(function, nir) {
285         if (function->impl) {
286            nir_foreach_block(block, function->impl) {
287               remap_vs_attrs(block, nir->info);
288            }
289         }
290      }
291   }
292}
293
294void
295brw_nir_lower_vue_inputs(nir_shader *nir, bool is_scalar,
296                         const struct brw_vue_map *vue_map)
297{
298   foreach_list_typed(nir_variable, var, node, &nir->inputs) {
299      var->data.driver_location = var->data.location;
300   }
301
302   /* Inputs are stored in vec4 slots, so use type_size_vec4(). */
303   nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
304
305   if (is_scalar || nir->stage != MESA_SHADER_GEOMETRY) {
306      /* This pass needs actual constants */
307      nir_opt_constant_folding(nir);
308
309      add_const_offset_to_base(nir, nir_var_shader_in);
310
311      nir_foreach_function(function, nir) {
312         if (function->impl) {
313            nir_foreach_block(block, function->impl) {
314               remap_inputs_with_vue_map(block, vue_map);
315            }
316         }
317      }
318   }
319}
320
321void
322brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map)
323{
324   foreach_list_typed(nir_variable, var, node, &nir->inputs) {
325      var->data.driver_location = var->data.location;
326   }
327
328   nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
329
330   /* This pass needs actual constants */
331   nir_opt_constant_folding(nir);
332
333   add_const_offset_to_base(nir, nir_var_shader_in);
334
335   nir_foreach_function(function, nir) {
336      if (function->impl) {
337         nir_builder b;
338         nir_builder_init(&b, function->impl);
339         nir_foreach_block(block, function->impl) {
340            remap_patch_urb_offsets(block, &b, vue_map,
341                                    nir->info->tes.primitive_mode);
342         }
343      }
344   }
345}
346
347void
348brw_nir_lower_fs_inputs(nir_shader *nir, struct brw_vue_map *vue_map,
349                        struct gl_program *prog,
350                        const struct gen_device_info *devinfo,
351                        const struct brw_wm_prog_key *key)
352{
353   foreach_list_typed(nir_variable, var, node, &nir->inputs) {
354      var->data.driver_location = var->data.location;
355
356      /* Apply default interpolation mode.
357       *
358       * Everything defaults to smooth except for the legacy GL color
359       * built-in variables, which might be flat depending on API state.
360       */
361      if (var->data.interpolation == INTERP_MODE_NONE) {
362         const bool flat = key->flat_shade &&
363            (var->data.location == VARYING_SLOT_COL0 ||
364             var->data.location == VARYING_SLOT_COL1);
365
366         var->data.interpolation = flat ? INTERP_MODE_FLAT
367                                        : INTERP_MODE_SMOOTH;
368      }
369
370      /* On Ironlake and below, there is only one interpolation mode.
371       * Centroid interpolation doesn't mean anything on this hardware --
372       * there is no multisampling.
373       */
374      if (devinfo->gen < 6) {
375         var->data.centroid = false;
376         var->data.sample = false;
377      }
378   }
379
380   if (devinfo->gen < 6) {
381      assert(prog); /* prog will be NULL when called from Vulkan */
382      brw_setup_vue_interpolation(vue_map, nir, prog, devinfo);
383   }
384
385   nir_lower_io_options lower_io_options = 0;
386   if (key->persample_interp)
387      lower_io_options |= nir_lower_io_force_sample_interpolation;
388
389   nir_lower_io(nir, nir_var_shader_in, type_size_vec4, lower_io_options);
390
391   /* This pass needs actual constants */
392   nir_opt_constant_folding(nir);
393
394   add_const_offset_to_base(nir, nir_var_shader_in);
395}
396
397void
398brw_nir_lower_vue_outputs(nir_shader *nir,
399                          bool is_scalar)
400{
401   nir_foreach_variable(var, &nir->outputs) {
402      var->data.driver_location = var->data.location;
403   }
404
405   nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
406}
407
408void
409brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map,
410                          GLenum tes_primitive_mode)
411{
412   nir_foreach_variable(var, &nir->outputs) {
413      var->data.driver_location = var->data.location;
414   }
415
416   nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
417
418   /* This pass needs actual constants */
419   nir_opt_constant_folding(nir);
420
421   add_const_offset_to_base(nir, nir_var_shader_out);
422
423   nir_foreach_function(function, nir) {
424      if (function->impl) {
425         nir_builder b;
426         nir_builder_init(&b, function->impl);
427         nir_foreach_block(block, function->impl) {
428            remap_patch_urb_offsets(block, &b, vue_map, tes_primitive_mode);
429         }
430      }
431   }
432}
433
434void
435brw_nir_lower_fs_outputs(nir_shader *nir)
436{
437   nir_foreach_variable(var, &nir->outputs) {
438      var->data.driver_location =
439         SET_FIELD(var->data.index, BRW_NIR_FRAG_OUTPUT_INDEX) |
440         SET_FIELD(var->data.location, BRW_NIR_FRAG_OUTPUT_LOCATION);
441   }
442
443   nir_lower_io(nir, nir_var_shader_out, type_size_dvec4, 0);
444}
445
446void
447brw_nir_lower_cs_shared(nir_shader *nir)
448{
449   nir_assign_var_locations(&nir->shared, &nir->num_shared,
450                            type_size_scalar_bytes);
451   nir_lower_io(nir, nir_var_shared, type_size_scalar_bytes, 0);
452}
453
454#define OPT(pass, ...) ({                                  \
455   bool this_progress = false;                             \
456   NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__);      \
457   if (this_progress)                                      \
458      progress = true;                                     \
459   this_progress;                                          \
460})
461
462#define OPT_V(pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
463
464static nir_shader *
465nir_optimize(nir_shader *nir, const struct brw_compiler *compiler,
466             bool is_scalar)
467{
468   nir_variable_mode indirect_mask = 0;
469   if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectInput)
470      indirect_mask |= nir_var_shader_in;
471   if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectOutput)
472      indirect_mask |= nir_var_shader_out;
473   if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectTemp)
474      indirect_mask |= nir_var_local;
475
476   bool progress;
477   do {
478      progress = false;
479      OPT_V(nir_lower_vars_to_ssa);
480      OPT(nir_opt_copy_prop_vars);
481
482      if (is_scalar) {
483         OPT(nir_lower_alu_to_scalar);
484      }
485
486      OPT(nir_copy_prop);
487
488      if (is_scalar) {
489         OPT(nir_lower_phis_to_scalar);
490      }
491
492      OPT(nir_copy_prop);
493      OPT(nir_opt_dce);
494      OPT(nir_opt_cse);
495      OPT(nir_opt_peephole_select, 0);
496      OPT(nir_opt_algebraic);
497      OPT(nir_opt_constant_folding);
498      OPT(nir_opt_dead_cf);
499      if (OPT(nir_opt_trivial_continues)) {
500         /* If nir_opt_trivial_continues makes progress, then we need to clean
501          * things up if we want any hope of nir_opt_if or nir_opt_loop_unroll
502          * to make progress.
503          */
504         OPT(nir_copy_prop);
505         OPT(nir_opt_dce);
506      }
507      OPT(nir_opt_if);
508      if (nir->options->max_unroll_iterations != 0) {
509         OPT(nir_opt_loop_unroll, indirect_mask);
510      }
511      OPT(nir_opt_remove_phis);
512      OPT(nir_opt_undef);
513      OPT_V(nir_lower_doubles, nir_lower_drcp |
514                               nir_lower_dsqrt |
515                               nir_lower_drsq |
516                               nir_lower_dtrunc |
517                               nir_lower_dfloor |
518                               nir_lower_dceil |
519                               nir_lower_dfract |
520                               nir_lower_dround_even |
521                               nir_lower_dmod);
522      OPT_V(nir_lower_double_pack);
523   } while (progress);
524
525   return nir;
526}
527
528/* Does some simple lowering and runs the standard suite of optimizations
529 *
530 * This is intended to be called more-or-less directly after you get the
531 * shader out of GLSL or some other source.  While it is geared towards i965,
532 * it is not at all generator-specific except for the is_scalar flag.  Even
533 * there, it is safe to call with is_scalar = false for a shader that is
534 * intended for the FS backend as long as nir_optimize is called again with
535 * is_scalar = true to scalarize everything prior to code gen.
536 */
537nir_shader *
538brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir)
539{
540   const struct gen_device_info *devinfo = compiler->devinfo;
541   bool progress; /* Written by OPT and OPT_V */
542   (void)progress;
543
544   const bool is_scalar = compiler->scalar_stage[nir->stage];
545
546   if (nir->stage == MESA_SHADER_GEOMETRY)
547      OPT(nir_lower_gs_intrinsics);
548
549   /* See also brw_nir_trig_workarounds.py */
550   if (compiler->precise_trig &&
551       !(devinfo->gen >= 10 || devinfo->is_kabylake))
552      OPT(brw_nir_apply_trig_workarounds);
553
554   static const nir_lower_tex_options tex_options = {
555      .lower_txp = ~0,
556      .lower_txf_offset = true,
557      .lower_rect_offset = true,
558      .lower_txd_cube_map = true,
559   };
560
561   OPT(nir_lower_tex, &tex_options);
562   OPT(nir_normalize_cubemap_coords);
563
564   OPT(nir_lower_global_vars_to_local);
565
566   OPT(nir_split_var_copies);
567
568   nir = nir_optimize(nir, compiler, is_scalar);
569
570   if (is_scalar) {
571      OPT_V(nir_lower_load_const_to_scalar);
572   }
573
574   /* Lower a bunch of stuff */
575   OPT_V(nir_lower_var_copies);
576
577   OPT_V(nir_lower_clip_cull_distance_arrays);
578
579   nir_variable_mode indirect_mask = 0;
580   if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectInput)
581      indirect_mask |= nir_var_shader_in;
582   if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectOutput)
583      indirect_mask |= nir_var_shader_out;
584   if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectTemp)
585      indirect_mask |= nir_var_local;
586
587   nir_lower_indirect_derefs(nir, indirect_mask);
588
589   /* Get rid of split copies */
590   nir = nir_optimize(nir, compiler, is_scalar);
591
592   OPT(nir_remove_dead_variables, nir_var_local);
593
594   return nir;
595}
596
597/* Prepare the given shader for codegen
598 *
599 * This function is intended to be called right before going into the actual
600 * backend and is highly backend-specific.  Also, once this function has been
601 * called on a shader, it will no longer be in SSA form so most optimizations
602 * will not work.
603 */
604nir_shader *
605brw_postprocess_nir(nir_shader *nir, const struct brw_compiler *compiler,
606                    bool is_scalar)
607{
608   const struct gen_device_info *devinfo = compiler->devinfo;
609   bool debug_enabled =
610      (INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->stage));
611
612   bool progress; /* Written by OPT and OPT_V */
613   (void)progress;
614
615   nir = nir_optimize(nir, compiler, is_scalar);
616
617   if (devinfo->gen >= 6) {
618      /* Try and fuse multiply-adds */
619      OPT(brw_nir_opt_peephole_ffma);
620   }
621
622   OPT(nir_opt_algebraic_late);
623
624   OPT(nir_lower_locals_to_regs);
625
626   OPT_V(nir_lower_to_source_mods);
627   OPT(nir_copy_prop);
628   OPT(nir_opt_dce);
629
630   if (unlikely(debug_enabled)) {
631      /* Re-index SSA defs so we print more sensible numbers. */
632      nir_foreach_function(function, nir) {
633         if (function->impl)
634            nir_index_ssa_defs(function->impl);
635      }
636
637      fprintf(stderr, "NIR (SSA form) for %s shader:\n",
638              _mesa_shader_stage_to_string(nir->stage));
639      nir_print_shader(nir, stderr);
640   }
641
642   OPT_V(nir_convert_from_ssa, true);
643
644   if (!is_scalar) {
645      OPT_V(nir_move_vec_src_uses_to_dest);
646      OPT(nir_lower_vec_to_movs);
647   }
648
649   /* This is the last pass we run before we start emitting stuff.  It
650    * determines when we need to insert boolean resolves on Gen <= 5.  We
651    * run it last because it stashes data in instr->pass_flags and we don't
652    * want that to be squashed by other NIR passes.
653    */
654   if (devinfo->gen <= 5)
655      brw_nir_analyze_boolean_resolves(nir);
656
657   nir_sweep(nir);
658
659   if (unlikely(debug_enabled)) {
660      fprintf(stderr, "NIR (final form) for %s shader:\n",
661              _mesa_shader_stage_to_string(nir->stage));
662      nir_print_shader(nir, stderr);
663   }
664
665   return nir;
666}
667
668nir_shader *
669brw_nir_apply_sampler_key(nir_shader *nir,
670                          const struct brw_compiler *compiler,
671                          const struct brw_sampler_prog_key_data *key_tex,
672                          bool is_scalar)
673{
674   const struct gen_device_info *devinfo = compiler->devinfo;
675   nir_lower_tex_options tex_options = { 0 };
676
677   /* Iron Lake and prior require lowering of all rectangle textures */
678   if (devinfo->gen < 6)
679      tex_options.lower_rect = true;
680
681   /* Prior to Broadwell, our hardware can't actually do GL_CLAMP */
682   if (devinfo->gen < 8) {
683      tex_options.saturate_s = key_tex->gl_clamp_mask[0];
684      tex_options.saturate_t = key_tex->gl_clamp_mask[1];
685      tex_options.saturate_r = key_tex->gl_clamp_mask[2];
686   }
687
688   /* Prior to Haswell, we have to fake texture swizzle */
689   for (unsigned s = 0; s < MAX_SAMPLERS; s++) {
690      if (key_tex->swizzles[s] == SWIZZLE_NOOP)
691         continue;
692
693      tex_options.swizzle_result |= (1 << s);
694      for (unsigned c = 0; c < 4; c++)
695         tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c);
696   }
697
698   /* Prior to Haswell, we have to lower gradients on shadow samplers */
699   tex_options.lower_txd_shadow = devinfo->gen < 8 && !devinfo->is_haswell;
700
701   tex_options.lower_y_uv_external = key_tex->y_uv_image_mask;
702   tex_options.lower_y_u_v_external = key_tex->y_u_v_image_mask;
703   tex_options.lower_yx_xuxv_external = key_tex->yx_xuxv_image_mask;
704
705   if (nir_lower_tex(nir, &tex_options)) {
706      nir_validate_shader(nir);
707      nir = nir_optimize(nir, compiler, is_scalar);
708   }
709
710   return nir;
711}
712
713enum brw_reg_type
714brw_type_for_nir_type(nir_alu_type type)
715{
716   switch (type) {
717   case nir_type_uint:
718   case nir_type_uint32:
719      return BRW_REGISTER_TYPE_UD;
720   case nir_type_bool:
721   case nir_type_int:
722   case nir_type_bool32:
723   case nir_type_int32:
724      return BRW_REGISTER_TYPE_D;
725   case nir_type_float:
726   case nir_type_float32:
727      return BRW_REGISTER_TYPE_F;
728   case nir_type_float64:
729      return BRW_REGISTER_TYPE_DF;
730   case nir_type_int64:
731   case nir_type_uint64:
732      /* TODO we should only see these in moves, so for now it's ok, but when
733       * we add actual 64-bit integer support we should fix this.
734       */
735      return BRW_REGISTER_TYPE_DF;
736   default:
737      unreachable("unknown type");
738   }
739
740   return BRW_REGISTER_TYPE_F;
741}
742
743/* Returns the glsl_base_type corresponding to a nir_alu_type.
744 * This is used by both brw_vec4_nir and brw_fs_nir.
745 */
746enum glsl_base_type
747brw_glsl_base_type_for_nir_type(nir_alu_type type)
748{
749   switch (type) {
750   case nir_type_float:
751   case nir_type_float32:
752      return GLSL_TYPE_FLOAT;
753
754   case nir_type_float64:
755      return GLSL_TYPE_DOUBLE;
756
757   case nir_type_int:
758   case nir_type_int32:
759      return GLSL_TYPE_INT;
760
761   case nir_type_uint:
762   case nir_type_uint32:
763      return GLSL_TYPE_UINT;
764
765   default:
766      unreachable("bad type");
767   }
768}
769