brw_nir.c revision 6e58fc56a5a396020cd299db11895120ec3da520
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 "glsl/glsl_parser_extras.h" 26#include "glsl/nir/glsl_to_nir.h" 27#include "program/prog_to_nir.h" 28 29static void 30nir_optimize(nir_shader *nir) 31{ 32 bool progress; 33 do { 34 progress = false; 35 nir_lower_vars_to_ssa(nir); 36 nir_validate_shader(nir); 37 nir_lower_alu_to_scalar(nir); 38 nir_validate_shader(nir); 39 progress |= nir_copy_prop(nir); 40 nir_validate_shader(nir); 41 nir_lower_phis_to_scalar(nir); 42 nir_validate_shader(nir); 43 progress |= nir_copy_prop(nir); 44 nir_validate_shader(nir); 45 progress |= nir_opt_dce(nir); 46 nir_validate_shader(nir); 47 progress |= nir_opt_cse(nir); 48 nir_validate_shader(nir); 49 progress |= nir_opt_peephole_select(nir); 50 nir_validate_shader(nir); 51 progress |= nir_opt_algebraic(nir); 52 nir_validate_shader(nir); 53 progress |= nir_opt_constant_folding(nir); 54 nir_validate_shader(nir); 55 progress |= nir_opt_remove_phis(nir); 56 nir_validate_shader(nir); 57 } while (progress); 58} 59 60nir_shader * 61brw_create_nir(struct brw_context *brw, 62 const struct gl_shader_program *shader_prog, 63 const struct gl_program *prog, 64 gl_shader_stage stage, 65 bool is_scalar) 66{ 67 struct gl_context *ctx = &brw->ctx; 68 const nir_shader_compiler_options *options = 69 ctx->Const.ShaderCompilerOptions[stage].NirOptions; 70 struct gl_shader *shader = shader_prog ? shader_prog->_LinkedShaders[stage] : NULL; 71 bool debug_enabled = INTEL_DEBUG & intel_debug_flag_for_shader_stage(stage); 72 nir_shader *nir; 73 74 /* First, lower the GLSL IR or Mesa IR to NIR */ 75 if (shader_prog) { 76 nir = glsl_to_nir(shader, options); 77 } else { 78 nir = prog_to_nir(prog, options); 79 nir_convert_to_ssa(nir); /* turn registers into SSA */ 80 } 81 nir_validate_shader(nir); 82 83 nir_lower_global_vars_to_local(nir); 84 nir_validate_shader(nir); 85 86 nir_lower_tex_projector(nir); 87 nir_validate_shader(nir); 88 89 nir_normalize_cubemap_coords(nir); 90 nir_validate_shader(nir); 91 92 nir_split_var_copies(nir); 93 nir_validate_shader(nir); 94 95 nir_optimize(nir); 96 97 /* Lower a bunch of stuff */ 98 nir_lower_var_copies(nir); 99 nir_validate_shader(nir); 100 101 /* Get rid of split copies */ 102 nir_optimize(nir); 103 104 if (is_scalar) { 105 nir_assign_var_locations_direct_first(nir, &nir->uniforms, 106 &nir->num_direct_uniforms, 107 &nir->num_uniforms, 108 is_scalar); 109 } else { 110 nir_assign_var_locations(&nir->uniforms, 111 &nir->num_uniforms, 112 is_scalar); 113 } 114 nir_assign_var_locations(&nir->inputs, &nir->num_inputs, is_scalar); 115 nir_assign_var_locations(&nir->outputs, &nir->num_outputs, is_scalar); 116 117 nir_lower_io(nir, is_scalar); 118 119 nir_validate_shader(nir); 120 121 nir_remove_dead_variables(nir); 122 nir_validate_shader(nir); 123 124 if (shader_prog) { 125 nir_lower_samplers(nir, shader_prog, stage); 126 nir_validate_shader(nir); 127 } 128 129 nir_lower_system_values(nir); 130 nir_validate_shader(nir); 131 132 nir_lower_atomics(nir); 133 nir_validate_shader(nir); 134 135 nir_optimize(nir); 136 137 if (brw->gen >= 6) { 138 /* Try and fuse multiply-adds */ 139 nir_opt_peephole_ffma(nir); 140 nir_validate_shader(nir); 141 } 142 143 nir_opt_algebraic_late(nir); 144 nir_validate_shader(nir); 145 146 nir_lower_locals_to_regs(nir); 147 nir_validate_shader(nir); 148 149 nir_lower_to_source_mods(nir); 150 nir_validate_shader(nir); 151 nir_copy_prop(nir); 152 nir_validate_shader(nir); 153 nir_opt_dce(nir); 154 nir_validate_shader(nir); 155 156 if (unlikely(debug_enabled)) { 157 /* Re-index SSA defs so we print more sensible numbers. */ 158 nir_foreach_overload(nir, overload) { 159 if (overload->impl) 160 nir_index_ssa_defs(overload->impl); 161 } 162 163 fprintf(stderr, "NIR (SSA form) for %s shader:\n", 164 _mesa_shader_stage_to_string(stage)); 165 nir_print_shader(nir, stderr); 166 } 167 168 nir_convert_from_ssa(nir, true); 169 nir_validate_shader(nir); 170 171 /* This is the last pass we run before we start emitting stuff. It 172 * determines when we need to insert boolean resolves on Gen <= 5. We 173 * run it last because it stashes data in instr->pass_flags and we don't 174 * want that to be squashed by other NIR passes. 175 */ 176 if (brw->gen <= 5) 177 brw_nir_analyze_boolean_resolves(nir); 178 179 nir_sweep(nir); 180 181 if (unlikely(debug_enabled)) { 182 fprintf(stderr, "NIR (final form) for %s shader:\n", 183 _mesa_shader_stage_to_string(stage)); 184 nir_print_shader(nir, stderr); 185 } 186 187 return nir; 188} 189