brw_nir.c revision 864907e2f14523c130e6ff24c081789bb079bae1
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{ 66 struct gl_context *ctx = &brw->ctx; 67 const nir_shader_compiler_options *options = 68 ctx->Const.ShaderCompilerOptions[stage].NirOptions; 69 struct gl_shader *shader = shader_prog ? shader_prog->_LinkedShaders[stage] : NULL; 70 bool debug_enabled = INTEL_DEBUG & intel_debug_flag_for_shader_stage(stage); 71 nir_shader *nir; 72 73 /* First, lower the GLSL IR or Mesa IR to NIR */ 74 if (shader_prog) { 75 nir = glsl_to_nir(shader, options); 76 } else { 77 nir = prog_to_nir(prog, options); 78 nir_convert_to_ssa(nir); /* turn registers into SSA */ 79 } 80 nir_validate_shader(nir); 81 82 nir_lower_global_vars_to_local(nir); 83 nir_validate_shader(nir); 84 85 nir_lower_tex_projector(nir); 86 nir_validate_shader(nir); 87 88 nir_normalize_cubemap_coords(nir); 89 nir_validate_shader(nir); 90 91 nir_split_var_copies(nir); 92 nir_validate_shader(nir); 93 94 nir_optimize(nir); 95 96 /* Lower a bunch of stuff */ 97 nir_lower_var_copies(nir); 98 nir_validate_shader(nir); 99 100 /* Get rid of split copies */ 101 nir_optimize(nir); 102 103 nir_assign_var_locations_scalar_direct_first(nir, &nir->uniforms, 104 &nir->num_direct_uniforms, 105 &nir->num_uniforms); 106 nir_assign_var_locations_scalar(&nir->inputs, &nir->num_inputs); 107 nir_assign_var_locations_scalar(&nir->outputs, &nir->num_outputs); 108 109 nir_lower_io(nir); 110 nir_validate_shader(nir); 111 112 nir_remove_dead_variables(nir); 113 nir_validate_shader(nir); 114 115 if (shader_prog) { 116 nir_lower_samplers(nir, shader_prog, stage); 117 nir_validate_shader(nir); 118 } 119 120 nir_lower_system_values(nir); 121 nir_validate_shader(nir); 122 123 nir_lower_atomics(nir); 124 nir_validate_shader(nir); 125 126 nir_optimize(nir); 127 128 if (brw->gen >= 6) { 129 /* Try and fuse multiply-adds */ 130 nir_opt_peephole_ffma(nir); 131 nir_validate_shader(nir); 132 } 133 134 nir_opt_algebraic_late(nir); 135 nir_validate_shader(nir); 136 137 nir_lower_locals_to_regs(nir); 138 nir_validate_shader(nir); 139 140 nir_lower_to_source_mods(nir); 141 nir_validate_shader(nir); 142 nir_copy_prop(nir); 143 nir_validate_shader(nir); 144 nir_opt_dce(nir); 145 nir_validate_shader(nir); 146 147 if (unlikely(debug_enabled)) { 148 /* Re-index SSA defs so we print more sensible numbers. */ 149 nir_foreach_overload(nir, overload) { 150 if (overload->impl) 151 nir_index_ssa_defs(overload->impl); 152 } 153 154 fprintf(stderr, "NIR (SSA form) for %s shader:\n", 155 _mesa_shader_stage_to_string(stage)); 156 nir_print_shader(nir, stderr); 157 } 158 159 nir_convert_from_ssa(nir, true); 160 nir_validate_shader(nir); 161 162 /* This is the last pass we run before we start emitting stuff. It 163 * determines when we need to insert boolean resolves on Gen <= 5. We 164 * run it last because it stashes data in instr->pass_flags and we don't 165 * want that to be squashed by other NIR passes. 166 */ 167 if (brw->gen <= 5) 168 brw_nir_analyze_boolean_resolves(nir); 169 170 nir_sweep(nir); 171 172 if (unlikely(debug_enabled)) { 173 fprintf(stderr, "NIR (final form) for %s shader:\n", 174 _mesa_shader_stage_to_string(stage)); 175 nir_print_shader(nir, stderr); 176 } 177 178 return nir; 179} 180