brw_nir.c revision 9f32721f8695f3e55849dce015da3b53d1af5d57
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 brw_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_assign_var_locations(&nir->outputs, &nir->num_outputs,
343                            FRAG_RESULT_DATA0, type_size_vec4_times_4);
344   nir_lower_io(nir, nir_var_shader_out, type_size_vec4_times_4);
345}
346
347void
348brw_nir_lower_cs_shared(nir_shader *nir)
349{
350   nir_assign_var_locations(&nir->shared, &nir->num_shared, 0,
351                            type_size_scalar_bytes);
352   nir_lower_io(nir, nir_var_shared, type_size_scalar_bytes);
353}
354
355#define OPT(pass, ...) ({                                  \
356   bool this_progress = false;                             \
357   NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__);      \
358   if (this_progress)                                      \
359      progress = true;                                     \
360   this_progress;                                          \
361})
362
363#define OPT_V(pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
364
365static nir_shader *
366nir_optimize(nir_shader *nir, bool is_scalar)
367{
368   bool progress;
369   do {
370      progress = false;
371      OPT_V(nir_lower_vars_to_ssa);
372
373      if (is_scalar) {
374         OPT_V(nir_lower_alu_to_scalar);
375      }
376
377      OPT(nir_copy_prop);
378
379      if (is_scalar) {
380         OPT_V(nir_lower_phis_to_scalar);
381      }
382
383      OPT(nir_copy_prop);
384      OPT(nir_opt_dce);
385      OPT(nir_opt_cse);
386      OPT(nir_opt_peephole_select);
387      OPT(nir_opt_algebraic);
388      OPT(nir_opt_constant_folding);
389      OPT(nir_opt_dead_cf);
390      OPT(nir_opt_remove_phis);
391      OPT(nir_opt_undef);
392      OPT_V(nir_lower_doubles, nir_lower_drcp |
393                               nir_lower_dsqrt |
394                               nir_lower_drsq |
395                               nir_lower_dtrunc |
396                               nir_lower_dfloor |
397                               nir_lower_dceil |
398                               nir_lower_dfract |
399                               nir_lower_dround_even |
400                               nir_lower_dmod);
401      OPT_V(nir_lower_double_pack);
402   } while (progress);
403
404   return nir;
405}
406
407/* Does some simple lowering and runs the standard suite of optimizations
408 *
409 * This is intended to be called more-or-less directly after you get the
410 * shader out of GLSL or some other source.  While it is geared towards i965,
411 * it is not at all generator-specific except for the is_scalar flag.  Even
412 * there, it is safe to call with is_scalar = false for a shader that is
413 * intended for the FS backend as long as nir_optimize is called again with
414 * is_scalar = true to scalarize everything prior to code gen.
415 */
416nir_shader *
417brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir)
418{
419   bool progress; /* Written by OPT and OPT_V */
420   (void)progress;
421
422   const bool is_scalar = compiler->scalar_stage[nir->stage];
423
424   if (nir->stage == MESA_SHADER_GEOMETRY)
425      OPT(nir_lower_gs_intrinsics);
426
427   if (compiler->precise_trig)
428      OPT(brw_nir_apply_trig_workarounds);
429
430   static const nir_lower_tex_options tex_options = {
431      .lower_txp = ~0,
432      .lower_txf_offset = true,
433      .lower_rect_offset = true,
434   };
435
436   OPT(nir_lower_tex, &tex_options);
437   OPT(nir_normalize_cubemap_coords);
438
439   OPT(nir_lower_global_vars_to_local);
440
441   OPT(nir_split_var_copies);
442
443   nir = nir_optimize(nir, is_scalar);
444
445   if (is_scalar) {
446      OPT_V(nir_lower_load_const_to_scalar);
447   }
448
449   /* Lower a bunch of stuff */
450   OPT_V(nir_lower_var_copies);
451
452   /* Get rid of split copies */
453   nir = nir_optimize(nir, is_scalar);
454
455   OPT(nir_remove_dead_variables, nir_var_local);
456
457   return nir;
458}
459
460/* Prepare the given shader for codegen
461 *
462 * This function is intended to be called right before going into the actual
463 * backend and is highly backend-specific.  Also, once this function has been
464 * called on a shader, it will no longer be in SSA form so most optimizations
465 * will not work.
466 */
467nir_shader *
468brw_postprocess_nir(nir_shader *nir,
469                    const struct brw_device_info *devinfo,
470                    bool is_scalar)
471{
472   bool debug_enabled =
473      (INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->stage));
474
475   bool progress; /* Written by OPT and OPT_V */
476   (void)progress;
477
478   nir = nir_optimize(nir, is_scalar);
479
480   if (devinfo->gen >= 6) {
481      /* Try and fuse multiply-adds */
482      OPT(brw_nir_opt_peephole_ffma);
483   }
484
485   OPT(nir_opt_algebraic_late);
486
487   OPT(nir_lower_locals_to_regs);
488
489   OPT_V(nir_lower_to_source_mods);
490   OPT(nir_copy_prop);
491   OPT(nir_opt_dce);
492
493   if (unlikely(debug_enabled)) {
494      /* Re-index SSA defs so we print more sensible numbers. */
495      nir_foreach_function(function, nir) {
496         if (function->impl)
497            nir_index_ssa_defs(function->impl);
498      }
499
500      fprintf(stderr, "NIR (SSA form) for %s shader:\n",
501              _mesa_shader_stage_to_string(nir->stage));
502      nir_print_shader(nir, stderr);
503   }
504
505   OPT_V(nir_convert_from_ssa, true);
506
507   if (!is_scalar) {
508      OPT_V(nir_move_vec_src_uses_to_dest);
509      OPT(nir_lower_vec_to_movs);
510   }
511
512   /* This is the last pass we run before we start emitting stuff.  It
513    * determines when we need to insert boolean resolves on Gen <= 5.  We
514    * run it last because it stashes data in instr->pass_flags and we don't
515    * want that to be squashed by other NIR passes.
516    */
517   if (devinfo->gen <= 5)
518      brw_nir_analyze_boolean_resolves(nir);
519
520   nir_sweep(nir);
521
522   if (unlikely(debug_enabled)) {
523      fprintf(stderr, "NIR (final form) for %s shader:\n",
524              _mesa_shader_stage_to_string(nir->stage));
525      nir_print_shader(nir, stderr);
526   }
527
528   return nir;
529}
530
531nir_shader *
532brw_nir_apply_sampler_key(nir_shader *nir,
533                          const struct brw_device_info *devinfo,
534                          const struct brw_sampler_prog_key_data *key_tex,
535                          bool is_scalar)
536{
537   nir_lower_tex_options tex_options = { 0 };
538
539   /* Iron Lake and prior require lowering of all rectangle textures */
540   if (devinfo->gen < 6)
541      tex_options.lower_rect = true;
542
543   /* Prior to Broadwell, our hardware can't actually do GL_CLAMP */
544   if (devinfo->gen < 8) {
545      tex_options.saturate_s = key_tex->gl_clamp_mask[0];
546      tex_options.saturate_t = key_tex->gl_clamp_mask[1];
547      tex_options.saturate_r = key_tex->gl_clamp_mask[2];
548   }
549
550   /* Prior to Haswell, we have to fake texture swizzle */
551   for (unsigned s = 0; s < MAX_SAMPLERS; s++) {
552      if (key_tex->swizzles[s] == SWIZZLE_NOOP)
553         continue;
554
555      tex_options.swizzle_result |= (1 << s);
556      for (unsigned c = 0; c < 4; c++)
557         tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c);
558   }
559
560   tex_options.lower_y_uv_external = key_tex->y_uv_image_mask;
561   tex_options.lower_y_u_v_external = key_tex->y_u_v_image_mask;
562   tex_options.lower_yx_xuxv_external = key_tex->yx_xuxv_image_mask;
563
564   if (nir_lower_tex(nir, &tex_options)) {
565      nir_validate_shader(nir);
566      nir = nir_optimize(nir, is_scalar);
567   }
568
569   return nir;
570}
571
572enum brw_reg_type
573brw_type_for_nir_type(nir_alu_type type)
574{
575   switch (type) {
576   case nir_type_uint:
577   case nir_type_uint32:
578      return BRW_REGISTER_TYPE_UD;
579   case nir_type_bool:
580   case nir_type_int:
581   case nir_type_bool32:
582   case nir_type_int32:
583      return BRW_REGISTER_TYPE_D;
584   case nir_type_float:
585   case nir_type_float32:
586      return BRW_REGISTER_TYPE_F;
587   case nir_type_float64:
588      return BRW_REGISTER_TYPE_DF;
589   case nir_type_int64:
590   case nir_type_uint64:
591      /* TODO we should only see these in moves, so for now it's ok, but when
592       * we add actual 64-bit integer support we should fix this.
593       */
594      return BRW_REGISTER_TYPE_DF;
595   default:
596      unreachable("unknown type");
597   }
598
599   return BRW_REGISTER_TYPE_F;
600}
601
602/* Returns the glsl_base_type corresponding to a nir_alu_type.
603 * This is used by both brw_vec4_nir and brw_fs_nir.
604 */
605enum glsl_base_type
606brw_glsl_base_type_for_nir_type(nir_alu_type type)
607{
608   switch (type) {
609   case nir_type_float:
610   case nir_type_float32:
611      return GLSL_TYPE_FLOAT;
612
613   case nir_type_float64:
614      return GLSL_TYPE_DOUBLE;
615
616   case nir_type_int:
617   case nir_type_int32:
618      return GLSL_TYPE_INT;
619
620   case nir_type_uint:
621   case nir_type_uint32:
622      return GLSL_TYPE_UINT;
623
624   default:
625      unreachable("bad type");
626   }
627}
628