brw_nir.c revision b0fb08e179d784ca319c3c547a874fd24ce93c3f
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/nir/glsl_to_nir.h"
27#include "compiler/nir/nir_builder.h"
28#include "program/prog_to_nir.h"
29
30static bool
31is_input(nir_intrinsic_instr *intrin)
32{
33   return intrin->intrinsic == nir_intrinsic_load_input ||
34          intrin->intrinsic == nir_intrinsic_load_per_vertex_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_vec4);
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   nir_assign_var_locations(&nir->inputs, &nir->num_inputs, type_size_scalar);
287   nir_lower_io(nir, nir_var_shader_in, type_size_scalar);
288}
289
290void
291brw_nir_lower_vue_outputs(nir_shader *nir,
292                          bool is_scalar)
293{
294   if (is_scalar) {
295      nir_assign_var_locations(&nir->outputs, &nir->num_outputs,
296                               type_size_vec4_times_4);
297      nir_lower_io(nir, nir_var_shader_out, type_size_vec4_times_4);
298   } else {
299      nir_foreach_variable(var, &nir->outputs)
300         var->data.driver_location = var->data.location;
301      nir_lower_io(nir, nir_var_shader_out, type_size_vec4);
302   }
303}
304
305void
306brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map)
307{
308   nir_foreach_variable(var, &nir->outputs) {
309      var->data.driver_location = var->data.location;
310   }
311
312   nir_lower_io(nir, nir_var_shader_out, type_size_vec4);
313
314   /* This pass needs actual constants */
315   nir_opt_constant_folding(nir);
316
317   add_const_offset_to_base(nir, nir_var_shader_out);
318
319   nir_foreach_function(function, nir) {
320      if (function->impl) {
321         nir_builder b;
322         nir_builder_init(&b, function->impl);
323         nir_foreach_block(block, function->impl) {
324            remap_patch_urb_offsets(block, &b, vue_map);
325         }
326      }
327   }
328}
329
330void
331brw_nir_lower_fs_outputs(nir_shader *nir)
332{
333   nir_assign_var_locations(&nir->outputs, &nir->num_outputs,
334                            type_size_scalar);
335   nir_lower_io(nir, nir_var_shader_out, type_size_scalar);
336}
337
338static int
339type_size_scalar_bytes(const struct glsl_type *type)
340{
341   return type_size_scalar(type) * 4;
342}
343
344static int
345type_size_vec4_bytes(const struct glsl_type *type)
346{
347   return type_size_vec4(type) * 16;
348}
349
350static void
351brw_nir_lower_uniforms(nir_shader *nir, bool is_scalar)
352{
353   if (is_scalar) {
354      nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
355                               type_size_scalar_bytes);
356      nir_lower_io(nir, nir_var_uniform, type_size_scalar_bytes);
357   } else {
358      nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
359                               type_size_vec4_bytes);
360      nir_lower_io(nir, nir_var_uniform, type_size_vec4_bytes);
361   }
362}
363
364void
365brw_nir_lower_cs_shared(nir_shader *nir)
366{
367   nir_assign_var_locations(&nir->shared, &nir->num_shared,
368                            type_size_scalar_bytes);
369   nir_lower_io(nir, nir_var_shared, type_size_scalar_bytes);
370}
371
372#define OPT(pass, ...) ({                                  \
373   bool this_progress = false;                             \
374   NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__);      \
375   if (this_progress)                                      \
376      progress = true;                                     \
377   this_progress;                                          \
378})
379
380#define OPT_V(pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
381
382static nir_shader *
383nir_optimize(nir_shader *nir, bool is_scalar)
384{
385   bool progress;
386   do {
387      progress = false;
388      OPT_V(nir_lower_vars_to_ssa);
389
390      if (is_scalar) {
391         OPT_V(nir_lower_alu_to_scalar);
392      }
393
394      OPT(nir_copy_prop);
395
396      if (is_scalar) {
397         OPT_V(nir_lower_phis_to_scalar);
398      }
399
400      OPT(nir_copy_prop);
401      OPT(nir_opt_dce);
402      OPT(nir_opt_cse);
403      OPT(nir_opt_peephole_select);
404      OPT(nir_opt_algebraic);
405      OPT(nir_opt_constant_folding);
406      OPT(nir_opt_dead_cf);
407      OPT(nir_opt_remove_phis);
408      OPT(nir_opt_undef);
409      OPT_V(nir_lower_doubles, nir_lower_drcp |
410                               nir_lower_dsqrt |
411                               nir_lower_drsq |
412                               nir_lower_dtrunc |
413                               nir_lower_dfloor |
414                               nir_lower_dceil |
415                               nir_lower_dfract |
416                               nir_lower_dround_even |
417                               nir_lower_dmod);
418      OPT_V(nir_lower_double_pack);
419   } while (progress);
420
421   return nir;
422}
423
424/* Does some simple lowering and runs the standard suite of optimizations
425 *
426 * This is intended to be called more-or-less directly after you get the
427 * shader out of GLSL or some other source.  While it is geared towards i965,
428 * it is not at all generator-specific except for the is_scalar flag.  Even
429 * there, it is safe to call with is_scalar = false for a shader that is
430 * intended for the FS backend as long as nir_optimize is called again with
431 * is_scalar = true to scalarize everything prior to code gen.
432 */
433nir_shader *
434brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir)
435{
436   bool progress; /* Written by OPT and OPT_V */
437   (void)progress;
438
439   const bool is_scalar = compiler->scalar_stage[nir->stage];
440
441   if (nir->stage == MESA_SHADER_GEOMETRY)
442      OPT(nir_lower_gs_intrinsics);
443
444   if (compiler->precise_trig)
445      OPT(brw_nir_apply_trig_workarounds);
446
447   static const nir_lower_tex_options tex_options = {
448      .lower_txp = ~0,
449   };
450
451   OPT(nir_lower_tex, &tex_options);
452   OPT(nir_normalize_cubemap_coords);
453
454   OPT(nir_lower_global_vars_to_local);
455
456   OPT(nir_split_var_copies);
457
458   nir = nir_optimize(nir, is_scalar);
459
460   if (is_scalar) {
461      OPT_V(nir_lower_load_const_to_scalar);
462   }
463
464   /* Lower a bunch of stuff */
465   OPT_V(nir_lower_var_copies);
466
467   /* Get rid of split copies */
468   nir = nir_optimize(nir, is_scalar);
469
470   OPT(nir_remove_dead_variables, nir_var_local);
471
472   return nir;
473}
474
475/* Prepare the given shader for codegen
476 *
477 * This function is intended to be called right before going into the actual
478 * backend and is highly backend-specific.  Also, once this function has been
479 * called on a shader, it will no longer be in SSA form so most optimizations
480 * will not work.
481 */
482nir_shader *
483brw_postprocess_nir(nir_shader *nir,
484                    const struct brw_device_info *devinfo,
485                    bool is_scalar)
486{
487   bool debug_enabled =
488      (INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->stage));
489
490   bool progress; /* Written by OPT and OPT_V */
491   (void)progress;
492
493   nir = nir_optimize(nir, is_scalar);
494
495   if (devinfo->gen >= 6) {
496      /* Try and fuse multiply-adds */
497      OPT(brw_nir_opt_peephole_ffma);
498   }
499
500   OPT(nir_opt_algebraic_late);
501
502   OPT(nir_lower_locals_to_regs);
503
504   OPT_V(nir_lower_to_source_mods);
505   OPT(nir_copy_prop);
506   OPT(nir_opt_dce);
507
508   if (unlikely(debug_enabled)) {
509      /* Re-index SSA defs so we print more sensible numbers. */
510      nir_foreach_function(function, nir) {
511         if (function->impl)
512            nir_index_ssa_defs(function->impl);
513      }
514
515      fprintf(stderr, "NIR (SSA form) for %s shader:\n",
516              _mesa_shader_stage_to_string(nir->stage));
517      nir_print_shader(nir, stderr);
518   }
519
520   OPT_V(nir_convert_from_ssa, true);
521
522   if (!is_scalar) {
523      OPT_V(nir_move_vec_src_uses_to_dest);
524      OPT(nir_lower_vec_to_movs);
525   }
526
527   /* This is the last pass we run before we start emitting stuff.  It
528    * determines when we need to insert boolean resolves on Gen <= 5.  We
529    * run it last because it stashes data in instr->pass_flags and we don't
530    * want that to be squashed by other NIR passes.
531    */
532   if (devinfo->gen <= 5)
533      brw_nir_analyze_boolean_resolves(nir);
534
535   nir_sweep(nir);
536
537   if (unlikely(debug_enabled)) {
538      fprintf(stderr, "NIR (final form) for %s shader:\n",
539              _mesa_shader_stage_to_string(nir->stage));
540      nir_print_shader(nir, stderr);
541   }
542
543   return nir;
544}
545
546nir_shader *
547brw_create_nir(struct brw_context *brw,
548               const struct gl_shader_program *shader_prog,
549               const struct gl_program *prog,
550               gl_shader_stage stage,
551               bool is_scalar)
552{
553   struct gl_context *ctx = &brw->ctx;
554   const nir_shader_compiler_options *options =
555      ctx->Const.ShaderCompilerOptions[stage].NirOptions;
556   bool progress;
557   nir_shader *nir;
558
559   /* First, lower the GLSL IR or Mesa IR to NIR */
560   if (shader_prog) {
561      nir = glsl_to_nir(shader_prog, stage, options);
562      OPT_V(nir_lower_io_to_temporaries,
563            nir_shader_get_entrypoint(nir),
564            true, false);
565   } else {
566      nir = prog_to_nir(prog, options);
567      OPT_V(nir_convert_to_ssa); /* turn registers into SSA */
568   }
569   nir_validate_shader(nir);
570
571   (void)progress;
572
573   nir = brw_preprocess_nir(brw->intelScreen->compiler, nir);
574
575   OPT(nir_lower_system_values);
576   OPT_V(brw_nir_lower_uniforms, is_scalar);
577
578   if (shader_prog) {
579      OPT_V(nir_lower_samplers, shader_prog);
580      OPT_V(nir_lower_atomics, shader_prog);
581   }
582
583   return nir;
584}
585
586nir_shader *
587brw_nir_apply_sampler_key(nir_shader *nir,
588                          const struct brw_device_info *devinfo,
589                          const struct brw_sampler_prog_key_data *key_tex,
590                          bool is_scalar)
591{
592   nir_lower_tex_options tex_options = { 0 };
593
594   /* Iron Lake and prior require lowering of all rectangle textures */
595   if (devinfo->gen < 6)
596      tex_options.lower_rect = true;
597
598   /* Prior to Broadwell, our hardware can't actually do GL_CLAMP */
599   if (devinfo->gen < 8) {
600      tex_options.saturate_s = key_tex->gl_clamp_mask[0];
601      tex_options.saturate_t = key_tex->gl_clamp_mask[1];
602      tex_options.saturate_r = key_tex->gl_clamp_mask[2];
603   }
604
605   /* Prior to Haswell, we have to fake texture swizzle */
606   for (unsigned s = 0; s < MAX_SAMPLERS; s++) {
607      if (key_tex->swizzles[s] == SWIZZLE_NOOP)
608         continue;
609
610      tex_options.swizzle_result |= (1 << s);
611      for (unsigned c = 0; c < 4; c++)
612         tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c);
613   }
614
615   if (nir_lower_tex(nir, &tex_options)) {
616      nir_validate_shader(nir);
617      nir = nir_optimize(nir, is_scalar);
618   }
619
620   return nir;
621}
622
623enum brw_reg_type
624brw_type_for_nir_type(nir_alu_type type)
625{
626   switch (type) {
627   case nir_type_uint:
628   case nir_type_uint32:
629      return BRW_REGISTER_TYPE_UD;
630   case nir_type_bool:
631   case nir_type_int:
632   case nir_type_bool32:
633   case nir_type_int32:
634      return BRW_REGISTER_TYPE_D;
635   case nir_type_float:
636   case nir_type_float32:
637      return BRW_REGISTER_TYPE_F;
638   case nir_type_float64:
639      return BRW_REGISTER_TYPE_DF;
640   case nir_type_int64:
641   case nir_type_uint64:
642      /* TODO we should only see these in moves, so for now it's ok, but when
643       * we add actual 64-bit integer support we should fix this.
644       */
645      return BRW_REGISTER_TYPE_DF;
646   default:
647      unreachable("unknown type");
648   }
649
650   return BRW_REGISTER_TYPE_F;
651}
652
653/* Returns the glsl_base_type corresponding to a nir_alu_type.
654 * This is used by both brw_vec4_nir and brw_fs_nir.
655 */
656enum glsl_base_type
657brw_glsl_base_type_for_nir_type(nir_alu_type type)
658{
659   switch (type) {
660   case nir_type_float:
661   case nir_type_float32:
662      return GLSL_TYPE_FLOAT;
663
664   case nir_type_float64:
665      return GLSL_TYPE_DOUBLE;
666
667   case nir_type_int:
668   case nir_type_int32:
669      return GLSL_TYPE_INT;
670
671   case nir_type_uint:
672   case nir_type_uint32:
673      return GLSL_TYPE_UINT;
674
675   default:
676      unreachable("bad type");
677   }
678}
679