Ejemplo n.º 1
0
struct ir3_shader *
ir3_shader_create(struct ir3_compiler *compiler,
		const struct pipe_shader_state *cso, gl_shader_stage type,
		struct pipe_debug_callback *debug,
		struct pipe_screen *screen)
{
	nir_shader *nir;
	if (cso->type == PIPE_SHADER_IR_NIR) {
		/* we take ownership of the reference: */
		nir = cso->ir.nir;
	} else {
		debug_assert(cso->type == PIPE_SHADER_IR_TGSI);
		if (ir3_shader_debug & IR3_DBG_DISASM) {
			tgsi_dump(cso->tokens, 0);
		}
		nir = tgsi_to_nir(cso->tokens, screen);
	}

	struct ir3_shader *shader = ir3_shader_from_nir(compiler, nir);

	copy_stream_out(&shader->stream_output, &cso->stream_output);

	if (fd_mesa_debug & FD_DBG_SHADERDB) {
		/* if shader-db run, create a standard variant immediately
		 * (as otherwise nothing will trigger the shader to be
		 * actually compiled)
		 */
		static struct ir3_shader_key key;
		memset(&key, 0, sizeof(key));
		ir3_shader_variant(shader, key, false, debug);
	}
	return shader;
}
Ejemplo n.º 2
0
/* a bit annoying that compute-shader and normal shader state objects
 * aren't a bit more aligned.
 */
struct ir3_shader *
ir3_shader_create_compute(struct ir3_compiler *compiler,
		const struct pipe_compute_state *cso,
		struct pipe_debug_callback *debug,
		struct pipe_screen *screen)
{
	nir_shader *nir;
	if (cso->ir_type == PIPE_SHADER_IR_NIR) {
		/* we take ownership of the reference: */
		nir = (nir_shader *)cso->prog;
	} else {
		debug_assert(cso->ir_type == PIPE_SHADER_IR_TGSI);
		if (ir3_shader_debug & IR3_DBG_DISASM) {
			tgsi_dump(cso->prog, 0);
		}
		nir = tgsi_to_nir(cso->prog, screen);
	}

	struct ir3_shader *shader = ir3_shader_from_nir(compiler, nir);

	return shader;
}
struct nir_shader *
ir3_tgsi_to_nir(const struct tgsi_token *tokens)
{
	return tgsi_to_nir(tokens, &options);
}
Ejemplo n.º 4
0
Archivo: ir3_nir.c Proyecto: menpo/mesa
struct nir_shader *
ir3_tgsi_to_nir(const struct tgsi_token *tokens)
{
	static const nir_shader_compiler_options options = {
			.lower_fpow = true,
			.lower_fsat = true,
			.lower_scmp = true,
			.lower_flrp32 = true,
			.lower_flrp64 = true,
			.lower_ffract = true,
			.fuse_ffma = true,
			.native_integers = true,
			.vertex_id_zero_based = true,
			.lower_extract_byte = true,
			.lower_extract_word = true,
	};
	return tgsi_to_nir(tokens, &options);
}

/* for given shader key, are any steps handled in nir? */
bool
ir3_key_lowers_nir(const struct ir3_shader_key *key)
{
	return key->fsaturate_s | key->fsaturate_t | key->fsaturate_r |
			key->vsaturate_s | key->vsaturate_t | key->vsaturate_r |
			key->ucp_enables | key->color_two_side |
			key->fclamp_color | key->vclamp_color;
}

#define OPT(nir, pass, ...) ({                             \
   bool this_progress = false;                             \
   NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__);      \
   this_progress;                                          \
})

#define OPT_V(nir, pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)

struct nir_shader *
ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s,
		const struct ir3_shader_key *key)
{
	struct nir_lower_tex_options tex_options = {
			.lower_rect = 0,
	};
	bool progress;

	if (key) {
		switch (shader->type) {
		case SHADER_FRAGMENT:
		case SHADER_COMPUTE:
			tex_options.saturate_s = key->fsaturate_s;
			tex_options.saturate_t = key->fsaturate_t;
			tex_options.saturate_r = key->fsaturate_r;
			break;
		case SHADER_VERTEX:
			tex_options.saturate_s = key->vsaturate_s;
			tex_options.saturate_t = key->vsaturate_t;
			tex_options.saturate_r = key->vsaturate_r;
			break;
		}
	}

	if (shader->compiler->gpu_id >= 400) {
		/* a4xx seems to have *no* sam.p */
		tex_options.lower_txp = ~0;  /* lower all txp */
	} else {
		/* a3xx just needs to avoid sam.p for 3d tex */
		tex_options.lower_txp = (1 << GLSL_SAMPLER_DIM_3D);
	}

	if (fd_mesa_debug & FD_DBG_DISASM) {
		debug_printf("----------------------\n");
		nir_print_shader(s, stdout);
		debug_printf("----------------------\n");
	}

	OPT_V(s, nir_opt_global_to_local);
	OPT_V(s, nir_convert_to_ssa);

	if (key) {
		if (s->stage == MESA_SHADER_VERTEX) {
			OPT_V(s, nir_lower_clip_vs, key->ucp_enables);
			if (key->vclamp_color)
				OPT_V(s, nir_lower_clamp_color_outputs);
		} else if (s->stage == MESA_SHADER_FRAGMENT) {
			OPT_V(s, nir_lower_clip_fs, key->ucp_enables);
			if (key->fclamp_color)
				OPT_V(s, nir_lower_clamp_color_outputs);
		}
		if (key->color_two_side) {
			OPT_V(s, nir_lower_two_sided_color);
		}
	} else {
		/* only want to do this the first time (when key is null)
		 * and not again on any potential 2nd variant lowering pass:
		 */
		OPT_V(s, ir3_nir_apply_trig_workarounds);
	}

	OPT_V(s, nir_lower_tex, &tex_options);
	OPT_V(s, nir_lower_idiv);
	OPT_V(s, nir_lower_load_const_to_scalar);

	do {
		progress = false;

		OPT_V(s, nir_lower_vars_to_ssa);
		OPT_V(s, nir_lower_alu_to_scalar);
		OPT_V(s, nir_lower_phis_to_scalar);

		progress |= OPT(s, nir_copy_prop);
		progress |= OPT(s, nir_opt_dce);
		progress |= OPT(s, nir_opt_cse);
		progress |= OPT(s, ir3_nir_lower_if_else);
		progress |= OPT(s, nir_opt_algebraic);
		progress |= OPT(s, nir_opt_constant_folding);

	} while (progress);

	OPT_V(s, nir_remove_dead_variables, nir_var_local);

	if (fd_mesa_debug & FD_DBG_DISASM) {
		debug_printf("----------------------\n");
		nir_print_shader(s, stdout);
		debug_printf("----------------------\n");
	}

	nir_sweep(s);

	return s;
}