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, }; if (key) { switch (shader->type) { case SHADER_FRAGMENT: 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; default: /* TODO */ 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_lower_regs_to_ssa); if (key) { if (s->info.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->info.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_load_const_to_scalar); ir3_optimize_loop(s); /* do idiv lowering after first opt loop to give a chance for * divide by immed power-of-two to be caught first: */ if (OPT(s, nir_lower_idiv)) ir3_optimize_loop(s); 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; }
nir_shader * brw_create_nir(struct brw_context *brw, const struct gl_shader_program *shader_prog, const struct gl_program *prog, gl_shader_stage stage, bool is_scalar) { struct gl_context *ctx = &brw->ctx; const nir_shader_compiler_options *options = ctx->Const.ShaderCompilerOptions[stage].NirOptions; struct gl_shader *shader = shader_prog ? shader_prog->_LinkedShaders[stage] : NULL; bool debug_enabled = INTEL_DEBUG & intel_debug_flag_for_shader_stage(stage); nir_shader *nir; /* First, lower the GLSL IR or Mesa IR to NIR */ if (shader_prog) { nir = glsl_to_nir(shader, options); } else { nir = prog_to_nir(prog, options); nir_convert_to_ssa(nir); /* turn registers into SSA */ } nir_validate_shader(nir); nir_lower_global_vars_to_local(nir); nir_validate_shader(nir); nir_lower_tex_projector(nir); nir_validate_shader(nir); nir_normalize_cubemap_coords(nir); nir_validate_shader(nir); nir_split_var_copies(nir); nir_validate_shader(nir); nir_optimize(nir, is_scalar); /* Lower a bunch of stuff */ nir_lower_var_copies(nir); nir_validate_shader(nir); /* Get rid of split copies */ nir_optimize(nir, is_scalar); if (is_scalar) { nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms, type_size_scalar); nir_assign_var_locations(&nir->inputs, &nir->num_inputs, type_size_scalar); nir_assign_var_locations(&nir->outputs, &nir->num_outputs, type_size_scalar); nir_lower_io(nir, type_size_scalar); } else { nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms, type_size_vec4); nir_assign_var_locations(&nir->inputs, &nir->num_inputs, type_size_vec4); foreach_list_typed(nir_variable, var, node, &nir->outputs) var->data.driver_location = var->data.location; nir_lower_io(nir, type_size_vec4); } nir_validate_shader(nir); nir_remove_dead_variables(nir); nir_validate_shader(nir); if (shader_prog) { nir_lower_samplers(nir, shader_prog); nir_validate_shader(nir); } nir_lower_system_values(nir); nir_validate_shader(nir); nir_lower_atomics(nir); nir_validate_shader(nir); nir_optimize(nir, is_scalar); if (brw->gen >= 6) { /* Try and fuse multiply-adds */ nir_opt_peephole_ffma(nir); nir_validate_shader(nir); } nir_opt_algebraic_late(nir); nir_validate_shader(nir); nir_lower_locals_to_regs(nir); nir_validate_shader(nir); nir_lower_to_source_mods(nir); nir_validate_shader(nir); nir_copy_prop(nir); nir_validate_shader(nir); nir_opt_dce(nir); nir_validate_shader(nir); if (unlikely(debug_enabled)) { /* Re-index SSA defs so we print more sensible numbers. */ nir_foreach_overload(nir, overload) { if (overload->impl) nir_index_ssa_defs(overload->impl); } fprintf(stderr, "NIR (SSA form) for %s shader:\n", _mesa_shader_stage_to_string(stage)); nir_print_shader(nir, stderr); } nir_convert_from_ssa(nir, is_scalar); nir_validate_shader(nir); if (!is_scalar) { nir_lower_vec_to_movs(nir); nir_validate_shader(nir); } /* This is the last pass we run before we start emitting stuff. It * determines when we need to insert boolean resolves on Gen <= 5. We * run it last because it stashes data in instr->pass_flags and we don't * want that to be squashed by other NIR passes. */ if (brw->gen <= 5) brw_nir_analyze_boolean_resolves(nir); nir_sweep(nir); if (unlikely(debug_enabled)) { fprintf(stderr, "NIR (final form) for %s shader:\n", _mesa_shader_stage_to_string(stage)); nir_print_shader(nir, stderr); } return nir; }
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; }