static void ir3_optimize_loop(nir_shader *s) { bool progress; do { progress = false; OPT_V(s, nir_lower_vars_to_ssa); progress |= OPT(s, nir_lower_alu_to_scalar); progress |= OPT(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); }
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; }
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; }