| /* |
| * Copyright © 2014 Intel Corporation |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice (including the next |
| * paragraph) shall be included in all copies or substantial portions of the |
| * Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
| * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
| * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS |
| * IN THE SOFTWARE. |
| */ |
| |
| #include "brw_nir.h" |
| #include "brw_shader.h" |
| #include "compiler/glsl_types.h" |
| #include "compiler/nir/nir_builder.h" |
| |
| static bool |
| is_input(nir_intrinsic_instr *intrin) |
| { |
| return intrin->intrinsic == nir_intrinsic_load_input || |
| intrin->intrinsic == nir_intrinsic_load_per_vertex_input || |
| intrin->intrinsic == nir_intrinsic_load_interpolated_input; |
| } |
| |
| static bool |
| is_output(nir_intrinsic_instr *intrin) |
| { |
| return intrin->intrinsic == nir_intrinsic_load_output || |
| intrin->intrinsic == nir_intrinsic_load_per_vertex_output || |
| intrin->intrinsic == nir_intrinsic_store_output || |
| intrin->intrinsic == nir_intrinsic_store_per_vertex_output; |
| } |
| |
| /** |
| * In many cases, we just add the base and offset together, so there's no |
| * reason to keep them separate. Sometimes, combining them is essential: |
| * if a shader only accesses part of a compound variable (such as a matrix |
| * or array), the variable's base may not actually exist in the VUE map. |
| * |
| * This pass adds constant offsets to instr->const_index[0], and resets |
| * the offset source to 0. Non-constant offsets remain unchanged - since |
| * we don't know what part of a compound variable is accessed, we allocate |
| * storage for the entire thing. |
| */ |
| |
| static bool |
| add_const_offset_to_base_block(nir_block *block, nir_builder *b, |
| nir_variable_mode mode) |
| { |
| nir_foreach_instr_safe(instr, block) { |
| if (instr->type != nir_instr_type_intrinsic) |
| continue; |
| |
| nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); |
| |
| if ((mode == nir_var_shader_in && is_input(intrin)) || |
| (mode == nir_var_shader_out && is_output(intrin))) { |
| nir_src *offset = nir_get_io_offset_src(intrin); |
| nir_const_value *const_offset = nir_src_as_const_value(*offset); |
| |
| if (const_offset) { |
| intrin->const_index[0] += const_offset->u32[0]; |
| b->cursor = nir_before_instr(&intrin->instr); |
| nir_instr_rewrite_src(&intrin->instr, offset, |
| nir_src_for_ssa(nir_imm_int(b, 0))); |
| } |
| } |
| } |
| return true; |
| } |
| |
| static void |
| add_const_offset_to_base(nir_shader *nir, nir_variable_mode mode) |
| { |
| nir_foreach_function(f, nir) { |
| if (f->impl) { |
| nir_builder b; |
| nir_builder_init(&b, f->impl); |
| nir_foreach_block(block, f->impl) { |
| add_const_offset_to_base_block(block, &b, mode); |
| } |
| } |
| } |
| } |
| |
| struct remap_vs_attrs_params { |
| shader_info *nir_info; |
| bool is_scalar; |
| }; |
| |
| static bool |
| remap_vs_attrs(nir_block *block, void *closure) |
| { |
| struct remap_vs_attrs_params *params = |
| (struct remap_vs_attrs_params *) closure; |
| shader_info *nir_info = params->nir_info; |
| bool is_scalar = params->is_scalar; |
| |
| nir_foreach_instr(instr, block) { |
| if (instr->type != nir_instr_type_intrinsic) |
| continue; |
| |
| nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); |
| |
| if (intrin->intrinsic == nir_intrinsic_load_input) { |
| /* Attributes come in a contiguous block, ordered by their |
| * gl_vert_attrib value. That means we can compute the slot |
| * number for an attribute by masking out the enabled attributes |
| * before it and counting the bits. |
| */ |
| int attr = intrin->const_index[0]; |
| int slot = _mesa_bitcount_64(nir_info->inputs_read & |
| BITFIELD64_MASK(attr)); |
| intrin->const_index[0] = is_scalar ? 4 * slot : slot; |
| } |
| } |
| return true; |
| } |
| |
| static bool |
| remap_inputs_with_vue_map(nir_block *block, const struct brw_vue_map *vue_map) |
| { |
| nir_foreach_instr(instr, block) { |
| if (instr->type != nir_instr_type_intrinsic) |
| continue; |
| |
| nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); |
| |
| if (intrin->intrinsic == nir_intrinsic_load_input || |
| intrin->intrinsic == nir_intrinsic_load_per_vertex_input) { |
| int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]]; |
| assert(vue_slot != -1); |
| intrin->const_index[0] = vue_slot; |
| } |
| } |
| return true; |
| } |
| |
| static bool |
| remap_tess_levels(nir_builder *b, nir_intrinsic_instr *intr, |
| GLenum primitive_mode) |
| { |
| const int location = nir_intrinsic_base(intr); |
| const unsigned component = nir_intrinsic_component(intr); |
| bool out_of_bounds; |
| |
| if (location == VARYING_SLOT_TESS_LEVEL_INNER) { |
| switch (primitive_mode) { |
| case GL_QUADS: |
| /* gl_TessLevelInner[0..1] lives at DWords 3-2 (reversed). */ |
| nir_intrinsic_set_base(intr, 0); |
| nir_intrinsic_set_component(intr, 3 - component); |
| out_of_bounds = false; |
| break; |
| case GL_TRIANGLES: |
| /* gl_TessLevelInner[0] lives at DWord 4. */ |
| nir_intrinsic_set_base(intr, 1); |
| out_of_bounds = component > 0; |
| break; |
| case GL_ISOLINES: |
| out_of_bounds = true; |
| break; |
| default: |
| unreachable("Bogus tessellation domain"); |
| } |
| } else if (location == VARYING_SLOT_TESS_LEVEL_OUTER) { |
| if (primitive_mode == GL_ISOLINES) { |
| /* gl_TessLevelOuter[0..1] lives at DWords 6-7 (in order). */ |
| nir_intrinsic_set_base(intr, 1); |
| nir_intrinsic_set_component(intr, 2 + nir_intrinsic_component(intr)); |
| out_of_bounds = component > 1; |
| } else { |
| /* Triangles use DWords 7-5 (reversed); Quads use 7-4 (reversed) */ |
| nir_intrinsic_set_base(intr, 1); |
| nir_intrinsic_set_component(intr, 3 - nir_intrinsic_component(intr)); |
| out_of_bounds = component == 3 && primitive_mode == GL_TRIANGLES; |
| } |
| } else { |
| return false; |
| } |
| |
| if (out_of_bounds) { |
| if (nir_intrinsic_infos[intr->intrinsic].has_dest) { |
| b->cursor = nir_before_instr(&intr->instr); |
| nir_ssa_def *undef = nir_ssa_undef(b, 1, 32); |
| nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(undef)); |
| } |
| nir_instr_remove(&intr->instr); |
| } |
| |
| return true; |
| } |
| |
| static bool |
| remap_patch_urb_offsets(nir_block *block, nir_builder *b, |
| const struct brw_vue_map *vue_map, |
| GLenum tes_primitive_mode) |
| { |
| const bool is_passthrough_tcs = b->shader->info->name && |
| strcmp(b->shader->info->name, "passthrough") == 0; |
| |
| nir_foreach_instr_safe(instr, block) { |
| if (instr->type != nir_instr_type_intrinsic) |
| continue; |
| |
| nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); |
| |
| gl_shader_stage stage = b->shader->stage; |
| |
| if ((stage == MESA_SHADER_TESS_CTRL && is_output(intrin)) || |
| (stage == MESA_SHADER_TESS_EVAL && is_input(intrin))) { |
| |
| if (!is_passthrough_tcs && |
| remap_tess_levels(b, intrin, tes_primitive_mode)) |
| continue; |
| |
| int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]]; |
| assert(vue_slot != -1); |
| intrin->const_index[0] = vue_slot; |
| |
| nir_src *vertex = nir_get_io_vertex_index_src(intrin); |
| if (vertex) { |
| nir_const_value *const_vertex = nir_src_as_const_value(*vertex); |
| if (const_vertex) { |
| intrin->const_index[0] += const_vertex->u32[0] * |
| vue_map->num_per_vertex_slots; |
| } else { |
| b->cursor = nir_before_instr(&intrin->instr); |
| |
| /* Multiply by the number of per-vertex slots. */ |
| nir_ssa_def *vertex_offset = |
| nir_imul(b, |
| nir_ssa_for_src(b, *vertex, 1), |
| nir_imm_int(b, |
| vue_map->num_per_vertex_slots)); |
| |
| /* Add it to the existing offset */ |
| nir_src *offset = nir_get_io_offset_src(intrin); |
| nir_ssa_def *total_offset = |
| nir_iadd(b, vertex_offset, |
| nir_ssa_for_src(b, *offset, 1)); |
| |
| nir_instr_rewrite_src(&intrin->instr, offset, |
| nir_src_for_ssa(total_offset)); |
| } |
| } |
| } |
| } |
| return true; |
| } |
| |
| void |
| brw_nir_lower_vs_inputs(nir_shader *nir, |
| bool is_scalar, |
| bool use_legacy_snorm_formula, |
| const uint8_t *vs_attrib_wa_flags) |
| { |
| struct remap_vs_attrs_params params = { |
| .nir_info = nir->info, |
| .is_scalar = is_scalar |
| }; |
| |
| /* Start with the location of the variable's base. */ |
| foreach_list_typed(nir_variable, var, node, &nir->inputs) { |
| var->data.driver_location = var->data.location; |
| } |
| |
| /* Now use nir_lower_io to walk dereference chains. Attribute arrays are |
| * loaded as one vec4 or dvec4 per element (or matrix column), depending on |
| * whether it is a double-precision type or not. |
| */ |
| nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0); |
| |
| /* This pass needs actual constants */ |
| nir_opt_constant_folding(nir); |
| |
| add_const_offset_to_base(nir, nir_var_shader_in); |
| |
| brw_nir_apply_attribute_workarounds(nir, use_legacy_snorm_formula, |
| vs_attrib_wa_flags); |
| |
| /* Finally, translate VERT_ATTRIB_* values into the actual registers. */ |
| nir_foreach_function(function, nir) { |
| if (function->impl) { |
| nir_foreach_block(block, function->impl) { |
| remap_vs_attrs(block, ¶ms); |
| } |
| } |
| } |
| } |
| |
| void |
| brw_nir_lower_vue_inputs(nir_shader *nir, bool is_scalar, |
| const struct brw_vue_map *vue_map) |
| { |
| foreach_list_typed(nir_variable, var, node, &nir->inputs) { |
| var->data.driver_location = var->data.location; |
| } |
| |
| /* Inputs are stored in vec4 slots, so use type_size_vec4(). */ |
| nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0); |
| |
| if (is_scalar || nir->stage != MESA_SHADER_GEOMETRY) { |
| /* This pass needs actual constants */ |
| nir_opt_constant_folding(nir); |
| |
| add_const_offset_to_base(nir, nir_var_shader_in); |
| |
| nir_foreach_function(function, nir) { |
| if (function->impl) { |
| nir_foreach_block(block, function->impl) { |
| remap_inputs_with_vue_map(block, vue_map); |
| } |
| } |
| } |
| } |
| } |
| |
| void |
| brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map) |
| { |
| foreach_list_typed(nir_variable, var, node, &nir->inputs) { |
| var->data.driver_location = var->data.location; |
| } |
| |
| nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0); |
| |
| /* This pass needs actual constants */ |
| nir_opt_constant_folding(nir); |
| |
| add_const_offset_to_base(nir, nir_var_shader_in); |
| |
| nir_foreach_function(function, nir) { |
| if (function->impl) { |
| nir_builder b; |
| nir_builder_init(&b, function->impl); |
| nir_foreach_block(block, function->impl) { |
| remap_patch_urb_offsets(block, &b, vue_map, |
| nir->info->tess.primitive_mode); |
| } |
| } |
| } |
| } |
| |
| void |
| brw_nir_lower_fs_inputs(nir_shader *nir, struct brw_vue_map *vue_map, |
| struct gl_program *prog, |
| const struct gen_device_info *devinfo, |
| const struct brw_wm_prog_key *key) |
| { |
| foreach_list_typed(nir_variable, var, node, &nir->inputs) { |
| var->data.driver_location = var->data.location; |
| |
| /* Apply default interpolation mode. |
| * |
| * Everything defaults to smooth except for the legacy GL color |
| * built-in variables, which might be flat depending on API state. |
| */ |
| if (var->data.interpolation == INTERP_MODE_NONE) { |
| const bool flat = key->flat_shade && |
| (var->data.location == VARYING_SLOT_COL0 || |
| var->data.location == VARYING_SLOT_COL1); |
| |
| var->data.interpolation = flat ? INTERP_MODE_FLAT |
| : INTERP_MODE_SMOOTH; |
| } |
| |
| /* On Ironlake and below, there is only one interpolation mode. |
| * Centroid interpolation doesn't mean anything on this hardware -- |
| * there is no multisampling. |
| */ |
| if (devinfo->gen < 6) { |
| var->data.centroid = false; |
| var->data.sample = false; |
| } |
| } |
| |
| if (devinfo->gen < 6) { |
| assert(prog); /* prog will be NULL when called from Vulkan */ |
| brw_setup_vue_interpolation(vue_map, nir, prog, devinfo); |
| } |
| |
| nir_lower_io_options lower_io_options = 0; |
| if (key->persample_interp) |
| lower_io_options |= nir_lower_io_force_sample_interpolation; |
| |
| nir_lower_io(nir, nir_var_shader_in, type_size_vec4, lower_io_options); |
| |
| /* This pass needs actual constants */ |
| nir_opt_constant_folding(nir); |
| |
| add_const_offset_to_base(nir, nir_var_shader_in); |
| } |
| |
| void |
| brw_nir_lower_vue_outputs(nir_shader *nir, |
| bool is_scalar) |
| { |
| nir_foreach_variable(var, &nir->outputs) { |
| var->data.driver_location = var->data.location; |
| } |
| |
| nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0); |
| } |
| |
| void |
| brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map, |
| GLenum tes_primitive_mode) |
| { |
| nir_foreach_variable(var, &nir->outputs) { |
| var->data.driver_location = var->data.location; |
| } |
| |
| nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0); |
| |
| /* This pass needs actual constants */ |
| nir_opt_constant_folding(nir); |
| |
| add_const_offset_to_base(nir, nir_var_shader_out); |
| |
| nir_foreach_function(function, nir) { |
| if (function->impl) { |
| nir_builder b; |
| nir_builder_init(&b, function->impl); |
| nir_foreach_block(block, function->impl) { |
| remap_patch_urb_offsets(block, &b, vue_map, tes_primitive_mode); |
| } |
| } |
| } |
| } |
| |
| void |
| brw_nir_lower_fs_outputs(nir_shader *nir) |
| { |
| nir_foreach_variable(var, &nir->outputs) { |
| var->data.driver_location = |
| SET_FIELD(var->data.index, BRW_NIR_FRAG_OUTPUT_INDEX) | |
| SET_FIELD(var->data.location, BRW_NIR_FRAG_OUTPUT_LOCATION); |
| } |
| |
| nir_lower_io(nir, nir_var_shader_out, type_size_dvec4, 0); |
| } |
| |
| void |
| brw_nir_lower_cs_shared(nir_shader *nir) |
| { |
| nir_assign_var_locations(&nir->shared, &nir->num_shared, |
| type_size_scalar_bytes); |
| nir_lower_io(nir, nir_var_shared, type_size_scalar_bytes, 0); |
| } |
| |
| #define OPT(pass, ...) ({ \ |
| bool this_progress = false; \ |
| NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \ |
| if (this_progress) \ |
| progress = true; \ |
| this_progress; \ |
| }) |
| |
| #define OPT_V(pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__) |
| |
| static nir_shader * |
| nir_optimize(nir_shader *nir, const struct brw_compiler *compiler, |
| bool is_scalar) |
| { |
| nir_variable_mode indirect_mask = 0; |
| if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectInput) |
| indirect_mask |= nir_var_shader_in; |
| if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectOutput) |
| indirect_mask |= nir_var_shader_out; |
| if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectTemp) |
| indirect_mask |= nir_var_local; |
| |
| bool progress; |
| do { |
| progress = false; |
| OPT_V(nir_lower_vars_to_ssa); |
| OPT(nir_opt_copy_prop_vars); |
| |
| if (is_scalar) { |
| OPT(nir_lower_alu_to_scalar); |
| } |
| |
| OPT(nir_copy_prop); |
| |
| if (is_scalar) { |
| OPT(nir_lower_phis_to_scalar); |
| } |
| |
| OPT(nir_copy_prop); |
| OPT(nir_opt_dce); |
| OPT(nir_opt_cse); |
| OPT(nir_opt_peephole_select, 0); |
| OPT(nir_opt_algebraic); |
| OPT(nir_opt_constant_folding); |
| OPT(nir_opt_dead_cf); |
| if (OPT(nir_opt_trivial_continues)) { |
| /* If nir_opt_trivial_continues makes progress, then we need to clean |
| * things up if we want any hope of nir_opt_if or nir_opt_loop_unroll |
| * to make progress. |
| */ |
| OPT(nir_copy_prop); |
| OPT(nir_opt_dce); |
| } |
| OPT(nir_opt_if); |
| if (nir->options->max_unroll_iterations != 0) { |
| OPT(nir_opt_loop_unroll, indirect_mask); |
| } |
| OPT(nir_opt_remove_phis); |
| OPT(nir_opt_undef); |
| OPT_V(nir_lower_doubles, nir_lower_drcp | |
| nir_lower_dsqrt | |
| nir_lower_drsq | |
| nir_lower_dtrunc | |
| nir_lower_dfloor | |
| nir_lower_dceil | |
| nir_lower_dfract | |
| nir_lower_dround_even | |
| nir_lower_dmod); |
| OPT_V(nir_lower_double_pack); |
| } while (progress); |
| |
| return nir; |
| } |
| |
| /* Does some simple lowering and runs the standard suite of optimizations |
| * |
| * This is intended to be called more-or-less directly after you get the |
| * shader out of GLSL or some other source. While it is geared towards i965, |
| * it is not at all generator-specific except for the is_scalar flag. Even |
| * there, it is safe to call with is_scalar = false for a shader that is |
| * intended for the FS backend as long as nir_optimize is called again with |
| * is_scalar = true to scalarize everything prior to code gen. |
| */ |
| nir_shader * |
| brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir) |
| { |
| const struct gen_device_info *devinfo = compiler->devinfo; |
| bool progress; /* Written by OPT and OPT_V */ |
| (void)progress; |
| |
| const bool is_scalar = compiler->scalar_stage[nir->stage]; |
| |
| if (nir->stage == MESA_SHADER_GEOMETRY) |
| OPT(nir_lower_gs_intrinsics); |
| |
| /* See also brw_nir_trig_workarounds.py */ |
| if (compiler->precise_trig && |
| !(devinfo->gen >= 10 || devinfo->is_kabylake)) |
| OPT(brw_nir_apply_trig_workarounds); |
| |
| static const nir_lower_tex_options tex_options = { |
| .lower_txp = ~0, |
| .lower_txf_offset = true, |
| .lower_rect_offset = true, |
| .lower_txd_cube_map = true, |
| }; |
| |
| OPT(nir_lower_tex, &tex_options); |
| OPT(nir_normalize_cubemap_coords); |
| |
| OPT(nir_lower_global_vars_to_local); |
| |
| OPT(nir_split_var_copies); |
| |
| nir = nir_optimize(nir, compiler, is_scalar); |
| |
| if (is_scalar) { |
| OPT_V(nir_lower_load_const_to_scalar); |
| } |
| |
| /* Lower a bunch of stuff */ |
| OPT_V(nir_lower_var_copies); |
| |
| OPT_V(nir_lower_clip_cull_distance_arrays); |
| |
| nir_variable_mode indirect_mask = 0; |
| if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectInput) |
| indirect_mask |= nir_var_shader_in; |
| if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectOutput) |
| indirect_mask |= nir_var_shader_out; |
| if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectTemp) |
| indirect_mask |= nir_var_local; |
| |
| nir_lower_indirect_derefs(nir, indirect_mask); |
| |
| /* Get rid of split copies */ |
| nir = nir_optimize(nir, compiler, is_scalar); |
| |
| OPT(nir_remove_dead_variables, nir_var_local); |
| |
| return nir; |
| } |
| |
| /* Prepare the given shader for codegen |
| * |
| * This function is intended to be called right before going into the actual |
| * backend and is highly backend-specific. Also, once this function has been |
| * called on a shader, it will no longer be in SSA form so most optimizations |
| * will not work. |
| */ |
| nir_shader * |
| brw_postprocess_nir(nir_shader *nir, const struct brw_compiler *compiler, |
| bool is_scalar) |
| { |
| const struct gen_device_info *devinfo = compiler->devinfo; |
| bool debug_enabled = |
| (INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->stage)); |
| |
| bool progress; /* Written by OPT and OPT_V */ |
| (void)progress; |
| |
| nir = nir_optimize(nir, compiler, is_scalar); |
| |
| if (devinfo->gen >= 6) { |
| /* Try and fuse multiply-adds */ |
| OPT(brw_nir_opt_peephole_ffma); |
| } |
| |
| OPT(nir_opt_algebraic_late); |
| |
| OPT_V(nir_lower_to_source_mods); |
| OPT(nir_copy_prop); |
| OPT(nir_opt_dce); |
| OPT(nir_opt_move_comparisons); |
| |
| OPT(nir_lower_locals_to_regs); |
| |
| if (unlikely(debug_enabled)) { |
| /* Re-index SSA defs so we print more sensible numbers. */ |
| nir_foreach_function(function, nir) { |
| if (function->impl) |
| nir_index_ssa_defs(function->impl); |
| } |
| |
| fprintf(stderr, "NIR (SSA form) for %s shader:\n", |
| _mesa_shader_stage_to_string(nir->stage)); |
| nir_print_shader(nir, stderr); |
| } |
| |
| OPT_V(nir_convert_from_ssa, true); |
| |
| if (!is_scalar) { |
| OPT_V(nir_move_vec_src_uses_to_dest); |
| OPT(nir_lower_vec_to_movs); |
| } |
| |
| /* 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 (devinfo->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(nir->stage)); |
| nir_print_shader(nir, stderr); |
| } |
| |
| return nir; |
| } |
| |
| nir_shader * |
| brw_nir_apply_sampler_key(nir_shader *nir, |
| const struct brw_compiler *compiler, |
| const struct brw_sampler_prog_key_data *key_tex, |
| bool is_scalar) |
| { |
| const struct gen_device_info *devinfo = compiler->devinfo; |
| nir_lower_tex_options tex_options = { 0 }; |
| |
| /* Iron Lake and prior require lowering of all rectangle textures */ |
| if (devinfo->gen < 6) |
| tex_options.lower_rect = true; |
| |
| /* Prior to Broadwell, our hardware can't actually do GL_CLAMP */ |
| if (devinfo->gen < 8) { |
| tex_options.saturate_s = key_tex->gl_clamp_mask[0]; |
| tex_options.saturate_t = key_tex->gl_clamp_mask[1]; |
| tex_options.saturate_r = key_tex->gl_clamp_mask[2]; |
| } |
| |
| /* Prior to Haswell, we have to fake texture swizzle */ |
| for (unsigned s = 0; s < MAX_SAMPLERS; s++) { |
| if (key_tex->swizzles[s] == SWIZZLE_NOOP) |
| continue; |
| |
| tex_options.swizzle_result |= (1 << s); |
| for (unsigned c = 0; c < 4; c++) |
| tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c); |
| } |
| |
| /* Prior to Haswell, we have to lower gradients on shadow samplers */ |
| tex_options.lower_txd_shadow = devinfo->gen < 8 && !devinfo->is_haswell; |
| |
| tex_options.lower_y_uv_external = key_tex->y_uv_image_mask; |
| tex_options.lower_y_u_v_external = key_tex->y_u_v_image_mask; |
| tex_options.lower_yx_xuxv_external = key_tex->yx_xuxv_image_mask; |
| |
| if (nir_lower_tex(nir, &tex_options)) { |
| nir_validate_shader(nir); |
| nir = nir_optimize(nir, compiler, is_scalar); |
| } |
| |
| return nir; |
| } |
| |
| enum brw_reg_type |
| brw_type_for_nir_type(nir_alu_type type) |
| { |
| switch (type) { |
| case nir_type_uint: |
| case nir_type_uint32: |
| return BRW_REGISTER_TYPE_UD; |
| case nir_type_bool: |
| case nir_type_int: |
| case nir_type_bool32: |
| case nir_type_int32: |
| return BRW_REGISTER_TYPE_D; |
| case nir_type_float: |
| case nir_type_float32: |
| return BRW_REGISTER_TYPE_F; |
| case nir_type_float64: |
| return BRW_REGISTER_TYPE_DF; |
| case nir_type_int64: |
| case nir_type_uint64: |
| /* TODO we should only see these in moves, so for now it's ok, but when |
| * we add actual 64-bit integer support we should fix this. |
| */ |
| return BRW_REGISTER_TYPE_DF; |
| default: |
| unreachable("unknown type"); |
| } |
| |
| return BRW_REGISTER_TYPE_F; |
| } |
| |
| /* Returns the glsl_base_type corresponding to a nir_alu_type. |
| * This is used by both brw_vec4_nir and brw_fs_nir. |
| */ |
| enum glsl_base_type |
| brw_glsl_base_type_for_nir_type(nir_alu_type type) |
| { |
| switch (type) { |
| case nir_type_float: |
| case nir_type_float32: |
| return GLSL_TYPE_FLOAT; |
| |
| case nir_type_float64: |
| return GLSL_TYPE_DOUBLE; |
| |
| case nir_type_int: |
| case nir_type_int32: |
| return GLSL_TYPE_INT; |
| |
| case nir_type_uint: |
| case nir_type_uint32: |
| return GLSL_TYPE_UINT; |
| |
| default: |
| unreachable("bad type"); |
| } |
| } |