/*
* 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 "glsl/glsl_parser_extras.h"
#include "glsl/nir/glsl_to_nir.h"
#include "program/prog_to_nir.h"
static void
nir_optimize(nir_shader *nir)
{
bool progress;
do {
progress = false;
nir_lower_vars_to_ssa(nir);
nir_validate_shader(nir);
nir_lower_alu_to_scalar(nir);
nir_validate_shader(nir);
progress |= nir_copy_prop(nir);
nir_validate_shader(nir);
nir_lower_phis_to_scalar(nir);
nir_validate_shader(nir);
progress |= nir_copy_prop(nir);
nir_validate_shader(nir);
progress |= nir_opt_dce(nir);
nir_validate_shader(nir);
progress |= nir_opt_cse(nir);
nir_validate_shader(nir);
progress |= nir_opt_peephole_select(nir);
nir_validate_shader(nir);
progress |= nir_opt_algebraic(nir);
nir_validate_shader(nir);
progress |= nir_opt_constant_folding(nir);
nir_validate_shader(nir);
progress |= nir_opt_remove_phis(nir);
nir_validate_shader(nir);
} while (progress);
}
static bool
count_nir_instrs_in_block(nir_block *block, void *state)
{
int *count = (int *) state;
nir_foreach_instr(block, instr) {
*count = *count + 1;
}
return true;
}
static int
count_nir_instrs(nir_shader *nir)
{
int count = 0;
nir_foreach_overload(nir, overload) {
if (!overload->impl)
continue;
nir_foreach_block(overload->impl, count_nir_instrs_in_block, &count);
}
return count;
}
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)
{
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);
/* Lower a bunch of stuff */
nir_lower_var_copies(nir);
nir_validate_shader(nir);
/* Get rid of split copies */
nir_optimize(nir);
if (shader_prog) {
nir_assign_var_locations_scalar_direct_first(nir, &nir->uniforms,
&nir->num_direct_uniforms,
&nir->num_uniforms);
} else {
/* ARB programs generally create a giant array of "uniform" data, and allow
* indirect addressing without any boundaries. In the absence of bounds
* analysis, it's all or nothing. num_direct_uniforms is only useful when
* we have some direct and some indirect access; it doesn't matter here.
*/
nir->num_direct_uniforms = 0;
}
nir_assign_var_locations_scalar(&nir->inputs, &nir->num_inputs);
nir_assign_var_locations_scalar(&nir->outputs, &nir->num_outputs);
nir_lower_io(nir);
nir_validate_shader(nir);
nir_remove_dead_variables(nir);
nir_validate_shader(nir);
if (shader_prog) {
nir_lower_samplers(nir, shader_prog, stage);
nir_validate_shader(nir);
}
nir_lower_system_values(nir);
nir_validate_shader(nir);
nir_lower_atomics(nir);
nir_validate_shader(nir);
nir_optimize(nir);
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)) {
fprintf(stderr
, "NIR (SSA form) for %s shader:\n",
_mesa_shader_stage_to_string(stage));
nir_print_shader(nir, stderr);
}
static GLuint msg_id = 0;
_mesa_gl_debug(&brw->ctx, &msg_id,
MESA_DEBUG_SOURCE_SHADER_COMPILER,
MESA_DEBUG_TYPE_OTHER,
MESA_DEBUG_SEVERITY_NOTIFICATION,
"%s NIR shader: %d inst\n",
_mesa_shader_stage_to_abbrev(stage),
count_nir_instrs(nir));
nir_convert_from_ssa(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;
}