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  1. Welcome to Mesa's GLSL compiler.  A brief overview of how things flow:
  2.  
  3. 1) lex and yacc-based preprocessor takes the incoming shader string
  4. and produces a new string containing the preprocessed shader.  This
  5. takes care of things like #if, #ifdef, #define, and preprocessor macro
  6. invocations.  Note that #version, #extension, and some others are
  7. passed straight through.  See glcpp/*
  8.  
  9. 2) lex and yacc-based parser takes the preprocessed string and
  10. generates the AST (abstract syntax tree).  Almost no checking is
  11. performed in this stage.  See glsl_lexer.lpp and glsl_parser.ypp.
  12.  
  13. 3) The AST is converted to "HIR".  This is the intermediate
  14. representation of the compiler.  Constructors are generated, function
  15. calls are resolved to particular function signatures, and all the
  16. semantic checking is performed.  See ast_*.cpp for the conversion, and
  17. ir.h for the IR structures.
  18.  
  19. 4) The driver (Mesa, or main.cpp for the standalone binary) performs
  20. optimizations.  These include copy propagation, dead code elimination,
  21. constant folding, and others.  Generally the driver will call
  22. optimizations in a loop, as each may open up opportunities for other
  23. optimizations to do additional work.  See most files called ir_*.cpp
  24.  
  25. 5) linking is performed.  This does checking to ensure that the
  26. outputs of the vertex shader match the inputs of the fragment shader,
  27. and assigns locations to uniforms, attributes, and varyings.  See
  28. linker.cpp.
  29.  
  30. 6) The driver may perform additional optimization at this point, as
  31. for example dead code elimination previously couldn't remove functions
  32. or global variable usage when we didn't know what other code would be
  33. linked in.
  34.  
  35. 7) The driver performs code generation out of the IR, taking a linked
  36. shader program and producing a compiled program for each stage.  See
  37. ir_to_mesa.cpp for Mesa IR code generation.
  38.  
  39. FAQ:
  40.  
  41. Q: What is HIR versus IR versus LIR?
  42.  
  43. A: The idea behind the naming was that ast_to_hir would produce a
  44. high-level IR ("HIR"), with things like matrix operations, structure
  45. assignments, etc., present.  A series of lowering passes would occur
  46. that do things like break matrix multiplication into a series of dot
  47. products/MADs, make structure assignment be a series of assignment of
  48. components, flatten if statements into conditional moves, and such,
  49. producing a low level IR ("LIR").
  50.  
  51. However, it now appears that each driver will have different
  52. requirements from a LIR.  A 915-generation chipset wants all functions
  53. inlined, all loops unrolled, all ifs flattened, no variable array
  54. accesses, and matrix multiplication broken down.  The Mesa IR backend
  55. for swrast would like matrices and structure assignment broken down,
  56. but it can support function calls and dynamic branching.  A 965 vertex
  57. shader IR backend could potentially even handle some matrix operations
  58. without breaking them down, but the 965 fragment shader IR backend
  59. would want to break to have (almost) all operations down channel-wise
  60. and perform optimization on that.  As a result, there's no single
  61. low-level IR that will make everyone happy.  So that usage has fallen
  62. out of favor, and each driver will perform a series of lowering passes
  63. to take the HIR down to whatever restrictions it wants to impose
  64. before doing codegen.
  65.  
  66. Q: How is the IR structured?
  67.  
  68. A: The best way to get started seeing it would be to run the
  69. standalone compiler against a shader:
  70.  
  71. ./glsl_compiler --dump-lir \
  72.         ~/src/piglit/tests/shaders/glsl-orangebook-ch06-bump.frag
  73.  
  74. So for example one of the ir_instructions in main() contains:
  75.  
  76. (assign (constant bool (1)) (var_ref litColor)  (expression vec3 * (var_ref Surf
  77. aceColor) (var_ref __retval) ) )
  78.  
  79. Or more visually:
  80.                      (assign)
  81.                  /       |        \
  82.         (var_ref)  (expression *)  (constant bool 1)
  83.          /          /           \
  84. (litColor)      (var_ref)    (var_ref)
  85.                   /                  \
  86.            (SurfaceColor)          (__retval)
  87.  
  88. which came from:
  89.  
  90. litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0);
  91.  
  92. (the max call is not represented in this expression tree, as it was a
  93. function call that got inlined but not brought into this expression
  94. tree)
  95.  
  96. Each of those nodes is a subclass of ir_instruction.  A particular
  97. ir_instruction instance may only appear once in the whole IR tree with
  98. the exception of ir_variables, which appear once as variable
  99. declarations:
  100.  
  101. (declare () vec3 normDelta)
  102.  
  103. and multiple times as the targets of variable dereferences:
  104. ...
  105. (assign (constant bool (1)) (var_ref __retval) (expression float dot
  106.  (var_ref normDelta) (var_ref LightDir) ) )
  107. ...
  108. (assign (constant bool (1)) (var_ref __retval) (expression vec3 -
  109.  (var_ref LightDir) (expression vec3 * (constant float (2.000000))
  110.  (expression vec3 * (expression float dot (var_ref normDelta) (var_ref
  111.  LightDir) ) (var_ref normDelta) ) ) ) )
  112. ...
  113.  
  114. Each node has a type.  Expressions may involve several different types:
  115. (declare (uniform ) mat4 gl_ModelViewMatrix)
  116. ((assign (constant bool (1)) (var_ref constructor_tmp) (expression
  117.  vec4 * (var_ref gl_ModelViewMatrix) (var_ref gl_Vertex) ) )
  118.  
  119. An expression tree can be arbitrarily deep, and the compiler tries to
  120. keep them structured like that so that things like algebraic
  121. optimizations ((color * 1.0 == color) and ((mat1 * mat2) * vec == mat1
  122. * (mat2 * vec))) or recognizing operation patterns for code generation
  123. (vec1 * vec2 + vec3 == mad(vec1, vec2, vec3)) are easier.  This comes
  124. at the expense of additional trickery in implementing some
  125. optimizations like CSE where one must navigate an expression tree.
  126.  
  127. Q: Why no SSA representation?
  128.  
  129. A: Converting an IR tree to SSA form makes dead code elmimination,
  130. common subexpression elimination, and many other optimizations much
  131. easier.  However, in our primarily vector-based language, there's some
  132. major questions as to how it would work.  Do we do SSA on the scalar
  133. or vector level?  If we do it at the vector level, we're going to end
  134. up with many different versions of the variable when encountering code
  135. like:
  136.  
  137. (assign (constant bool (1)) (swiz x (var_ref __retval) ) (var_ref a) )
  138. (assign (constant bool (1)) (swiz y (var_ref __retval) ) (var_ref b) )
  139. (assign (constant bool (1)) (swiz z (var_ref __retval) ) (var_ref c) )
  140.  
  141. If every masked update of a component relies on the previous value of
  142. the variable, then we're probably going to be quite limited in our
  143. dead code elimination wins, and recognizing common expressions may
  144. just not happen.  On the other hand, if we operate channel-wise, then
  145. we'll be prone to optimizing the operation on one of the channels at
  146. the expense of making its instruction flow different from the other
  147. channels, and a vector-based GPU would end up with worse code than if
  148. we didn't optimize operations on that channel!
  149.  
  150. Once again, it appears that our optimization requirements are driven
  151. significantly by the target architecture.  For now, targeting the Mesa
  152. IR backend, SSA does not appear to be that important to producing
  153. excellent code, but we do expect to do some SSA-based optimizations
  154. for the 965 fragment shader backend when that is developed.
  155.  
  156. Q: How should I expand instructions that take multiple backend instructions?
  157.  
  158. Sometimes you'll have to do the expansion in your code generation --
  159. see, for example, ir_to_mesa.cpp's handling of ir_unop_sqrt.  However,
  160. in many cases you'll want to do a pass over the IR to convert
  161. non-native instructions to a series of native instructions.  For
  162. example, for the Mesa backend we have ir_div_to_mul_rcp.cpp because
  163. Mesa IR (and many hardware backends) only have a reciprocal
  164. instruction, not a divide.  Implementing non-native instructions this
  165. way gives the chance for constant folding to occur, so (a / 2.0)
  166. becomes (a * 0.5) after codegen instead of (a * (1.0 / 2.0))
  167.  
  168. Q: How shoud I handle my special hardware instructions with respect to IR?
  169.  
  170. Our current theory is that if multiple targets have an instruction for
  171. some operation, then we should probably be able to represent that in
  172. the IR.  Generally this is in the form of an ir_{bin,un}op expression
  173. type.  For example, we initially implemented fract() using (a -
  174. floor(a)), but both 945 and 965 have instructions to give that result,
  175. and it would also simplify the implementation of mod(), so
  176. ir_unop_fract was added.  The following areas need updating to add a
  177. new expression type:
  178.  
  179. ir.h (new enum)
  180. ir.cpp:get_num_operands() (used for ir_reader)
  181. ir.cpp:operator_strs (used for ir_reader)
  182. ir_constant_expression.cpp (you probably want to be able to constant fold)
  183. ir_validate.cpp (check users have the right types)
  184.  
  185. You may also need to update the backends if they will see the new expr type:
  186.  
  187. ../mesa/shaders/ir_to_mesa.cpp
  188.  
  189. You can then use the new expression from builtins (if all backends
  190. would rather see it), or scan the IR and convert to use your new
  191. expression type (see ir_mod_to_fract, for example).
  192.  
  193. Q: How is memory management handled in the compiler?
  194.  
  195. The hierarchical memory allocator "talloc" developed for the Samba
  196. project is used, so that things like optimization passes don't have to
  197. worry about their garbage collection so much.  It has a few nice
  198. features, including low performance overhead and good debugging
  199. support that's trivially available.
  200.  
  201. Generally, each stage of the compile creates a talloc context and
  202. allocates its memory out of that or children of it.  At the end of the
  203. stage, the pieces still live are stolen to a new context and the old
  204. one freed, or the whole context is kept for use by the next stage.
  205.  
  206. For IR transformations, a temporary context is used, then at the end
  207. of all transformations, reparent_ir reparents all live nodes under the
  208. shader's IR list, and the old context full of dead nodes is freed.
  209. When developing a single IR transformation pass, this means that you
  210. want to allocate instruction nodes out of the temporary context, so if
  211. it becomes dead it doesn't live on as the child of a live node.  At
  212. the moment, optimization passes aren't passed that temporary context,
  213. so they find it by calling talloc_parent() on a nearby IR node.  The
  214. talloc_parent() call is expensive, so many passes will cache the
  215. result of the first talloc_parent().  Cleaning up all the optimization
  216. passes to take a context argument and not call talloc_parent() is left
  217. as an exercise.
  218.  
  219. Q: What is the file naming convention in this directory?
  220.  
  221. Initially, there really wasn't one.  We have since adopted one:
  222.  
  223.  - Files that implement code lowering passes should be named lower_*
  224.    (e.g., lower_noise.cpp).
  225.  - Files that implement optimization passes should be named opt_*.
  226.  - Files that implement a class that is used throught the code should
  227.    take the name of that class (e.g., ir_hierarchical_visitor.cpp).
  228.  - Files that contain code not fitting in one of the previous
  229.    categories should have a sensible name (e.g., glsl_parser.ypp).
  230.