1/*
2 * Copyright (C) 2015 Rob Clark <robclark@freedesktop.org>
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 * SOFTWARE.
22 *
23 * Authors:
24 *    Rob Clark <robclark@freedesktop.org>
25 */
26
27#include "util/debug.h"
28#include "util/u_math.h"
29
30#include "ir3_compiler.h"
31#include "ir3_nir.h"
32#include "ir3_shader.h"
33
34static const nir_shader_compiler_options options = {
35   .lower_fpow = true,
36   .lower_scmp = true,
37   .lower_flrp16 = true,
38   .lower_flrp32 = true,
39   .lower_flrp64 = true,
40   .lower_ffract = true,
41   .lower_fmod = true,
42   .lower_fdiv = true,
43   .lower_isign = true,
44   .lower_ldexp = true,
45   .lower_uadd_carry = true,
46   .lower_usub_borrow = true,
47   .lower_mul_high = true,
48   .lower_mul_2x32_64 = true,
49   .fuse_ffma16 = true,
50   .fuse_ffma32 = true,
51   .fuse_ffma64 = true,
52   .vertex_id_zero_based = true,
53   .lower_extract_byte = true,
54   .lower_extract_word = true,
55   .lower_insert_byte = true,
56   .lower_insert_word = true,
57   .lower_helper_invocation = true,
58   .lower_bitfield_insert_to_shifts = true,
59   .lower_bitfield_extract_to_shifts = true,
60   .lower_pack_half_2x16 = true,
61   .lower_pack_snorm_4x8 = true,
62   .lower_pack_snorm_2x16 = true,
63   .lower_pack_unorm_4x8 = true,
64   .lower_pack_unorm_2x16 = true,
65   .lower_unpack_half_2x16 = true,
66   .lower_unpack_snorm_4x8 = true,
67   .lower_unpack_snorm_2x16 = true,
68   .lower_unpack_unorm_4x8 = true,
69   .lower_unpack_unorm_2x16 = true,
70   .lower_pack_split = true,
71   .use_interpolated_input_intrinsics = true,
72   .lower_rotate = true,
73   .lower_to_scalar = true,
74   .has_imul24 = true,
75   .has_fsub = true,
76   .has_isub = true,
77   .lower_wpos_pntc = true,
78   .lower_cs_local_index_from_id = true,
79
80   /* Only needed for the spirv_to_nir() pass done in ir3_cmdline.c
81    * but that should be harmless for GL since 64b is not
82    * supported there.
83    */
84   .lower_int64_options = (nir_lower_int64_options)~0,
85   .lower_uniforms_to_ubo = true,
86   .use_scoped_barrier = true,
87};
88
89/* we don't want to lower vertex_id to _zero_based on newer gpus: */
90static const nir_shader_compiler_options options_a6xx = {
91   .lower_fpow = true,
92   .lower_scmp = true,
93   .lower_flrp16 = true,
94   .lower_flrp32 = true,
95   .lower_flrp64 = true,
96   .lower_ffract = true,
97   .lower_fmod = true,
98   .lower_fdiv = true,
99   .lower_isign = true,
100   .lower_ldexp = true,
101   .lower_uadd_carry = true,
102   .lower_usub_borrow = true,
103   .lower_mul_high = true,
104   .lower_mul_2x32_64 = true,
105   .fuse_ffma16 = true,
106   .fuse_ffma32 = true,
107   .fuse_ffma64 = true,
108   .vertex_id_zero_based = false,
109   .lower_extract_byte = true,
110   .lower_extract_word = true,
111   .lower_insert_byte = true,
112   .lower_insert_word = true,
113   .lower_helper_invocation = true,
114   .lower_bitfield_insert_to_shifts = true,
115   .lower_bitfield_extract_to_shifts = true,
116   .lower_pack_half_2x16 = true,
117   .lower_pack_snorm_4x8 = true,
118   .lower_pack_snorm_2x16 = true,
119   .lower_pack_unorm_4x8 = true,
120   .lower_pack_unorm_2x16 = true,
121   .lower_unpack_half_2x16 = true,
122   .lower_unpack_snorm_4x8 = true,
123   .lower_unpack_snorm_2x16 = true,
124   .lower_unpack_unorm_4x8 = true,
125   .lower_unpack_unorm_2x16 = true,
126   .lower_pack_split = true,
127   .use_interpolated_input_intrinsics = true,
128   .lower_rotate = true,
129   .vectorize_io = true,
130   .lower_to_scalar = true,
131   .has_imul24 = true,
132   .has_fsub = true,
133   .has_isub = true,
134   .max_unroll_iterations = 32,
135   .force_indirect_unrolling = nir_var_all,
136   .lower_wpos_pntc = true,
137   .lower_cs_local_index_from_id = true,
138
139   /* Only needed for the spirv_to_nir() pass done in ir3_cmdline.c
140    * but that should be harmless for GL since 64b is not
141    * supported there.
142    */
143   .lower_int64_options = (nir_lower_int64_options)~0,
144   .lower_uniforms_to_ubo = true,
145   .lower_device_index_to_zero = true,
146   .use_scoped_barrier = true,
147};
148
149const nir_shader_compiler_options *
150ir3_get_compiler_options(struct ir3_compiler *compiler)
151{
152   if (compiler->gen >= 6)
153      return &options_a6xx;
154   return &options;
155}
156
157static bool
158ir3_nir_should_vectorize_mem(unsigned align_mul, unsigned align_offset,
159                             unsigned bit_size, unsigned num_components,
160                             nir_intrinsic_instr *low,
161                             nir_intrinsic_instr *high, void *data)
162{
163   assert(bit_size >= 8);
164   if (bit_size != 32)
165      return false;
166   unsigned byte_size = bit_size / 8;
167
168   int size = num_components * byte_size;
169
170   /* Don't care about alignment past vec4. */
171   assert(util_is_power_of_two_nonzero(align_mul));
172   align_mul = MIN2(align_mul, 16);
173   align_offset &= 15;
174
175   /* Our offset alignment should aways be at least 4 bytes */
176   if (align_mul < 4)
177      return false;
178
179   unsigned worst_start_offset = 16 - align_mul + align_offset;
180   if (worst_start_offset + size > 16)
181      return false;
182
183   return true;
184}
185
186#define OPT(nir, pass, ...)                                                    \
187   ({                                                                          \
188      bool this_progress = false;                                              \
189      NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__);                       \
190      this_progress;                                                           \
191   })
192
193#define OPT_V(nir, pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
194
195void
196ir3_optimize_loop(struct ir3_compiler *compiler, nir_shader *s)
197{
198   bool progress;
199   unsigned lower_flrp = (s->options->lower_flrp16 ? 16 : 0) |
200                         (s->options->lower_flrp32 ? 32 : 0) |
201                         (s->options->lower_flrp64 ? 64 : 0);
202
203   do {
204      progress = false;
205
206      OPT_V(s, nir_lower_vars_to_ssa);
207      progress |= OPT(s, nir_opt_copy_prop_vars);
208      progress |= OPT(s, nir_opt_dead_write_vars);
209      progress |= OPT(s, nir_lower_alu_to_scalar, NULL, NULL);
210      progress |= OPT(s, nir_lower_phis_to_scalar, false);
211
212      progress |= OPT(s, nir_copy_prop);
213      progress |= OPT(s, nir_opt_deref);
214      progress |= OPT(s, nir_opt_dce);
215      progress |= OPT(s, nir_opt_cse);
216      static int gcm = -1;
217      if (gcm == -1)
218         gcm = env_var_as_unsigned("GCM", 0);
219      if (gcm == 1)
220         progress |= OPT(s, nir_opt_gcm, true);
221      else if (gcm == 2)
222         progress |= OPT(s, nir_opt_gcm, false);
223      progress |= OPT(s, nir_opt_peephole_select, 16, true, true);
224      progress |= OPT(s, nir_opt_intrinsics);
225      /* NOTE: GS lowering inserts an output var with varying slot that
226       * is larger than VARYING_SLOT_MAX (ie. GS_VERTEX_FLAGS_IR3),
227       * which triggers asserts in nir_shader_gather_info().  To work
228       * around that skip lowering phi precision for GS.
229       *
230       * Calling nir_shader_gather_info() late also seems to cause
231       * problems for tess lowering, for now since we only enable
232       * fp16/int16 for frag and compute, skip phi precision lowering
233       * for other stages.
234       */
235      if ((s->info.stage == MESA_SHADER_FRAGMENT) ||
236          (s->info.stage == MESA_SHADER_COMPUTE)) {
237         progress |= OPT(s, nir_opt_phi_precision);
238      }
239      progress |= OPT(s, nir_opt_algebraic);
240      progress |= OPT(s, nir_lower_alu);
241      progress |= OPT(s, nir_lower_pack);
242      progress |= OPT(s, nir_opt_constant_folding);
243
244      nir_load_store_vectorize_options vectorize_opts = {
245         .modes = nir_var_mem_ubo,
246         .callback = ir3_nir_should_vectorize_mem,
247         .robust_modes = compiler->robust_ubo_access ? nir_var_mem_ubo : 0,
248      };
249      progress |= OPT(s, nir_opt_load_store_vectorize, &vectorize_opts);
250
251      if (lower_flrp != 0) {
252         if (OPT(s, nir_lower_flrp, lower_flrp, false /* always_precise */)) {
253            OPT(s, nir_opt_constant_folding);
254            progress = true;
255         }
256
257         /* Nothing should rematerialize any flrps, so we only
258          * need to do this lowering once.
259          */
260         lower_flrp = 0;
261      }
262
263      progress |= OPT(s, nir_opt_dead_cf);
264      if (OPT(s, nir_opt_trivial_continues)) {
265         progress |= true;
266         /* If nir_opt_trivial_continues makes progress, then we need to clean
267          * things up if we want any hope of nir_opt_if or nir_opt_loop_unroll
268          * to make progress.
269          */
270         OPT(s, nir_copy_prop);
271         OPT(s, nir_opt_dce);
272      }
273      progress |= OPT(s, nir_opt_if, false);
274      progress |= OPT(s, nir_opt_loop_unroll);
275      progress |= OPT(s, nir_opt_remove_phis);
276      progress |= OPT(s, nir_opt_undef);
277   } while (progress);
278}
279
280static bool
281should_split_wrmask(const nir_instr *instr, const void *data)
282{
283   nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
284
285   switch (intr->intrinsic) {
286   case nir_intrinsic_store_ssbo:
287   case nir_intrinsic_store_shared:
288   case nir_intrinsic_store_global:
289   case nir_intrinsic_store_scratch:
290      return true;
291   default:
292      return false;
293   }
294}
295
296static bool
297ir3_nir_lower_ssbo_size_filter(const nir_instr *instr, const void *data)
298{
299   return instr->type == nir_instr_type_intrinsic &&
300          nir_instr_as_intrinsic(instr)->intrinsic ==
301             nir_intrinsic_get_ssbo_size;
302}
303
304static nir_ssa_def *
305ir3_nir_lower_ssbo_size_instr(nir_builder *b, nir_instr *instr, void *data)
306{
307   uint8_t ssbo_size_to_bytes_shift = *(uint8_t *) data;
308   nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
309   return nir_ishl(b, &intr->dest.ssa, nir_imm_int(b, ssbo_size_to_bytes_shift));
310}
311
312/**
313 * The resinfo opcode we have for getting the SSBO size on a6xx returns a byte
314 * length divided by IBO_0_FMT, while the NIR intrinsic coming in is a number of
315 * bytes. Switch things so the NIR intrinsic in our backend means dwords.
316 */
317static bool
318ir3_nir_lower_ssbo_size(nir_shader *s, bool storage_16bit)
319{
320   uint8_t ssbo_size_to_bytes_shift = storage_16bit ? 1 : 2;
321   return nir_shader_lower_instructions(s, ir3_nir_lower_ssbo_size_filter,
322                                        ir3_nir_lower_ssbo_size_instr,
323                                        &ssbo_size_to_bytes_shift);
324}
325
326void
327ir3_nir_lower_io_to_temporaries(nir_shader *s)
328{
329   /* Outputs consumed by the VPC, VS inputs, and FS outputs are all handled
330    * by the hardware pre-loading registers at the beginning and then reading
331    * them at the end, so we can't access them indirectly except through
332    * normal register-indirect accesses, and therefore ir3 doesn't support
333    * indirect accesses on those. Other i/o is lowered in ir3_nir_lower_tess,
334    * and indirects work just fine for those. GS outputs may be consumed by
335    * VPC, but have their own lowering in ir3_nir_lower_gs() which does
336    * something similar to nir_lower_io_to_temporaries so we shouldn't need
337    * to lower them.
338    *
339    * Note: this might be a little inefficient for VS or TES outputs which are
340    * when the next stage isn't an FS, but it probably don't make sense to
341    * depend on the next stage before variant creation.
342    *
343    * TODO: for gallium, mesa/st also does some redundant lowering, including
344    * running this pass for GS inputs/outputs which we don't want but not
345    * including TES outputs or FS inputs which we do need. We should probably
346    * stop doing that once we're sure all drivers are doing their own
347    * indirect i/o lowering.
348    */
349   bool lower_input = s->info.stage == MESA_SHADER_VERTEX ||
350                      s->info.stage == MESA_SHADER_FRAGMENT;
351   bool lower_output = s->info.stage != MESA_SHADER_TESS_CTRL &&
352                       s->info.stage != MESA_SHADER_GEOMETRY;
353   if (lower_input || lower_output) {
354      NIR_PASS_V(s, nir_lower_io_to_temporaries, nir_shader_get_entrypoint(s),
355                 lower_output, lower_input);
356
357      /* nir_lower_io_to_temporaries() creates global variables and copy
358       * instructions which need to be cleaned up.
359       */
360      NIR_PASS_V(s, nir_split_var_copies);
361      NIR_PASS_V(s, nir_lower_var_copies);
362      NIR_PASS_V(s, nir_lower_global_vars_to_local);
363   }
364
365   /* Regardless of the above, we need to lower indirect references to
366    * compact variables such as clip/cull distances because due to how
367    * TCS<->TES IO works we cannot handle indirect accesses that "straddle"
368    * vec4 components. nir_lower_indirect_derefs has a special case for
369    * compact variables, so it will actually lower them even though we pass
370    * in 0 modes.
371    *
372    * Using temporaries would be slightly better but
373    * nir_lower_io_to_temporaries currently doesn't support TCS i/o.
374    */
375   NIR_PASS_V(s, nir_lower_indirect_derefs, 0, UINT32_MAX);
376}
377
378void
379ir3_finalize_nir(struct ir3_compiler *compiler, nir_shader *s)
380{
381   struct nir_lower_tex_options tex_options = {
382      .lower_rect = 0,
383      .lower_tg4_offsets = true,
384   };
385
386   if (compiler->gen >= 4) {
387      /* a4xx seems to have *no* sam.p */
388      tex_options.lower_txp = ~0; /* lower all txp */
389   } else {
390      /* a3xx just needs to avoid sam.p for 3d tex */
391      tex_options.lower_txp = (1 << GLSL_SAMPLER_DIM_3D);
392   }
393
394   if (ir3_shader_debug & IR3_DBG_DISASM) {
395      mesa_logi("----------------------");
396      nir_log_shaderi(s);
397      mesa_logi("----------------------");
398   }
399
400   if (s->info.stage == MESA_SHADER_GEOMETRY)
401      NIR_PASS_V(s, ir3_nir_lower_gs);
402
403   NIR_PASS_V(s, nir_lower_amul, ir3_glsl_type_size);
404
405   OPT_V(s, nir_lower_regs_to_ssa);
406   OPT_V(s, nir_lower_wrmasks, should_split_wrmask, s);
407
408   OPT_V(s, nir_lower_tex, &tex_options);
409   OPT_V(s, nir_lower_load_const_to_scalar);
410   if (compiler->gen < 5)
411      OPT_V(s, ir3_nir_lower_tg4_to_tex);
412
413   ir3_optimize_loop(compiler, s);
414
415   /* do idiv lowering after first opt loop to get a chance to propagate
416    * constants for divide by immed power-of-two:
417    */
418   nir_lower_idiv_options idiv_options = {
419      .imprecise_32bit_lowering = true,
420      .allow_fp16 = true,
421   };
422   const bool idiv_progress = OPT(s, nir_lower_idiv, &idiv_options);
423
424   if (idiv_progress)
425      ir3_optimize_loop(compiler, s);
426
427   OPT_V(s, nir_remove_dead_variables, nir_var_function_temp, NULL);
428
429   if (ir3_shader_debug & IR3_DBG_DISASM) {
430      mesa_logi("----------------------");
431      nir_log_shaderi(s);
432      mesa_logi("----------------------");
433   }
434
435   /* st_program.c's parameter list optimization requires that future nir
436    * variants don't reallocate the uniform storage, so we have to remove
437    * uniforms that occupy storage.  But we don't want to remove samplers,
438    * because they're needed for YUV variant lowering.
439    */
440   nir_foreach_uniform_variable_safe (var, s) {
441      if (var->data.mode == nir_var_uniform &&
442          (glsl_type_get_image_count(var->type) ||
443           glsl_type_get_sampler_count(var->type)))
444         continue;
445
446      exec_node_remove(&var->node);
447   }
448   nir_validate_shader(s, "after uniform var removal");
449
450   nir_sweep(s);
451}
452
453static bool
454lower_subgroup_id_filter(const nir_instr *instr, const void *unused)
455{
456   (void)unused;
457
458   if (instr->type != nir_instr_type_intrinsic)
459      return false;
460
461   nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
462   return intr->intrinsic == nir_intrinsic_load_subgroup_invocation ||
463          intr->intrinsic == nir_intrinsic_load_subgroup_id ||
464          intr->intrinsic == nir_intrinsic_load_num_subgroups;
465}
466
467static nir_ssa_def *
468lower_subgroup_id(nir_builder *b, nir_instr *instr, void *unused)
469{
470   (void)unused;
471
472   nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
473   if (intr->intrinsic == nir_intrinsic_load_subgroup_invocation) {
474      return nir_iand(
475         b, nir_load_local_invocation_index(b),
476         nir_isub(b, nir_load_subgroup_size(b), nir_imm_int(b, 1)));
477   } else if (intr->intrinsic == nir_intrinsic_load_subgroup_id) {
478      return nir_ishr(b, nir_load_local_invocation_index(b),
479                      nir_load_subgroup_id_shift_ir3(b));
480   } else {
481      assert(intr->intrinsic == nir_intrinsic_load_num_subgroups);
482      /* If the workgroup size is constant,
483       * nir_lower_compute_system_values() will replace local_size with a
484       * constant so this can mostly be constant folded away.
485       */
486      nir_ssa_def *local_size = nir_load_workgroup_size(b);
487      nir_ssa_def *size =
488         nir_imul24(b, nir_channel(b, local_size, 0),
489                    nir_imul24(b, nir_channel(b, local_size, 1),
490                               nir_channel(b, local_size, 2)));
491      nir_ssa_def *one = nir_imm_int(b, 1);
492      return nir_iadd(b, one,
493                      nir_ishr(b, nir_isub(b, size, one),
494                               nir_load_subgroup_id_shift_ir3(b)));
495   }
496}
497
498static bool
499ir3_nir_lower_subgroup_id_cs(nir_shader *shader)
500{
501   return nir_shader_lower_instructions(shader, lower_subgroup_id_filter,
502                                        lower_subgroup_id, NULL);
503}
504
505static const nir_lower_idiv_options idiv_options = {
506   .imprecise_32bit_lowering = true,
507   .allow_fp16 = true,
508};
509
510/**
511 * Late passes that need to be done after pscreen->finalize_nir()
512 */
513void
514ir3_nir_post_finalize(struct ir3_compiler *compiler, nir_shader *s)
515{
516   NIR_PASS_V(s, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
517              ir3_glsl_type_size, (nir_lower_io_options)0);
518
519   if (s->info.stage == MESA_SHADER_FRAGMENT) {
520      /* NOTE: lower load_barycentric_at_sample first, since it
521       * produces load_barycentric_at_offset:
522       */
523      NIR_PASS_V(s, ir3_nir_lower_load_barycentric_at_sample);
524      NIR_PASS_V(s, ir3_nir_lower_load_barycentric_at_offset);
525      NIR_PASS_V(s, ir3_nir_move_varying_inputs);
526      NIR_PASS_V(s, nir_lower_fb_read);
527   }
528
529   if (compiler->gen >= 6 && s->info.stage == MESA_SHADER_FRAGMENT &&
530       !(ir3_shader_debug & IR3_DBG_NOFP16)) {
531      NIR_PASS_V(s, nir_lower_mediump_io, nir_var_shader_out, 0, false);
532   }
533
534   if (s->info.stage == MESA_SHADER_COMPUTE) {
535      bool progress = false;
536      NIR_PASS(progress, s, nir_lower_subgroups,
537               &(nir_lower_subgroups_options){
538                  .subgroup_size = 128,
539                  .ballot_bit_size = 32,
540                  .ballot_components = 4,
541                  .lower_to_scalar = true,
542                  .lower_vote_eq = true,
543                  .lower_subgroup_masks = true,
544                  .lower_read_invocation_to_cond = true,
545               });
546
547      progress = false;
548      NIR_PASS(progress, s, ir3_nir_lower_subgroup_id_cs);
549
550      /* ir3_nir_lower_subgroup_id_cs creates extra compute intrinsics which
551       * we need to lower again.
552       */
553      if (progress)
554         NIR_PASS_V(s, nir_lower_compute_system_values, NULL);
555   }
556
557   /* we cannot ensure that ir3_finalize_nir() is only called once, so
558    * we also need to do any run-once workarounds here:
559    */
560   OPT_V(s, ir3_nir_apply_trig_workarounds);
561
562   nir_lower_image_options lower_image_opts = {
563      .lower_cube_size = true,
564   };
565   NIR_PASS_V(s, nir_lower_image, &lower_image_opts);
566   NIR_PASS_V(s, nir_lower_idiv, &idiv_options); /* idiv generated by cube lowering */
567
568   if (compiler->gen >= 6)
569      OPT_V(s, ir3_nir_lower_ssbo_size, compiler->storage_16bit);
570
571   ir3_optimize_loop(compiler, s);
572}
573
574static bool
575ir3_nir_lower_view_layer_id(nir_shader *nir, bool layer_zero, bool view_zero)
576{
577   unsigned layer_id_loc = ~0, view_id_loc = ~0;
578   nir_foreach_shader_in_variable (var, nir) {
579      if (var->data.location == VARYING_SLOT_LAYER)
580         layer_id_loc = var->data.driver_location;
581      if (var->data.location == VARYING_SLOT_VIEWPORT)
582         view_id_loc = var->data.driver_location;
583   }
584
585   assert(!layer_zero || layer_id_loc != ~0);
586   assert(!view_zero || view_id_loc != ~0);
587
588   bool progress = false;
589   nir_builder b;
590
591   nir_foreach_function (func, nir) {
592      nir_builder_init(&b, func->impl);
593
594      nir_foreach_block (block, func->impl) {
595         nir_foreach_instr_safe (instr, block) {
596            if (instr->type != nir_instr_type_intrinsic)
597               continue;
598
599            nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
600
601            if (intrin->intrinsic != nir_intrinsic_load_input)
602               continue;
603
604            unsigned base = nir_intrinsic_base(intrin);
605            if (base != layer_id_loc && base != view_id_loc)
606               continue;
607
608            b.cursor = nir_before_instr(&intrin->instr);
609            nir_ssa_def *zero = nir_imm_int(&b, 0);
610            nir_ssa_def_rewrite_uses(&intrin->dest.ssa, zero);
611            nir_instr_remove(&intrin->instr);
612            progress = true;
613         }
614      }
615
616      if (progress) {
617         nir_metadata_preserve(
618            func->impl, nir_metadata_block_index | nir_metadata_dominance);
619      } else {
620         nir_metadata_preserve(func->impl, nir_metadata_all);
621      }
622   }
623
624   return progress;
625}
626
627void
628ir3_nir_lower_variant(struct ir3_shader_variant *so, nir_shader *s)
629{
630   if (ir3_shader_debug & IR3_DBG_DISASM) {
631      mesa_logi("----------------------");
632      nir_log_shaderi(s);
633      mesa_logi("----------------------");
634   }
635
636   bool progress = false;
637
638   if (so->key.has_gs || so->key.tessellation) {
639      switch (so->shader->type) {
640      case MESA_SHADER_VERTEX:
641         NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, so,
642                    so->key.tessellation);
643         progress = true;
644         break;
645      case MESA_SHADER_TESS_CTRL:
646         NIR_PASS_V(s, ir3_nir_lower_tess_ctrl, so, so->key.tessellation);
647         NIR_PASS_V(s, ir3_nir_lower_to_explicit_input, so);
648         progress = true;
649         break;
650      case MESA_SHADER_TESS_EVAL:
651         NIR_PASS_V(s, ir3_nir_lower_tess_eval, so, so->key.tessellation);
652         if (so->key.has_gs)
653            NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, so,
654                       so->key.tessellation);
655         progress = true;
656         break;
657      case MESA_SHADER_GEOMETRY:
658         NIR_PASS_V(s, ir3_nir_lower_to_explicit_input, so);
659         progress = true;
660         break;
661      default:
662         break;
663      }
664   }
665
666   if (s->info.stage == MESA_SHADER_VERTEX) {
667      if (so->key.ucp_enables)
668         progress |=
669            OPT(s, nir_lower_clip_vs, so->key.ucp_enables, false, false, NULL);
670   } else if (s->info.stage == MESA_SHADER_FRAGMENT) {
671      bool layer_zero =
672         so->key.layer_zero && (s->info.inputs_read & VARYING_BIT_LAYER);
673      bool view_zero =
674         so->key.view_zero && (s->info.inputs_read & VARYING_BIT_VIEWPORT);
675
676      if (so->key.ucp_enables && !so->shader->compiler->has_clip_cull)
677         progress |= OPT(s, nir_lower_clip_fs, so->key.ucp_enables, false);
678      if (layer_zero || view_zero)
679         progress |= OPT(s, ir3_nir_lower_view_layer_id, layer_zero, view_zero);
680   }
681
682   /* Move large constant variables to the constants attached to the NIR
683    * shader, which we will upload in the immediates range.  This generates
684    * amuls, so we need to clean those up after.
685    *
686    * Passing no size_align, we would get packed values, which if we end up
687    * having to load with LDC would result in extra reads to unpack from
688    * straddling loads.  Align everything to vec4 to avoid that, though we
689    * could theoretically do better.
690    */
691   OPT_V(s, nir_opt_large_constants, glsl_get_vec4_size_align_bytes,
692         32 /* bytes */);
693   OPT_V(s, ir3_nir_lower_load_constant, so);
694
695   if (!so->binning_pass)
696      OPT_V(s, ir3_nir_analyze_ubo_ranges, so);
697
698   progress |= OPT(s, ir3_nir_lower_ubo_loads, so);
699
700   /* Lower large temporaries to scratch, which in Qualcomm terms is private
701    * memory, to avoid excess register pressure. This should happen after
702    * nir_opt_large_constants, because loading from a UBO is much, much less
703    * expensive.
704    */
705   if (so->shader->compiler->has_pvtmem) {
706      progress |= OPT(s, nir_lower_vars_to_scratch, nir_var_function_temp,
707                      16 * 16 /* bytes */, glsl_get_natural_size_align_bytes);
708   }
709
710   /* Lower scratch writemasks */
711   progress |= OPT(s, nir_lower_wrmasks, should_split_wrmask, s);
712
713   OPT_V(s, nir_lower_amul, ir3_glsl_type_size);
714
715   /* UBO offset lowering has to come after we've decided what will
716    * be left as load_ubo
717    */
718   if (so->shader->compiler->gen >= 6)
719      progress |= OPT(s, nir_lower_ubo_vec4);
720
721   OPT_V(s, ir3_nir_lower_io_offsets);
722
723   if (progress)
724      ir3_optimize_loop(so->shader->compiler, s);
725
726   /* Fixup indirect load_uniform's which end up with a const base offset
727    * which is too large to encode.  Do this late(ish) so we actually
728    * can differentiate indirect vs non-indirect.
729    */
730   if (OPT(s, ir3_nir_fixup_load_uniform))
731      ir3_optimize_loop(so->shader->compiler, s);
732
733   /* Do late algebraic optimization to turn add(a, neg(b)) back into
734    * subs, then the mandatory cleanup after algebraic.  Note that it may
735    * produce fnegs, and if so then we need to keep running to squash
736    * fneg(fneg(a)).
737    */
738   bool more_late_algebraic = true;
739   while (more_late_algebraic) {
740      more_late_algebraic = OPT(s, nir_opt_algebraic_late);
741      OPT_V(s, nir_opt_constant_folding);
742      OPT_V(s, nir_copy_prop);
743      OPT_V(s, nir_opt_dce);
744      OPT_V(s, nir_opt_cse);
745   }
746
747   OPT_V(s, nir_opt_sink, nir_move_const_undef);
748
749   if (ir3_shader_debug & IR3_DBG_DISASM) {
750      mesa_logi("----------------------");
751      nir_log_shaderi(s);
752      mesa_logi("----------------------");
753   }
754
755   nir_sweep(s);
756
757   /* Binning pass variants re-use  the const_state of the corresponding
758    * draw pass shader, so that same const emit can be re-used for both
759    * passes:
760    */
761   if (!so->binning_pass)
762      ir3_setup_const_state(s, so, ir3_const_state(so));
763}
764
765static void
766ir3_nir_scan_driver_consts(struct ir3_compiler *compiler, nir_shader *shader, struct ir3_const_state *layout)
767{
768   nir_foreach_function (function, shader) {
769      if (!function->impl)
770         continue;
771
772      nir_foreach_block (block, function->impl) {
773         nir_foreach_instr (instr, block) {
774            if (instr->type != nir_instr_type_intrinsic)
775               continue;
776
777            nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
778            unsigned idx;
779
780            switch (intr->intrinsic) {
781            case nir_intrinsic_image_atomic_add:
782            case nir_intrinsic_image_atomic_imin:
783            case nir_intrinsic_image_atomic_umin:
784            case nir_intrinsic_image_atomic_imax:
785            case nir_intrinsic_image_atomic_umax:
786            case nir_intrinsic_image_atomic_and:
787            case nir_intrinsic_image_atomic_or:
788            case nir_intrinsic_image_atomic_xor:
789            case nir_intrinsic_image_atomic_exchange:
790            case nir_intrinsic_image_atomic_comp_swap:
791            case nir_intrinsic_image_load:
792            case nir_intrinsic_image_store:
793            case nir_intrinsic_image_size:
794               if (compiler->gen < 6 &&
795                   !(intr->intrinsic == nir_intrinsic_image_load &&
796                     !(nir_intrinsic_access(intr) & ACCESS_COHERENT))) {
797                  idx = nir_src_as_uint(intr->src[0]);
798                  if (layout->image_dims.mask & (1 << idx))
799                     break;
800                  layout->image_dims.mask |= (1 << idx);
801                  layout->image_dims.off[idx] = layout->image_dims.count;
802                  layout->image_dims.count += 3; /* three const per */
803               }
804               break;
805            case nir_intrinsic_load_base_vertex:
806            case nir_intrinsic_load_first_vertex:
807               layout->num_driver_params =
808                  MAX2(layout->num_driver_params, IR3_DP_VTXID_BASE + 1);
809               break;
810            case nir_intrinsic_load_base_instance:
811               layout->num_driver_params =
812                  MAX2(layout->num_driver_params, IR3_DP_INSTID_BASE + 1);
813               break;
814            case nir_intrinsic_load_user_clip_plane:
815               idx = nir_intrinsic_ucp_id(intr);
816               layout->num_driver_params = MAX2(layout->num_driver_params,
817                                                IR3_DP_UCP0_X + (idx + 1) * 4);
818               break;
819            case nir_intrinsic_load_num_workgroups:
820               layout->num_driver_params =
821                  MAX2(layout->num_driver_params, IR3_DP_NUM_WORK_GROUPS_Z + 1);
822               break;
823            case nir_intrinsic_load_workgroup_size:
824               layout->num_driver_params = MAX2(layout->num_driver_params,
825                                                IR3_DP_LOCAL_GROUP_SIZE_Z + 1);
826               break;
827            case nir_intrinsic_load_base_workgroup_id:
828               layout->num_driver_params =
829                  MAX2(layout->num_driver_params, IR3_DP_BASE_GROUP_Z + 1);
830               break;
831            case nir_intrinsic_load_subgroup_size:
832               layout->num_driver_params =
833                  MAX2(layout->num_driver_params, IR3_DP_SUBGROUP_SIZE + 1);
834               break;
835            case nir_intrinsic_load_subgroup_id_shift_ir3:
836               layout->num_driver_params =
837                  MAX2(layout->num_driver_params, IR3_DP_SUBGROUP_ID_SHIFT + 1);
838               break;
839            default:
840               break;
841            }
842         }
843      }
844   }
845}
846
847/* Sets up the variant-dependent constant state for the ir3_shader.  Note
848 * that it is also used from ir3_nir_analyze_ubo_ranges() to figure out the
849 * maximum number of driver params that would eventually be used, to leave
850 * space for this function to allocate the driver params.
851 */
852void
853ir3_setup_const_state(nir_shader *nir, struct ir3_shader_variant *v,
854                      struct ir3_const_state *const_state)
855{
856   struct ir3_compiler *compiler = v->shader->compiler;
857
858   memset(&const_state->offsets, ~0, sizeof(const_state->offsets));
859
860   ir3_nir_scan_driver_consts(compiler, nir, const_state);
861
862   if ((compiler->gen < 5) && (v->shader->stream_output.num_outputs > 0)) {
863      const_state->num_driver_params =
864         MAX2(const_state->num_driver_params, IR3_DP_VTXCNT_MAX + 1);
865   }
866
867   const_state->num_ubos = nir->info.num_ubos;
868
869   debug_assert((const_state->ubo_state.size % 16) == 0);
870   unsigned constoff = const_state->ubo_state.size / 16;
871   unsigned ptrsz = ir3_pointer_size(compiler);
872
873   if (const_state->num_ubos > 0) {
874      const_state->offsets.ubo = constoff;
875      constoff += align(const_state->num_ubos * ptrsz, 4) / 4;
876   }
877
878   if (const_state->image_dims.count > 0) {
879      unsigned cnt = const_state->image_dims.count;
880      const_state->offsets.image_dims = constoff;
881      constoff += align(cnt, 4) / 4;
882   }
883
884   if (const_state->num_driver_params > 0) {
885      /* num_driver_params in dwords.  we only need to align to vec4s for the
886       * common case of immediate constant uploads, but for indirect dispatch
887       * the constants may also be indirect and so we have to align the area in
888       * const space to that requirement.
889       */
890      const_state->num_driver_params = align(const_state->num_driver_params, 4);
891      unsigned upload_unit = 1;
892      if (v->type == MESA_SHADER_COMPUTE ||
893          (const_state->num_driver_params >= IR3_DP_VTXID_BASE)) {
894         upload_unit = compiler->const_upload_unit;
895      }
896
897      /* offset cannot be 0 for vs params loaded by CP_DRAW_INDIRECT_MULTI */
898      if (v->type == MESA_SHADER_VERTEX && compiler->gen >= 6)
899         constoff = MAX2(constoff, 1);
900      constoff = align(constoff, upload_unit);
901      const_state->offsets.driver_param = constoff;
902
903      constoff += align(const_state->num_driver_params / 4, upload_unit);
904   }
905
906   if ((v->type == MESA_SHADER_VERTEX) && (compiler->gen < 5) &&
907       v->shader->stream_output.num_outputs > 0) {
908      const_state->offsets.tfbo = constoff;
909      constoff += align(IR3_MAX_SO_BUFFERS * ptrsz, 4) / 4;
910   }
911
912   switch (v->type) {
913   case MESA_SHADER_VERTEX:
914      const_state->offsets.primitive_param = constoff;
915      constoff += 1;
916      break;
917   case MESA_SHADER_TESS_CTRL:
918   case MESA_SHADER_TESS_EVAL:
919      constoff = align(constoff - 1, 4) + 3;
920      const_state->offsets.primitive_param = constoff;
921      const_state->offsets.primitive_map = constoff + 5;
922      constoff += 5 + DIV_ROUND_UP(v->input_size, 4);
923      break;
924   case MESA_SHADER_GEOMETRY:
925      const_state->offsets.primitive_param = constoff;
926      const_state->offsets.primitive_map = constoff + 1;
927      constoff += 1 + DIV_ROUND_UP(v->input_size, 4);
928      break;
929   default:
930      break;
931   }
932
933   const_state->offsets.immediate = constoff;
934
935   assert(constoff <= ir3_max_const(v));
936}
937