brw_nir.c revision 7ec681f3
1/* 2 * Copyright © 2014 Intel Corporation 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 20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21 * IN THE SOFTWARE. 22 */ 23 24#include "brw_nir.h" 25#include "brw_shader.h" 26#include "dev/intel_debug.h" 27#include "compiler/glsl_types.h" 28#include "compiler/nir/nir_builder.h" 29#include "util/u_math.h" 30 31static bool 32remap_tess_levels(nir_builder *b, nir_intrinsic_instr *intr, 33 GLenum primitive_mode) 34{ 35 const int location = nir_intrinsic_base(intr); 36 const unsigned component = nir_intrinsic_component(intr); 37 bool out_of_bounds; 38 39 if (location == VARYING_SLOT_TESS_LEVEL_INNER) { 40 switch (primitive_mode) { 41 case GL_QUADS: 42 /* gl_TessLevelInner[0..1] lives at DWords 3-2 (reversed). */ 43 nir_intrinsic_set_base(intr, 0); 44 nir_intrinsic_set_component(intr, 3 - component); 45 out_of_bounds = false; 46 break; 47 case GL_TRIANGLES: 48 /* gl_TessLevelInner[0] lives at DWord 4. */ 49 nir_intrinsic_set_base(intr, 1); 50 out_of_bounds = component > 0; 51 break; 52 case GL_ISOLINES: 53 out_of_bounds = true; 54 break; 55 default: 56 unreachable("Bogus tessellation domain"); 57 } 58 } else if (location == VARYING_SLOT_TESS_LEVEL_OUTER) { 59 if (primitive_mode == GL_ISOLINES) { 60 /* gl_TessLevelOuter[0..1] lives at DWords 6-7 (in order). */ 61 nir_intrinsic_set_base(intr, 1); 62 nir_intrinsic_set_component(intr, 2 + nir_intrinsic_component(intr)); 63 out_of_bounds = component > 1; 64 } else { 65 /* Triangles use DWords 7-5 (reversed); Quads use 7-4 (reversed) */ 66 nir_intrinsic_set_base(intr, 1); 67 nir_intrinsic_set_component(intr, 3 - nir_intrinsic_component(intr)); 68 out_of_bounds = component == 3 && primitive_mode == GL_TRIANGLES; 69 } 70 } else { 71 return false; 72 } 73 74 if (out_of_bounds) { 75 if (nir_intrinsic_infos[intr->intrinsic].has_dest) { 76 b->cursor = nir_before_instr(&intr->instr); 77 nir_ssa_def *undef = nir_ssa_undef(b, 1, 32); 78 nir_ssa_def_rewrite_uses(&intr->dest.ssa, undef); 79 } 80 nir_instr_remove(&intr->instr); 81 } 82 83 return true; 84} 85 86static bool 87is_input(nir_intrinsic_instr *intrin) 88{ 89 return intrin->intrinsic == nir_intrinsic_load_input || 90 intrin->intrinsic == nir_intrinsic_load_per_vertex_input || 91 intrin->intrinsic == nir_intrinsic_load_interpolated_input; 92} 93 94static bool 95is_output(nir_intrinsic_instr *intrin) 96{ 97 return intrin->intrinsic == nir_intrinsic_load_output || 98 intrin->intrinsic == nir_intrinsic_load_per_vertex_output || 99 intrin->intrinsic == nir_intrinsic_store_output || 100 intrin->intrinsic == nir_intrinsic_store_per_vertex_output; 101} 102 103 104static bool 105remap_patch_urb_offsets(nir_block *block, nir_builder *b, 106 const struct brw_vue_map *vue_map, 107 GLenum tes_primitive_mode) 108{ 109 const bool is_passthrough_tcs = b->shader->info.name && 110 strcmp(b->shader->info.name, "passthrough TCS") == 0; 111 112 nir_foreach_instr_safe(instr, block) { 113 if (instr->type != nir_instr_type_intrinsic) 114 continue; 115 116 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); 117 118 gl_shader_stage stage = b->shader->info.stage; 119 120 if ((stage == MESA_SHADER_TESS_CTRL && is_output(intrin)) || 121 (stage == MESA_SHADER_TESS_EVAL && is_input(intrin))) { 122 123 if (!is_passthrough_tcs && 124 remap_tess_levels(b, intrin, tes_primitive_mode)) 125 continue; 126 127 int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]]; 128 assert(vue_slot != -1); 129 intrin->const_index[0] = vue_slot; 130 131 nir_src *vertex = nir_get_io_vertex_index_src(intrin); 132 if (vertex) { 133 if (nir_src_is_const(*vertex)) { 134 intrin->const_index[0] += nir_src_as_uint(*vertex) * 135 vue_map->num_per_vertex_slots; 136 } else { 137 b->cursor = nir_before_instr(&intrin->instr); 138 139 /* Multiply by the number of per-vertex slots. */ 140 nir_ssa_def *vertex_offset = 141 nir_imul(b, 142 nir_ssa_for_src(b, *vertex, 1), 143 nir_imm_int(b, 144 vue_map->num_per_vertex_slots)); 145 146 /* Add it to the existing offset */ 147 nir_src *offset = nir_get_io_offset_src(intrin); 148 nir_ssa_def *total_offset = 149 nir_iadd(b, vertex_offset, 150 nir_ssa_for_src(b, *offset, 1)); 151 152 nir_instr_rewrite_src(&intrin->instr, offset, 153 nir_src_for_ssa(total_offset)); 154 } 155 } 156 } 157 } 158 return true; 159} 160 161void 162brw_nir_lower_vs_inputs(nir_shader *nir, 163 bool edgeflag_is_last, 164 const uint8_t *vs_attrib_wa_flags) 165{ 166 /* Start with the location of the variable's base. */ 167 nir_foreach_shader_in_variable(var, nir) 168 var->data.driver_location = var->data.location; 169 170 /* Now use nir_lower_io to walk dereference chains. Attribute arrays are 171 * loaded as one vec4 or dvec4 per element (or matrix column), depending on 172 * whether it is a double-precision type or not. 173 */ 174 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 175 nir_lower_io_lower_64bit_to_32); 176 177 /* This pass needs actual constants */ 178 nir_opt_constant_folding(nir); 179 180 nir_io_add_const_offset_to_base(nir, nir_var_shader_in); 181 182 brw_nir_apply_attribute_workarounds(nir, vs_attrib_wa_flags); 183 184 /* The last step is to remap VERT_ATTRIB_* to actual registers */ 185 186 /* Whether or not we have any system generated values. gl_DrawID is not 187 * included here as it lives in its own vec4. 188 */ 189 const bool has_sgvs = 190 BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_FIRST_VERTEX) || 191 BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_BASE_INSTANCE) || 192 BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) || 193 BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_INSTANCE_ID); 194 195 const unsigned num_inputs = util_bitcount64(nir->info.inputs_read); 196 197 nir_foreach_function(function, nir) { 198 if (!function->impl) 199 continue; 200 201 nir_builder b; 202 nir_builder_init(&b, function->impl); 203 204 nir_foreach_block(block, function->impl) { 205 nir_foreach_instr_safe(instr, block) { 206 if (instr->type != nir_instr_type_intrinsic) 207 continue; 208 209 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); 210 211 switch (intrin->intrinsic) { 212 case nir_intrinsic_load_first_vertex: 213 case nir_intrinsic_load_base_instance: 214 case nir_intrinsic_load_vertex_id_zero_base: 215 case nir_intrinsic_load_instance_id: 216 case nir_intrinsic_load_is_indexed_draw: 217 case nir_intrinsic_load_draw_id: { 218 b.cursor = nir_after_instr(&intrin->instr); 219 220 /* gl_VertexID and friends are stored by the VF as the last 221 * vertex element. We convert them to load_input intrinsics at 222 * the right location. 223 */ 224 nir_intrinsic_instr *load = 225 nir_intrinsic_instr_create(nir, nir_intrinsic_load_input); 226 load->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0)); 227 228 nir_intrinsic_set_base(load, num_inputs); 229 switch (intrin->intrinsic) { 230 case nir_intrinsic_load_first_vertex: 231 nir_intrinsic_set_component(load, 0); 232 break; 233 case nir_intrinsic_load_base_instance: 234 nir_intrinsic_set_component(load, 1); 235 break; 236 case nir_intrinsic_load_vertex_id_zero_base: 237 nir_intrinsic_set_component(load, 2); 238 break; 239 case nir_intrinsic_load_instance_id: 240 nir_intrinsic_set_component(load, 3); 241 break; 242 case nir_intrinsic_load_draw_id: 243 case nir_intrinsic_load_is_indexed_draw: 244 /* gl_DrawID and IsIndexedDraw are stored right after 245 * gl_VertexID and friends if any of them exist. 246 */ 247 nir_intrinsic_set_base(load, num_inputs + has_sgvs); 248 if (intrin->intrinsic == nir_intrinsic_load_draw_id) 249 nir_intrinsic_set_component(load, 0); 250 else 251 nir_intrinsic_set_component(load, 1); 252 break; 253 default: 254 unreachable("Invalid system value intrinsic"); 255 } 256 257 load->num_components = 1; 258 nir_ssa_dest_init(&load->instr, &load->dest, 1, 32, NULL); 259 nir_builder_instr_insert(&b, &load->instr); 260 261 nir_ssa_def_rewrite_uses(&intrin->dest.ssa, 262 &load->dest.ssa); 263 nir_instr_remove(&intrin->instr); 264 break; 265 } 266 267 case nir_intrinsic_load_input: { 268 /* Attributes come in a contiguous block, ordered by their 269 * gl_vert_attrib value. That means we can compute the slot 270 * number for an attribute by masking out the enabled attributes 271 * before it and counting the bits. 272 */ 273 int attr = nir_intrinsic_base(intrin); 274 uint64_t inputs_read = nir->info.inputs_read; 275 int slot = -1; 276 if (edgeflag_is_last) { 277 inputs_read &= ~BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG); 278 if (attr == VERT_ATTRIB_EDGEFLAG) 279 slot = num_inputs - 1; 280 } 281 if (slot == -1) 282 slot = util_bitcount64(inputs_read & 283 BITFIELD64_MASK(attr)); 284 nir_intrinsic_set_base(intrin, slot); 285 break; 286 } 287 288 default: 289 break; /* Nothing to do */ 290 } 291 } 292 } 293 } 294} 295 296void 297brw_nir_lower_vue_inputs(nir_shader *nir, 298 const struct brw_vue_map *vue_map) 299{ 300 nir_foreach_shader_in_variable(var, nir) 301 var->data.driver_location = var->data.location; 302 303 /* Inputs are stored in vec4 slots, so use type_size_vec4(). */ 304 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 305 nir_lower_io_lower_64bit_to_32); 306 307 /* This pass needs actual constants */ 308 nir_opt_constant_folding(nir); 309 310 nir_io_add_const_offset_to_base(nir, nir_var_shader_in); 311 312 nir_foreach_function(function, nir) { 313 if (!function->impl) 314 continue; 315 316 nir_foreach_block(block, function->impl) { 317 nir_foreach_instr(instr, block) { 318 if (instr->type != nir_instr_type_intrinsic) 319 continue; 320 321 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); 322 323 if (intrin->intrinsic == nir_intrinsic_load_input || 324 intrin->intrinsic == nir_intrinsic_load_per_vertex_input) { 325 /* Offset 0 is the VUE header, which contains 326 * VARYING_SLOT_LAYER [.y], VARYING_SLOT_VIEWPORT [.z], and 327 * VARYING_SLOT_PSIZ [.w]. 328 */ 329 int varying = nir_intrinsic_base(intrin); 330 int vue_slot; 331 switch (varying) { 332 case VARYING_SLOT_PSIZ: 333 nir_intrinsic_set_base(intrin, 0); 334 nir_intrinsic_set_component(intrin, 3); 335 break; 336 337 default: 338 vue_slot = vue_map->varying_to_slot[varying]; 339 assert(vue_slot != -1); 340 nir_intrinsic_set_base(intrin, vue_slot); 341 break; 342 } 343 } 344 } 345 } 346 } 347} 348 349void 350brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map) 351{ 352 nir_foreach_shader_in_variable(var, nir) 353 var->data.driver_location = var->data.location; 354 355 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 356 nir_lower_io_lower_64bit_to_32); 357 358 /* This pass needs actual constants */ 359 nir_opt_constant_folding(nir); 360 361 nir_io_add_const_offset_to_base(nir, nir_var_shader_in); 362 363 nir_foreach_function(function, nir) { 364 if (function->impl) { 365 nir_builder b; 366 nir_builder_init(&b, function->impl); 367 nir_foreach_block(block, function->impl) { 368 remap_patch_urb_offsets(block, &b, vue_map, 369 nir->info.tess.primitive_mode); 370 } 371 } 372 } 373} 374 375/** 376 * Convert interpolateAtOffset() offsets from [-0.5, +0.5] floating point 377 * offsets to integer [-8, +7] offsets (in units of 1/16th of a pixel). 378 * 379 * We clamp to +7/16 on the upper end of the range, since +0.5 isn't 380 * representable in a S0.4 value; a naive conversion would give us -8/16, 381 * which is the opposite of what was intended. 382 * 383 * This is allowed by GL_ARB_gpu_shader5's quantization rules: 384 * 385 * "Not all values of <offset> may be supported; x and y offsets may 386 * be rounded to fixed-point values with the number of fraction bits 387 * given by the implementation-dependent constant 388 * FRAGMENT_INTERPOLATION_OFFSET_BITS." 389 */ 390static bool 391lower_barycentric_at_offset(nir_builder *b, nir_instr *instr, void *data) 392{ 393 if (instr->type != nir_instr_type_intrinsic) 394 return false; 395 396 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); 397 398 if (intrin->intrinsic != nir_intrinsic_load_barycentric_at_offset) 399 return false; 400 401 b->cursor = nir_before_instr(instr); 402 403 assert(intrin->src[0].ssa); 404 nir_ssa_def *offset = 405 nir_imin(b, nir_imm_int(b, 7), 406 nir_f2i32(b, nir_fmul(b, nir_imm_float(b, 16), 407 intrin->src[0].ssa))); 408 409 nir_instr_rewrite_src(instr, &intrin->src[0], nir_src_for_ssa(offset)); 410 411 return true; 412} 413 414void 415brw_nir_lower_fs_inputs(nir_shader *nir, 416 const struct intel_device_info *devinfo, 417 const struct brw_wm_prog_key *key) 418{ 419 nir_foreach_shader_in_variable(var, nir) { 420 var->data.driver_location = var->data.location; 421 422 /* Apply default interpolation mode. 423 * 424 * Everything defaults to smooth except for the legacy GL color 425 * built-in variables, which might be flat depending on API state. 426 */ 427 if (var->data.interpolation == INTERP_MODE_NONE) { 428 const bool flat = key->flat_shade && 429 (var->data.location == VARYING_SLOT_COL0 || 430 var->data.location == VARYING_SLOT_COL1); 431 432 var->data.interpolation = flat ? INTERP_MODE_FLAT 433 : INTERP_MODE_SMOOTH; 434 } 435 436 /* On Ironlake and below, there is only one interpolation mode. 437 * Centroid interpolation doesn't mean anything on this hardware -- 438 * there is no multisampling. 439 */ 440 if (devinfo->ver < 6) { 441 var->data.centroid = false; 442 var->data.sample = false; 443 } 444 } 445 446 nir_lower_io_options lower_io_options = nir_lower_io_lower_64bit_to_32; 447 if (key->persample_interp) 448 lower_io_options |= nir_lower_io_force_sample_interpolation; 449 450 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, lower_io_options); 451 if (devinfo->ver >= 11) 452 nir_lower_interpolation(nir, ~0); 453 454 nir_shader_instructions_pass(nir, lower_barycentric_at_offset, 455 nir_metadata_block_index | 456 nir_metadata_dominance, 457 NULL); 458 459 /* This pass needs actual constants */ 460 nir_opt_constant_folding(nir); 461 462 nir_io_add_const_offset_to_base(nir, nir_var_shader_in); 463} 464 465void 466brw_nir_lower_vue_outputs(nir_shader *nir) 467{ 468 nir_foreach_shader_out_variable(var, nir) { 469 var->data.driver_location = var->data.location; 470 } 471 472 nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 473 nir_lower_io_lower_64bit_to_32); 474} 475 476void 477brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map, 478 GLenum tes_primitive_mode) 479{ 480 nir_foreach_shader_out_variable(var, nir) { 481 var->data.driver_location = var->data.location; 482 } 483 484 nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 485 nir_lower_io_lower_64bit_to_32); 486 487 /* This pass needs actual constants */ 488 nir_opt_constant_folding(nir); 489 490 nir_io_add_const_offset_to_base(nir, nir_var_shader_out); 491 492 nir_foreach_function(function, nir) { 493 if (function->impl) { 494 nir_builder b; 495 nir_builder_init(&b, function->impl); 496 nir_foreach_block(block, function->impl) { 497 remap_patch_urb_offsets(block, &b, vue_map, tes_primitive_mode); 498 } 499 } 500 } 501} 502 503void 504brw_nir_lower_fs_outputs(nir_shader *nir) 505{ 506 nir_foreach_shader_out_variable(var, nir) { 507 var->data.driver_location = 508 SET_FIELD(var->data.index, BRW_NIR_FRAG_OUTPUT_INDEX) | 509 SET_FIELD(var->data.location, BRW_NIR_FRAG_OUTPUT_LOCATION); 510 } 511 512 nir_lower_io(nir, nir_var_shader_out, type_size_dvec4, 0); 513} 514 515#define OPT(pass, ...) ({ \ 516 bool this_progress = false; \ 517 NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \ 518 if (this_progress) \ 519 progress = true; \ 520 this_progress; \ 521}) 522 523void 524brw_nir_optimize(nir_shader *nir, const struct brw_compiler *compiler, 525 bool is_scalar, bool allow_copies) 526{ 527 bool progress; 528 unsigned lower_flrp = 529 (nir->options->lower_flrp16 ? 16 : 0) | 530 (nir->options->lower_flrp32 ? 32 : 0) | 531 (nir->options->lower_flrp64 ? 64 : 0); 532 533 do { 534 progress = false; 535 OPT(nir_split_array_vars, nir_var_function_temp); 536 OPT(nir_shrink_vec_array_vars, nir_var_function_temp); 537 OPT(nir_opt_deref); 538 OPT(nir_lower_vars_to_ssa); 539 if (allow_copies) { 540 /* Only run this pass in the first call to brw_nir_optimize. Later 541 * calls assume that we've lowered away any copy_deref instructions 542 * and we don't want to introduce any more. 543 */ 544 OPT(nir_opt_find_array_copies); 545 } 546 OPT(nir_opt_copy_prop_vars); 547 OPT(nir_opt_dead_write_vars); 548 OPT(nir_opt_combine_stores, nir_var_all); 549 550 if (is_scalar) { 551 OPT(nir_lower_alu_to_scalar, NULL, NULL); 552 } else { 553 OPT(nir_opt_shrink_vectors, true); 554 } 555 556 OPT(nir_copy_prop); 557 558 if (is_scalar) { 559 OPT(nir_lower_phis_to_scalar, false); 560 } 561 562 OPT(nir_copy_prop); 563 OPT(nir_opt_dce); 564 OPT(nir_opt_cse); 565 OPT(nir_opt_combine_stores, nir_var_all); 566 567 /* Passing 0 to the peephole select pass causes it to convert 568 * if-statements that contain only move instructions in the branches 569 * regardless of the count. 570 * 571 * Passing 1 to the peephole select pass causes it to convert 572 * if-statements that contain at most a single ALU instruction (total) 573 * in both branches. Before Gfx6, some math instructions were 574 * prohibitively expensive and the results of compare operations need an 575 * extra resolve step. For these reasons, this pass is more harmful 576 * than good on those platforms. 577 * 578 * For indirect loads of uniforms (push constants), we assume that array 579 * indices will nearly always be in bounds and the cost of the load is 580 * low. Therefore there shouldn't be a performance benefit to avoid it. 581 * However, in vec4 tessellation shaders, these loads operate by 582 * actually pulling from memory. 583 */ 584 const bool is_vec4_tessellation = !is_scalar && 585 (nir->info.stage == MESA_SHADER_TESS_CTRL || 586 nir->info.stage == MESA_SHADER_TESS_EVAL); 587 OPT(nir_opt_peephole_select, 0, !is_vec4_tessellation, false); 588 OPT(nir_opt_peephole_select, 8, !is_vec4_tessellation, 589 compiler->devinfo->ver >= 6); 590 591 OPT(nir_opt_intrinsics); 592 OPT(nir_opt_idiv_const, 32); 593 OPT(nir_opt_algebraic); 594 OPT(nir_opt_constant_folding); 595 596 if (lower_flrp != 0) { 597 if (OPT(nir_lower_flrp, 598 lower_flrp, 599 false /* always_precise */)) { 600 OPT(nir_opt_constant_folding); 601 } 602 603 /* Nothing should rematerialize any flrps, so we only need to do this 604 * lowering once. 605 */ 606 lower_flrp = 0; 607 } 608 609 OPT(nir_opt_dead_cf); 610 if (OPT(nir_opt_trivial_continues)) { 611 /* If nir_opt_trivial_continues makes progress, then we need to clean 612 * things up if we want any hope of nir_opt_if or nir_opt_loop_unroll 613 * to make progress. 614 */ 615 OPT(nir_copy_prop); 616 OPT(nir_opt_dce); 617 } 618 OPT(nir_opt_if, false); 619 OPT(nir_opt_conditional_discard); 620 if (nir->options->max_unroll_iterations != 0) { 621 OPT(nir_opt_loop_unroll); 622 } 623 OPT(nir_opt_remove_phis); 624 OPT(nir_opt_gcm, false); 625 OPT(nir_opt_undef); 626 OPT(nir_lower_pack); 627 } while (progress); 628 629 /* Workaround Gfxbench unused local sampler variable which will trigger an 630 * assert in the opt_large_constants pass. 631 */ 632 OPT(nir_remove_dead_variables, nir_var_function_temp, NULL); 633} 634 635static unsigned 636lower_bit_size_callback(const nir_instr *instr, UNUSED void *data) 637{ 638 const struct brw_compiler *compiler = (const struct brw_compiler *) data; 639 const struct intel_device_info *devinfo = compiler->devinfo; 640 641 switch (instr->type) { 642 case nir_instr_type_alu: { 643 nir_alu_instr *alu = nir_instr_as_alu(instr); 644 assert(alu->dest.dest.is_ssa); 645 if (alu->dest.dest.ssa.bit_size >= 32) 646 return 0; 647 648 /* Note: nir_op_iabs and nir_op_ineg are not lowered here because the 649 * 8-bit ABS or NEG instruction should eventually get copy propagated 650 * into the MOV that does the type conversion. This results in far 651 * fewer MOV instructions. 652 */ 653 switch (alu->op) { 654 case nir_op_idiv: 655 case nir_op_imod: 656 case nir_op_irem: 657 case nir_op_udiv: 658 case nir_op_umod: 659 case nir_op_fceil: 660 case nir_op_ffloor: 661 case nir_op_ffract: 662 case nir_op_fround_even: 663 case nir_op_ftrunc: 664 return 32; 665 case nir_op_frcp: 666 case nir_op_frsq: 667 case nir_op_fsqrt: 668 case nir_op_fpow: 669 case nir_op_fexp2: 670 case nir_op_flog2: 671 case nir_op_fsin: 672 case nir_op_fcos: 673 return devinfo->ver < 9 ? 32 : 0; 674 case nir_op_isign: 675 assert(!"Should have been lowered by nir_opt_algebraic."); 676 return 0; 677 default: 678 if (nir_op_infos[alu->op].num_inputs >= 2 && 679 alu->dest.dest.ssa.bit_size == 8) 680 return 16; 681 682 if (nir_alu_instr_is_comparison(alu) && 683 alu->src[0].src.ssa->bit_size == 8) 684 return 16; 685 686 return 0; 687 } 688 break; 689 } 690 691 case nir_instr_type_intrinsic: { 692 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); 693 switch (intrin->intrinsic) { 694 case nir_intrinsic_read_invocation: 695 case nir_intrinsic_read_first_invocation: 696 case nir_intrinsic_vote_feq: 697 case nir_intrinsic_vote_ieq: 698 case nir_intrinsic_shuffle: 699 case nir_intrinsic_shuffle_xor: 700 case nir_intrinsic_shuffle_up: 701 case nir_intrinsic_shuffle_down: 702 case nir_intrinsic_quad_broadcast: 703 case nir_intrinsic_quad_swap_horizontal: 704 case nir_intrinsic_quad_swap_vertical: 705 case nir_intrinsic_quad_swap_diagonal: 706 if (intrin->src[0].ssa->bit_size == 8) 707 return 16; 708 return 0; 709 710 case nir_intrinsic_reduce: 711 case nir_intrinsic_inclusive_scan: 712 case nir_intrinsic_exclusive_scan: 713 /* There are a couple of register region issues that make things 714 * complicated for 8-bit types: 715 * 716 * 1. Only raw moves are allowed to write to a packed 8-bit 717 * destination. 718 * 2. If we use a strided destination, the efficient way to do 719 * scan operations ends up using strides that are too big to 720 * encode in an instruction. 721 * 722 * To get around these issues, we just do all 8-bit scan operations 723 * in 16 bits. It's actually fewer instructions than what we'd have 724 * to do if we were trying to do it in native 8-bit types and the 725 * results are the same once we truncate to 8 bits at the end. 726 */ 727 if (intrin->dest.ssa.bit_size == 8) 728 return 16; 729 return 0; 730 731 default: 732 return 0; 733 } 734 break; 735 } 736 737 case nir_instr_type_phi: { 738 nir_phi_instr *phi = nir_instr_as_phi(instr); 739 if (phi->dest.ssa.bit_size == 8) 740 return 16; 741 return 0; 742 } 743 744 default: 745 return 0; 746 } 747} 748 749/* Does some simple lowering and runs the standard suite of optimizations 750 * 751 * This is intended to be called more-or-less directly after you get the 752 * shader out of GLSL or some other source. While it is geared towards i965, 753 * it is not at all generator-specific except for the is_scalar flag. Even 754 * there, it is safe to call with is_scalar = false for a shader that is 755 * intended for the FS backend as long as nir_optimize is called again with 756 * is_scalar = true to scalarize everything prior to code gen. 757 */ 758void 759brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir, 760 const nir_shader *softfp64) 761{ 762 const struct intel_device_info *devinfo = compiler->devinfo; 763 UNUSED bool progress; /* Written by OPT */ 764 765 const bool is_scalar = compiler->scalar_stage[nir->info.stage]; 766 767 nir_validate_ssa_dominance(nir, "before brw_preprocess_nir"); 768 769 if (is_scalar) { 770 OPT(nir_lower_alu_to_scalar, NULL, NULL); 771 } 772 773 if (nir->info.stage == MESA_SHADER_GEOMETRY) 774 OPT(nir_lower_gs_intrinsics, 0); 775 776 /* See also brw_nir_trig_workarounds.py */ 777 if (compiler->precise_trig && 778 !(devinfo->ver >= 10 || devinfo->is_kabylake)) 779 OPT(brw_nir_apply_trig_workarounds); 780 781 if (devinfo->ver >= 12) 782 OPT(brw_nir_clamp_image_1d_2d_array_sizes); 783 784 const nir_lower_tex_options tex_options = { 785 .lower_txp = ~0, 786 .lower_txf_offset = true, 787 .lower_rect_offset = true, 788 .lower_txd_cube_map = true, 789 .lower_txd_3d = devinfo->verx10 >= 125, 790 .lower_txb_shadow_clamp = true, 791 .lower_txd_shadow_clamp = true, 792 .lower_txd_offset_clamp = true, 793 .lower_tg4_offsets = true, 794 .lower_txs_lod = true, /* Wa_14012320009 */ 795 }; 796 797 OPT(nir_lower_tex, &tex_options); 798 OPT(nir_normalize_cubemap_coords); 799 800 OPT(nir_lower_global_vars_to_local); 801 802 OPT(nir_split_var_copies); 803 OPT(nir_split_struct_vars, nir_var_function_temp); 804 805 brw_nir_optimize(nir, compiler, is_scalar, true); 806 807 OPT(nir_lower_doubles, softfp64, nir->options->lower_doubles_options); 808 OPT(nir_lower_int64); 809 810 OPT(nir_lower_bit_size, lower_bit_size_callback, (void *)compiler); 811 812 if (is_scalar) { 813 OPT(nir_lower_load_const_to_scalar); 814 } 815 816 /* Lower a bunch of stuff */ 817 OPT(nir_lower_var_copies); 818 819 /* This needs to be run after the first optimization pass but before we 820 * lower indirect derefs away 821 */ 822 if (compiler->supports_shader_constants) { 823 OPT(nir_opt_large_constants, NULL, 32); 824 } 825 826 OPT(nir_lower_system_values); 827 OPT(nir_lower_compute_system_values, NULL); 828 829 const nir_lower_subgroups_options subgroups_options = { 830 .ballot_bit_size = 32, 831 .ballot_components = 1, 832 .lower_to_scalar = true, 833 .lower_vote_trivial = !is_scalar, 834 .lower_shuffle = true, 835 .lower_quad_broadcast_dynamic = true, 836 .lower_elect = true, 837 }; 838 OPT(nir_lower_subgroups, &subgroups_options); 839 840 OPT(nir_lower_clip_cull_distance_arrays); 841 842 nir_variable_mode indirect_mask = 843 brw_nir_no_indirect_mask(compiler, nir->info.stage); 844 OPT(nir_lower_indirect_derefs, indirect_mask, UINT32_MAX); 845 846 /* Even in cases where we can handle indirect temporaries via scratch, we 847 * it can still be expensive. Lower indirects on small arrays to 848 * conditional load/stores. 849 * 850 * The threshold of 16 was chosen semi-arbitrarily. The idea is that an 851 * indirect on an array of 16 elements is about 30 instructions at which 852 * point, you may be better off doing a send. With a SIMD8 program, 16 853 * floats is 1/8 of the entire register file. Any array larger than that 854 * is likely to cause pressure issues. Also, this value is sufficiently 855 * high that the benchmarks known to suffer from large temporary array 856 * issues are helped but nothing else in shader-db is hurt except for maybe 857 * that one kerbal space program shader. 858 */ 859 if (is_scalar && !(indirect_mask & nir_var_function_temp)) 860 OPT(nir_lower_indirect_derefs, nir_var_function_temp, 16); 861 862 /* Lower array derefs of vectors for SSBO and UBO loads. For both UBOs and 863 * SSBOs, our back-end is capable of loading an entire vec4 at a time and 864 * we would like to take advantage of that whenever possible regardless of 865 * whether or not the app gives us full loads. This should allow the 866 * optimizer to combine UBO and SSBO load operations and save us some send 867 * messages. 868 */ 869 OPT(nir_lower_array_deref_of_vec, 870 nir_var_mem_ubo | nir_var_mem_ssbo, 871 nir_lower_direct_array_deref_of_vec_load); 872 873 /* Get rid of split copies */ 874 brw_nir_optimize(nir, compiler, is_scalar, false); 875} 876 877void 878brw_nir_link_shaders(const struct brw_compiler *compiler, 879 nir_shader *producer, nir_shader *consumer) 880{ 881 nir_lower_io_arrays_to_elements(producer, consumer); 882 nir_validate_shader(producer, "after nir_lower_io_arrays_to_elements"); 883 nir_validate_shader(consumer, "after nir_lower_io_arrays_to_elements"); 884 885 const bool p_is_scalar = compiler->scalar_stage[producer->info.stage]; 886 const bool c_is_scalar = compiler->scalar_stage[consumer->info.stage]; 887 888 if (p_is_scalar && c_is_scalar) { 889 NIR_PASS_V(producer, nir_lower_io_to_scalar_early, nir_var_shader_out); 890 NIR_PASS_V(consumer, nir_lower_io_to_scalar_early, nir_var_shader_in); 891 brw_nir_optimize(producer, compiler, p_is_scalar, false); 892 brw_nir_optimize(consumer, compiler, c_is_scalar, false); 893 } 894 895 if (nir_link_opt_varyings(producer, consumer)) 896 brw_nir_optimize(consumer, compiler, c_is_scalar, false); 897 898 NIR_PASS_V(producer, nir_remove_dead_variables, nir_var_shader_out, NULL); 899 NIR_PASS_V(consumer, nir_remove_dead_variables, nir_var_shader_in, NULL); 900 901 if (nir_remove_unused_varyings(producer, consumer)) { 902 NIR_PASS_V(producer, nir_lower_global_vars_to_local); 903 NIR_PASS_V(consumer, nir_lower_global_vars_to_local); 904 905 /* The backend might not be able to handle indirects on 906 * temporaries so we need to lower indirects on any of the 907 * varyings we have demoted here. 908 */ 909 NIR_PASS_V(producer, nir_lower_indirect_derefs, 910 brw_nir_no_indirect_mask(compiler, producer->info.stage), 911 UINT32_MAX); 912 NIR_PASS_V(consumer, nir_lower_indirect_derefs, 913 brw_nir_no_indirect_mask(compiler, consumer->info.stage), 914 UINT32_MAX); 915 916 brw_nir_optimize(producer, compiler, p_is_scalar, false); 917 brw_nir_optimize(consumer, compiler, c_is_scalar, false); 918 } 919 920 NIR_PASS_V(producer, nir_lower_io_to_vector, nir_var_shader_out); 921 NIR_PASS_V(producer, nir_opt_combine_stores, nir_var_shader_out); 922 NIR_PASS_V(consumer, nir_lower_io_to_vector, nir_var_shader_in); 923 924 if (producer->info.stage != MESA_SHADER_TESS_CTRL) { 925 /* Calling lower_io_to_vector creates output variable writes with 926 * write-masks. On non-TCS outputs, the back-end can't handle it and we 927 * need to call nir_lower_io_to_temporaries to get rid of them. This, 928 * in turn, creates temporary variables and extra copy_deref intrinsics 929 * that we need to clean up. 930 */ 931 NIR_PASS_V(producer, nir_lower_io_to_temporaries, 932 nir_shader_get_entrypoint(producer), true, false); 933 NIR_PASS_V(producer, nir_lower_global_vars_to_local); 934 NIR_PASS_V(producer, nir_split_var_copies); 935 NIR_PASS_V(producer, nir_lower_var_copies); 936 } 937} 938 939static bool 940brw_nir_should_vectorize_mem(unsigned align_mul, unsigned align_offset, 941 unsigned bit_size, 942 unsigned num_components, 943 nir_intrinsic_instr *low, 944 nir_intrinsic_instr *high, 945 void *data) 946{ 947 /* Don't combine things to generate 64-bit loads/stores. We have to split 948 * those back into 32-bit ones anyway and UBO loads aren't split in NIR so 949 * we don't want to make a mess for the back-end. 950 */ 951 if (bit_size > 32) 952 return false; 953 954 /* We can handle at most a vec4 right now. Anything bigger would get 955 * immediately split by brw_nir_lower_mem_access_bit_sizes anyway. 956 */ 957 if (num_components > 4) 958 return false; 959 960 961 uint32_t align; 962 if (align_offset) 963 align = 1 << (ffs(align_offset) - 1); 964 else 965 align = align_mul; 966 967 if (align < bit_size / 8) 968 return false; 969 970 return true; 971} 972 973static 974bool combine_all_barriers(nir_intrinsic_instr *a, 975 nir_intrinsic_instr *b, 976 void *data) 977{ 978 /* Translation to backend IR will get rid of modes we don't care about, so 979 * no harm in always combining them. 980 * 981 * TODO: While HW has only ACQUIRE|RELEASE fences, we could improve the 982 * scheduling so that it can take advantage of the different semantics. 983 */ 984 nir_intrinsic_set_memory_modes(a, nir_intrinsic_memory_modes(a) | 985 nir_intrinsic_memory_modes(b)); 986 nir_intrinsic_set_memory_semantics(a, nir_intrinsic_memory_semantics(a) | 987 nir_intrinsic_memory_semantics(b)); 988 nir_intrinsic_set_memory_scope(a, MAX2(nir_intrinsic_memory_scope(a), 989 nir_intrinsic_memory_scope(b))); 990 return true; 991} 992 993static void 994brw_vectorize_lower_mem_access(nir_shader *nir, 995 const struct brw_compiler *compiler, 996 bool is_scalar, 997 bool robust_buffer_access) 998{ 999 const struct intel_device_info *devinfo = compiler->devinfo; 1000 bool progress = false; 1001 1002 if (is_scalar) { 1003 nir_load_store_vectorize_options options = { 1004 .modes = nir_var_mem_ubo | nir_var_mem_ssbo | 1005 nir_var_mem_global | nir_var_mem_shared, 1006 .callback = brw_nir_should_vectorize_mem, 1007 .robust_modes = (nir_variable_mode)0, 1008 }; 1009 1010 if (robust_buffer_access) { 1011 options.robust_modes = nir_var_mem_ubo | nir_var_mem_ssbo | 1012 nir_var_mem_global; 1013 } 1014 1015 OPT(nir_opt_load_store_vectorize, &options); 1016 } 1017 1018 OPT(brw_nir_lower_mem_access_bit_sizes, devinfo); 1019 1020 while (progress) { 1021 progress = false; 1022 1023 OPT(nir_lower_pack); 1024 OPT(nir_copy_prop); 1025 OPT(nir_opt_dce); 1026 OPT(nir_opt_cse); 1027 OPT(nir_opt_algebraic); 1028 OPT(nir_opt_constant_folding); 1029 } 1030} 1031 1032static bool 1033nir_shader_has_local_variables(const nir_shader *nir) 1034{ 1035 nir_foreach_function(func, nir) { 1036 if (func->impl && !exec_list_is_empty(&func->impl->locals)) 1037 return true; 1038 } 1039 1040 return false; 1041} 1042 1043/* Prepare the given shader for codegen 1044 * 1045 * This function is intended to be called right before going into the actual 1046 * backend and is highly backend-specific. Also, once this function has been 1047 * called on a shader, it will no longer be in SSA form so most optimizations 1048 * will not work. 1049 */ 1050void 1051brw_postprocess_nir(nir_shader *nir, const struct brw_compiler *compiler, 1052 bool is_scalar, bool debug_enabled, 1053 bool robust_buffer_access) 1054{ 1055 const struct intel_device_info *devinfo = compiler->devinfo; 1056 1057 UNUSED bool progress; /* Written by OPT */ 1058 1059 OPT(nir_lower_bit_size, lower_bit_size_callback, (void *)compiler); 1060 1061 OPT(brw_nir_lower_scoped_barriers); 1062 OPT(nir_opt_combine_memory_barriers, combine_all_barriers, NULL); 1063 1064 do { 1065 progress = false; 1066 OPT(nir_opt_algebraic_before_ffma); 1067 } while (progress); 1068 1069 if (devinfo->verx10 >= 125) { 1070 const nir_lower_idiv_options options = { 1071 .imprecise_32bit_lowering = false, 1072 .allow_fp16 = false 1073 }; 1074 OPT(nir_lower_idiv, &options); 1075 } 1076 1077 brw_nir_optimize(nir, compiler, is_scalar, false); 1078 1079 if (is_scalar && nir_shader_has_local_variables(nir)) { 1080 OPT(nir_lower_vars_to_explicit_types, nir_var_function_temp, 1081 glsl_get_natural_size_align_bytes); 1082 OPT(nir_lower_explicit_io, nir_var_function_temp, 1083 nir_address_format_32bit_offset); 1084 brw_nir_optimize(nir, compiler, is_scalar, false); 1085 } 1086 1087 brw_vectorize_lower_mem_access(nir, compiler, is_scalar, 1088 robust_buffer_access); 1089 1090 if (OPT(nir_lower_int64)) 1091 brw_nir_optimize(nir, compiler, is_scalar, false); 1092 1093 if (devinfo->ver >= 6) { 1094 /* Try and fuse multiply-adds */ 1095 OPT(brw_nir_opt_peephole_ffma); 1096 } 1097 1098 if (OPT(nir_opt_comparison_pre)) { 1099 OPT(nir_copy_prop); 1100 OPT(nir_opt_dce); 1101 OPT(nir_opt_cse); 1102 1103 /* Do the select peepehole again. nir_opt_comparison_pre (combined with 1104 * the other optimization passes) will have removed at least one 1105 * instruction from one of the branches of the if-statement, so now it 1106 * might be under the threshold of conversion to bcsel. 1107 * 1108 * See brw_nir_optimize for the explanation of is_vec4_tessellation. 1109 */ 1110 const bool is_vec4_tessellation = !is_scalar && 1111 (nir->info.stage == MESA_SHADER_TESS_CTRL || 1112 nir->info.stage == MESA_SHADER_TESS_EVAL); 1113 OPT(nir_opt_peephole_select, 0, is_vec4_tessellation, false); 1114 OPT(nir_opt_peephole_select, 1, is_vec4_tessellation, 1115 compiler->devinfo->ver >= 6); 1116 } 1117 1118 do { 1119 progress = false; 1120 if (OPT(nir_opt_algebraic_late)) { 1121 /* At this late stage, anything that makes more constants will wreak 1122 * havok on the vec4 backend. The handling of constants in the vec4 1123 * backend is not good. 1124 */ 1125 if (is_scalar) 1126 OPT(nir_opt_constant_folding); 1127 1128 OPT(nir_copy_prop); 1129 OPT(nir_opt_dce); 1130 OPT(nir_opt_cse); 1131 } 1132 } while (progress); 1133 1134 1135 OPT(brw_nir_lower_conversions); 1136 1137 if (is_scalar) 1138 OPT(nir_lower_alu_to_scalar, NULL, NULL); 1139 1140 while (OPT(nir_opt_algebraic_distribute_src_mods)) { 1141 OPT(nir_copy_prop); 1142 OPT(nir_opt_dce); 1143 OPT(nir_opt_cse); 1144 } 1145 1146 OPT(nir_copy_prop); 1147 OPT(nir_opt_dce); 1148 OPT(nir_opt_move, nir_move_comparisons); 1149 OPT(nir_opt_dead_cf); 1150 1151 OPT(nir_lower_bool_to_int32); 1152 OPT(nir_copy_prop); 1153 OPT(nir_opt_dce); 1154 1155 OPT(nir_lower_locals_to_regs); 1156 1157 if (unlikely(debug_enabled)) { 1158 /* Re-index SSA defs so we print more sensible numbers. */ 1159 nir_foreach_function(function, nir) { 1160 if (function->impl) 1161 nir_index_ssa_defs(function->impl); 1162 } 1163 1164 fprintf(stderr, "NIR (SSA form) for %s shader:\n", 1165 _mesa_shader_stage_to_string(nir->info.stage)); 1166 nir_print_shader(nir, stderr); 1167 } 1168 1169 nir_validate_ssa_dominance(nir, "before nir_convert_from_ssa"); 1170 1171 OPT(nir_convert_from_ssa, true); 1172 1173 if (!is_scalar) { 1174 OPT(nir_move_vec_src_uses_to_dest); 1175 OPT(nir_lower_vec_to_movs, NULL, NULL); 1176 } 1177 1178 OPT(nir_opt_dce); 1179 1180 if (OPT(nir_opt_rematerialize_compares)) 1181 OPT(nir_opt_dce); 1182 1183 /* This is the last pass we run before we start emitting stuff. It 1184 * determines when we need to insert boolean resolves on Gen <= 5. We 1185 * run it last because it stashes data in instr->pass_flags and we don't 1186 * want that to be squashed by other NIR passes. 1187 */ 1188 if (devinfo->ver <= 5) 1189 brw_nir_analyze_boolean_resolves(nir); 1190 1191 nir_sweep(nir); 1192 1193 if (unlikely(debug_enabled)) { 1194 fprintf(stderr, "NIR (final form) for %s shader:\n", 1195 _mesa_shader_stage_to_string(nir->info.stage)); 1196 nir_print_shader(nir, stderr); 1197 } 1198} 1199 1200static bool 1201brw_nir_apply_sampler_key(nir_shader *nir, 1202 const struct brw_compiler *compiler, 1203 const struct brw_sampler_prog_key_data *key_tex) 1204{ 1205 const struct intel_device_info *devinfo = compiler->devinfo; 1206 nir_lower_tex_options tex_options = { 1207 .lower_txd_clamp_bindless_sampler = true, 1208 .lower_txd_clamp_if_sampler_index_not_lt_16 = true, 1209 }; 1210 1211 /* Iron Lake and prior require lowering of all rectangle textures */ 1212 if (devinfo->ver < 6) 1213 tex_options.lower_rect = true; 1214 1215 /* Prior to Broadwell, our hardware can't actually do GL_CLAMP */ 1216 if (devinfo->ver < 8) { 1217 tex_options.saturate_s = key_tex->gl_clamp_mask[0]; 1218 tex_options.saturate_t = key_tex->gl_clamp_mask[1]; 1219 tex_options.saturate_r = key_tex->gl_clamp_mask[2]; 1220 } 1221 1222 /* Prior to Haswell, we have to fake texture swizzle */ 1223 for (unsigned s = 0; s < MAX_SAMPLERS; s++) { 1224 if (key_tex->swizzles[s] == SWIZZLE_NOOP) 1225 continue; 1226 1227 tex_options.swizzle_result |= BITFIELD_BIT(s); 1228 for (unsigned c = 0; c < 4; c++) 1229 tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c); 1230 } 1231 1232 /* Prior to Haswell, we have to lower gradients on shadow samplers */ 1233 tex_options.lower_txd_shadow = devinfo->verx10 <= 70; 1234 1235 tex_options.lower_y_uv_external = key_tex->y_uv_image_mask; 1236 tex_options.lower_y_u_v_external = key_tex->y_u_v_image_mask; 1237 tex_options.lower_yx_xuxv_external = key_tex->yx_xuxv_image_mask; 1238 tex_options.lower_xy_uxvx_external = key_tex->xy_uxvx_image_mask; 1239 tex_options.lower_ayuv_external = key_tex->ayuv_image_mask; 1240 tex_options.lower_xyuv_external = key_tex->xyuv_image_mask; 1241 tex_options.bt709_external = key_tex->bt709_mask; 1242 tex_options.bt2020_external = key_tex->bt2020_mask; 1243 1244 /* Setup array of scaling factors for each texture. */ 1245 memcpy(&tex_options.scale_factors, &key_tex->scale_factors, 1246 sizeof(tex_options.scale_factors)); 1247 1248 return nir_lower_tex(nir, &tex_options); 1249} 1250 1251static unsigned 1252get_subgroup_size(gl_shader_stage stage, 1253 const struct brw_base_prog_key *key, 1254 unsigned max_subgroup_size) 1255{ 1256 switch (key->subgroup_size_type) { 1257 case BRW_SUBGROUP_SIZE_API_CONSTANT: 1258 /* We have to use the global constant size. */ 1259 return BRW_SUBGROUP_SIZE; 1260 1261 case BRW_SUBGROUP_SIZE_UNIFORM: 1262 /* It has to be uniform across all invocations but can vary per stage 1263 * if we want. This gives us a bit more freedom. 1264 * 1265 * For compute, brw_nir_apply_key is called per-dispatch-width so this 1266 * is the actual subgroup size and not a maximum. However, we only 1267 * invoke one size of any given compute shader so it's still guaranteed 1268 * to be uniform across invocations. 1269 */ 1270 return max_subgroup_size; 1271 1272 case BRW_SUBGROUP_SIZE_VARYING: 1273 /* The subgroup size is allowed to be fully varying. For geometry 1274 * stages, we know it's always 8 which is max_subgroup_size so we can 1275 * return that. For compute, brw_nir_apply_key is called once per 1276 * dispatch-width so max_subgroup_size is the real subgroup size. 1277 * 1278 * For fragment, we return 0 and let it fall through to the back-end 1279 * compiler. This means we can't optimize based on subgroup size but 1280 * that's a risk the client took when it asked for a varying subgroup 1281 * size. 1282 */ 1283 return stage == MESA_SHADER_FRAGMENT ? 0 : max_subgroup_size; 1284 1285 case BRW_SUBGROUP_SIZE_REQUIRE_8: 1286 case BRW_SUBGROUP_SIZE_REQUIRE_16: 1287 case BRW_SUBGROUP_SIZE_REQUIRE_32: 1288 assert(stage == MESA_SHADER_COMPUTE); 1289 /* These enum values are expressly chosen to be equal to the subgroup 1290 * size that they require. 1291 */ 1292 return key->subgroup_size_type; 1293 } 1294 1295 unreachable("Invalid subgroup size type"); 1296} 1297 1298void 1299brw_nir_apply_key(nir_shader *nir, 1300 const struct brw_compiler *compiler, 1301 const struct brw_base_prog_key *key, 1302 unsigned max_subgroup_size, 1303 bool is_scalar) 1304{ 1305 bool progress = false; 1306 1307 OPT(brw_nir_apply_sampler_key, compiler, &key->tex); 1308 1309 const nir_lower_subgroups_options subgroups_options = { 1310 .subgroup_size = get_subgroup_size(nir->info.stage, key, 1311 max_subgroup_size), 1312 .ballot_bit_size = 32, 1313 .ballot_components = 1, 1314 .lower_subgroup_masks = true, 1315 }; 1316 OPT(nir_lower_subgroups, &subgroups_options); 1317 1318 if (progress) 1319 brw_nir_optimize(nir, compiler, is_scalar, false); 1320} 1321 1322enum brw_conditional_mod 1323brw_cmod_for_nir_comparison(nir_op op) 1324{ 1325 switch (op) { 1326 case nir_op_flt: 1327 case nir_op_flt32: 1328 case nir_op_ilt: 1329 case nir_op_ilt32: 1330 case nir_op_ult: 1331 case nir_op_ult32: 1332 return BRW_CONDITIONAL_L; 1333 1334 case nir_op_fge: 1335 case nir_op_fge32: 1336 case nir_op_ige: 1337 case nir_op_ige32: 1338 case nir_op_uge: 1339 case nir_op_uge32: 1340 return BRW_CONDITIONAL_GE; 1341 1342 case nir_op_feq: 1343 case nir_op_feq32: 1344 case nir_op_ieq: 1345 case nir_op_ieq32: 1346 case nir_op_b32all_fequal2: 1347 case nir_op_b32all_iequal2: 1348 case nir_op_b32all_fequal3: 1349 case nir_op_b32all_iequal3: 1350 case nir_op_b32all_fequal4: 1351 case nir_op_b32all_iequal4: 1352 return BRW_CONDITIONAL_Z; 1353 1354 case nir_op_fneu: 1355 case nir_op_fneu32: 1356 case nir_op_ine: 1357 case nir_op_ine32: 1358 case nir_op_b32any_fnequal2: 1359 case nir_op_b32any_inequal2: 1360 case nir_op_b32any_fnequal3: 1361 case nir_op_b32any_inequal3: 1362 case nir_op_b32any_fnequal4: 1363 case nir_op_b32any_inequal4: 1364 return BRW_CONDITIONAL_NZ; 1365 1366 default: 1367 unreachable("Unsupported NIR comparison op"); 1368 } 1369} 1370 1371uint32_t 1372brw_aop_for_nir_intrinsic(const nir_intrinsic_instr *atomic) 1373{ 1374 switch (atomic->intrinsic) { 1375#define AOP_CASE(atom) \ 1376 case nir_intrinsic_image_atomic_##atom: \ 1377 case nir_intrinsic_bindless_image_atomic_##atom: \ 1378 case nir_intrinsic_ssbo_atomic_##atom: \ 1379 case nir_intrinsic_shared_atomic_##atom: \ 1380 case nir_intrinsic_global_atomic_##atom 1381 1382 AOP_CASE(add): { 1383 unsigned src_idx; 1384 switch (atomic->intrinsic) { 1385 case nir_intrinsic_image_atomic_add: 1386 case nir_intrinsic_bindless_image_atomic_add: 1387 src_idx = 3; 1388 break; 1389 case nir_intrinsic_ssbo_atomic_add: 1390 src_idx = 2; 1391 break; 1392 case nir_intrinsic_shared_atomic_add: 1393 case nir_intrinsic_global_atomic_add: 1394 src_idx = 1; 1395 break; 1396 default: 1397 unreachable("Invalid add atomic opcode"); 1398 } 1399 1400 if (nir_src_is_const(atomic->src[src_idx])) { 1401 int64_t add_val = nir_src_as_int(atomic->src[src_idx]); 1402 if (add_val == 1) 1403 return BRW_AOP_INC; 1404 else if (add_val == -1) 1405 return BRW_AOP_DEC; 1406 } 1407 return BRW_AOP_ADD; 1408 } 1409 1410 AOP_CASE(imin): return BRW_AOP_IMIN; 1411 AOP_CASE(umin): return BRW_AOP_UMIN; 1412 AOP_CASE(imax): return BRW_AOP_IMAX; 1413 AOP_CASE(umax): return BRW_AOP_UMAX; 1414 AOP_CASE(and): return BRW_AOP_AND; 1415 AOP_CASE(or): return BRW_AOP_OR; 1416 AOP_CASE(xor): return BRW_AOP_XOR; 1417 AOP_CASE(exchange): return BRW_AOP_MOV; 1418 AOP_CASE(comp_swap): return BRW_AOP_CMPWR; 1419 1420#undef AOP_CASE 1421#define AOP_CASE(atom) \ 1422 case nir_intrinsic_ssbo_atomic_##atom: \ 1423 case nir_intrinsic_shared_atomic_##atom: \ 1424 case nir_intrinsic_global_atomic_##atom 1425 1426 AOP_CASE(fmin): return BRW_AOP_FMIN; 1427 AOP_CASE(fmax): return BRW_AOP_FMAX; 1428 AOP_CASE(fcomp_swap): return BRW_AOP_FCMPWR; 1429 AOP_CASE(fadd): return BRW_AOP_FADD; 1430 1431#undef AOP_CASE 1432 1433 default: 1434 unreachable("Unsupported NIR atomic intrinsic"); 1435 } 1436} 1437 1438enum brw_reg_type 1439brw_type_for_nir_type(const struct intel_device_info *devinfo, 1440 nir_alu_type type) 1441{ 1442 switch (type) { 1443 case nir_type_uint: 1444 case nir_type_uint32: 1445 return BRW_REGISTER_TYPE_UD; 1446 case nir_type_bool: 1447 case nir_type_int: 1448 case nir_type_bool32: 1449 case nir_type_int32: 1450 return BRW_REGISTER_TYPE_D; 1451 case nir_type_float: 1452 case nir_type_float32: 1453 return BRW_REGISTER_TYPE_F; 1454 case nir_type_float16: 1455 return BRW_REGISTER_TYPE_HF; 1456 case nir_type_float64: 1457 return BRW_REGISTER_TYPE_DF; 1458 case nir_type_int64: 1459 return devinfo->ver < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_Q; 1460 case nir_type_uint64: 1461 return devinfo->ver < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_UQ; 1462 case nir_type_int16: 1463 return BRW_REGISTER_TYPE_W; 1464 case nir_type_uint16: 1465 return BRW_REGISTER_TYPE_UW; 1466 case nir_type_int8: 1467 return BRW_REGISTER_TYPE_B; 1468 case nir_type_uint8: 1469 return BRW_REGISTER_TYPE_UB; 1470 default: 1471 unreachable("unknown type"); 1472 } 1473 1474 return BRW_REGISTER_TYPE_F; 1475} 1476 1477nir_shader * 1478brw_nir_create_passthrough_tcs(void *mem_ctx, const struct brw_compiler *compiler, 1479 const nir_shader_compiler_options *options, 1480 const struct brw_tcs_prog_key *key) 1481{ 1482 nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_TESS_CTRL, 1483 options, "passthrough TCS"); 1484 ralloc_steal(mem_ctx, b.shader); 1485 nir_shader *nir = b.shader; 1486 nir_variable *var; 1487 nir_ssa_def *load; 1488 nir_ssa_def *zero = nir_imm_int(&b, 0); 1489 nir_ssa_def *invoc_id = nir_load_invocation_id(&b); 1490 1491 nir->info.inputs_read = key->outputs_written & 1492 ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER); 1493 nir->info.outputs_written = key->outputs_written; 1494 nir->info.tess.tcs_vertices_out = key->input_vertices; 1495 nir->num_uniforms = 8 * sizeof(uint32_t); 1496 1497 var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_0"); 1498 var->data.location = 0; 1499 var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_1"); 1500 var->data.location = 1; 1501 1502 /* Write the patch URB header. */ 1503 for (int i = 0; i <= 1; i++) { 1504 load = nir_load_uniform(&b, 4, 32, zero, .base = i * 4 * sizeof(uint32_t)); 1505 1506 nir_store_output(&b, load, zero, 1507 .base = VARYING_SLOT_TESS_LEVEL_INNER - i, 1508 .write_mask = WRITEMASK_XYZW); 1509 } 1510 1511 /* Copy inputs to outputs. */ 1512 uint64_t varyings = nir->info.inputs_read; 1513 1514 while (varyings != 0) { 1515 const int varying = ffsll(varyings) - 1; 1516 1517 load = nir_load_per_vertex_input(&b, 4, 32, invoc_id, zero, .base = varying); 1518 1519 nir_store_per_vertex_output(&b, load, invoc_id, zero, 1520 .base = varying, 1521 .write_mask = WRITEMASK_XYZW); 1522 1523 varyings &= ~BITFIELD64_BIT(varying); 1524 } 1525 1526 nir_validate_shader(nir, "in brw_nir_create_passthrough_tcs"); 1527 1528 brw_preprocess_nir(compiler, nir, NULL); 1529 1530 return nir; 1531} 1532