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      1 /* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
      2 
      3 /*
      4  * Copyright (C) 2015 Rob Clark <robclark (at) freedesktop.org>
      5  *
      6  * Permission is hereby granted, free of charge, to any person obtaining a
      7  * copy of this software and associated documentation files (the "Software"),
      8  * to deal in the Software without restriction, including without limitation
      9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
     10  * and/or sell copies of the Software, and to permit persons to whom the
     11  * Software is furnished to do so, subject to the following conditions:
     12  *
     13  * The above copyright notice and this permission notice (including the next
     14  * paragraph) shall be included in all copies or substantial portions of the
     15  * Software.
     16  *
     17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
     18  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     19  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
     20  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
     21  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
     22  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
     23  * SOFTWARE.
     24  *
     25  * Authors:
     26  *    Rob Clark <robclark (at) freedesktop.org>
     27  */
     28 
     29 
     30 #include "freedreno_util.h"
     31 
     32 #include "ir3_nir.h"
     33 #include "ir3_compiler.h"
     34 #include "ir3_shader.h"
     35 
     36 #include "nir/tgsi_to_nir.h"
     37 
     38 static const nir_shader_compiler_options options = {
     39 		.lower_fpow = true,
     40 		.lower_fsat = true,
     41 		.lower_scmp = true,
     42 		.lower_flrp32 = true,
     43 		.lower_flrp64 = true,
     44 		.lower_ffract = true,
     45 		.lower_fmod32 = true,
     46 		.lower_fmod64 = true,
     47 		.lower_fdiv = true,
     48 		.fuse_ffma = true,
     49 		.native_integers = true,
     50 		.vertex_id_zero_based = true,
     51 		.lower_extract_byte = true,
     52 		.lower_extract_word = true,
     53 };
     54 
     55 struct nir_shader *
     56 ir3_tgsi_to_nir(const struct tgsi_token *tokens)
     57 {
     58 	return tgsi_to_nir(tokens, &options);
     59 }
     60 
     61 const nir_shader_compiler_options *
     62 ir3_get_compiler_options(void)
     63 {
     64 	return &options;
     65 }
     66 
     67 /* for given shader key, are any steps handled in nir? */
     68 bool
     69 ir3_key_lowers_nir(const struct ir3_shader_key *key)
     70 {
     71 	return key->fsaturate_s | key->fsaturate_t | key->fsaturate_r |
     72 			key->vsaturate_s | key->vsaturate_t | key->vsaturate_r |
     73 			key->ucp_enables | key->color_two_side |
     74 			key->fclamp_color | key->vclamp_color;
     75 }
     76 
     77 #define OPT(nir, pass, ...) ({                             \
     78    bool this_progress = false;                             \
     79    NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__);      \
     80    this_progress;                                          \
     81 })
     82 
     83 #define OPT_V(nir, pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
     84 
     85 static void
     86 ir3_optimize_loop(nir_shader *s)
     87 {
     88 	bool progress;
     89 	do {
     90 		progress = false;
     91 
     92 		OPT_V(s, nir_lower_vars_to_ssa);
     93 		progress |= OPT(s, nir_lower_alu_to_scalar);
     94 		progress |= OPT(s, nir_lower_phis_to_scalar);
     95 
     96 		progress |= OPT(s, nir_copy_prop);
     97 		progress |= OPT(s, nir_opt_dce);
     98 		progress |= OPT(s, nir_opt_cse);
     99 		progress |= OPT(s, ir3_nir_lower_if_else);
    100 		progress |= OPT(s, nir_opt_algebraic);
    101 		progress |= OPT(s, nir_opt_constant_folding);
    102 
    103 	} while (progress);
    104 }
    105 
    106 struct nir_shader *
    107 ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s,
    108 		const struct ir3_shader_key *key)
    109 {
    110 	struct nir_lower_tex_options tex_options = {
    111 			.lower_rect = 0,
    112 	};
    113 
    114 	if (key) {
    115 		switch (shader->type) {
    116 		case SHADER_FRAGMENT:
    117 		case SHADER_COMPUTE:
    118 			tex_options.saturate_s = key->fsaturate_s;
    119 			tex_options.saturate_t = key->fsaturate_t;
    120 			tex_options.saturate_r = key->fsaturate_r;
    121 			break;
    122 		case SHADER_VERTEX:
    123 			tex_options.saturate_s = key->vsaturate_s;
    124 			tex_options.saturate_t = key->vsaturate_t;
    125 			tex_options.saturate_r = key->vsaturate_r;
    126 			break;
    127 		}
    128 	}
    129 
    130 	if (shader->compiler->gpu_id >= 400) {
    131 		/* a4xx seems to have *no* sam.p */
    132 		tex_options.lower_txp = ~0;  /* lower all txp */
    133 	} else {
    134 		/* a3xx just needs to avoid sam.p for 3d tex */
    135 		tex_options.lower_txp = (1 << GLSL_SAMPLER_DIM_3D);
    136 	}
    137 
    138 	if (fd_mesa_debug & FD_DBG_DISASM) {
    139 		debug_printf("----------------------\n");
    140 		nir_print_shader(s, stdout);
    141 		debug_printf("----------------------\n");
    142 	}
    143 
    144 	OPT_V(s, nir_opt_global_to_local);
    145 	OPT_V(s, nir_lower_regs_to_ssa);
    146 
    147 	if (key) {
    148 		if (s->stage == MESA_SHADER_VERTEX) {
    149 			OPT_V(s, nir_lower_clip_vs, key->ucp_enables);
    150 			if (key->vclamp_color)
    151 				OPT_V(s, nir_lower_clamp_color_outputs);
    152 		} else if (s->stage == MESA_SHADER_FRAGMENT) {
    153 			OPT_V(s, nir_lower_clip_fs, key->ucp_enables);
    154 			if (key->fclamp_color)
    155 				OPT_V(s, nir_lower_clamp_color_outputs);
    156 		}
    157 		if (key->color_two_side) {
    158 			OPT_V(s, nir_lower_two_sided_color);
    159 		}
    160 	} else {
    161 		/* only want to do this the first time (when key is null)
    162 		 * and not again on any potential 2nd variant lowering pass:
    163 		 */
    164 		OPT_V(s, ir3_nir_apply_trig_workarounds);
    165 	}
    166 
    167 	OPT_V(s, nir_lower_tex, &tex_options);
    168 	OPT_V(s, nir_lower_load_const_to_scalar);
    169 
    170 	ir3_optimize_loop(s);
    171 
    172 	/* do idiv lowering after first opt loop to give a chance for
    173 	 * divide by immed power-of-two to be caught first:
    174 	 */
    175 	if (OPT(s, nir_lower_idiv))
    176 		ir3_optimize_loop(s);
    177 
    178 	OPT_V(s, nir_remove_dead_variables, nir_var_local);
    179 
    180 	if (fd_mesa_debug & FD_DBG_DISASM) {
    181 		debug_printf("----------------------\n");
    182 		nir_print_shader(s, stdout);
    183 		debug_printf("----------------------\n");
    184 	}
    185 
    186 	nir_sweep(s);
    187 
    188 	return s;
    189 }
    190