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