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nir.c21-Aug-201855K
nir.h21-Aug-201876.6K
nir_algebraic.py21-Aug-201821.3K
nir_array.h21-Aug-20182.6K
nir_builder.h21-Aug-201816.4K
nir_builder_opcodes_h.py21-Aug-20181.8K
nir_clone.c21-Aug-201824K
nir_constant_expressions.h21-Aug-20181.4K
nir_constant_expressions.py21-Aug-201811.5K
nir_control_flow.c21-Aug-201821.7K
nir_control_flow.h21-Aug-20186.4K
nir_control_flow_private.h21-Aug-20181.4K
nir_dominance.c21-Aug-20187.9K
nir_from_ssa.c21-Aug-201832K
nir_gather_info.c21-Aug-201810.4K
nir_gs_count_vertices.c21-Aug-20183K
nir_inline_functions.c21-Aug-20189.3K
nir_instr_set.c21-Aug-201816.5K
nir_instr_set.h21-Aug-20182.4K
nir_intrinsics.c21-Aug-20182K
nir_intrinsics.h21-Aug-201819.3K
nir_liveness.c21-Aug-20189.5K
nir_loop_analyze.c21-Aug-201826.7K
nir_loop_analyze.h21-Aug-20183.1K
nir_lower_alu_to_scalar.c21-Aug-20189.5K
nir_lower_atomics.c21-Aug-20186.6K
nir_lower_bitmap.c21-Aug-20184.4K
nir_lower_clamp_color_outputs.c21-Aug-20183.6K
nir_lower_clip.c21-Aug-201810K
nir_lower_clip_cull_distance_arrays.c21-Aug-20185.8K
nir_lower_constant_initializers.c21-Aug-20183.6K
nir_lower_double_ops.c21-Aug-201819.1K
nir_lower_double_packing.c21-Aug-20182.8K
nir_lower_drawpixels.c21-Aug-20188.4K
nir_lower_global_vars_to_local.c21-Aug-20183.5K
nir_lower_gs_intrinsics.c21-Aug-20187.2K
nir_lower_idiv.c21-Aug-20184.1K
nir_lower_indirect_derefs.c21-Aug-20188.2K
nir_lower_io.c21-Aug-201817.8K
nir_lower_io_to_scalar.c21-Aug-20184.3K
nir_lower_io_to_temporaries.c21-Aug-20186.9K
nir_lower_io_types.c21-Aug-20185.8K
nir_lower_load_const_to_scalar.c21-Aug-20183.2K
nir_lower_locals_to_regs.c21-Aug-20189.7K
nir_lower_passthrough_edgeflags.c21-Aug-20182K
nir_lower_patch_vertices.c21-Aug-20182.2K
nir_lower_phis_to_scalar.c21-Aug-201810.7K
nir_lower_regs_to_ssa.c21-Aug-20189.1K
nir_lower_returns.c21-Aug-20189.1K
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nir_lower_system_values.c21-Aug-20185.3K
nir_lower_tex.c21-Aug-201827.7K
nir_lower_to_source_mods.c21-Aug-20186K
nir_lower_two_sided_color.c21-Aug-20185.8K
nir_lower_var_copies.c21-Aug-20186.9K
nir_lower_vars_to_ssa.c21-Aug-201824.5K
nir_lower_vec_to_movs.c21-Aug-20189.8K
nir_lower_wpos_center.c21-Aug-20183.6K
nir_lower_wpos_ytransform.c21-Aug-201812.9K
nir_metadata.c21-Aug-20183K
nir_move_vec_src_uses_to_dest.c21-Aug-20186.4K
nir_normalize_cubemap_coords.c21-Aug-20183.8K
nir_opcodes.py21-Aug-201825.5K
nir_opcodes_c.py21-Aug-20182K
nir_opcodes_h.py21-Aug-20181.6K
nir_opt_algebraic.py21-Aug-201824.2K
nir_opt_conditional_discard.c21-Aug-20184.2K
nir_opt_constant_folding.c21-Aug-20187K
nir_opt_copy_prop_vars.c21-Aug-201827.8K
nir_opt_copy_propagate.c21-Aug-20187.4K
nir_opt_cse.c21-Aug-20182.7K
nir_opt_dce.c21-Aug-20184.7K
nir_opt_dead_cf.c21-Aug-201810.4K
nir_opt_gcm.c21-Aug-201817.2K
nir_opt_global_to_local.c21-Aug-20182.9K
nir_opt_if.c21-Aug-20188.2K
nir_opt_loop_unroll.c21-Aug-201820.1K
nir_opt_move_comparisons.c21-Aug-20186K
nir_opt_peephole_select.c21-Aug-20187.7K
nir_opt_remove_phis.c21-Aug-20185.4K
nir_opt_trivial_continues.c21-Aug-20184.8K
nir_opt_undef.c21-Aug-20185K
nir_phi_builder.c21-Aug-201810.7K
nir_phi_builder.h21-Aug-20184.6K
nir_print.c21-Aug-201830.7K
nir_propagate_invariant.c21-Aug-20185.4K
nir_remove_dead_variables.c21-Aug-20186.1K
nir_repair_ssa.c21-Aug-20184.5K
nir_search.c21-Aug-201819.5K
nir_search.h21-Aug-20184.2K
nir_search_helpers.h21-Aug-20184.4K
nir_split_var_copies.c21-Aug-201811.1K
nir_sweep.c21-Aug-20185.2K
nir_to_lcssa.c21-Aug-20186.4K
nir_validate.c21-Aug-201837.6K
nir_vla.h21-Aug-20182K
nir_worklist.c21-Aug-20183.4K
nir_worklist.h21-Aug-20182.9K
README21-Aug-20185.7K
tests/21-Aug-2018

README

      1 New IR, or NIR, is an IR for Mesa intended to sit below GLSL IR and Mesa IR.
      2 Its design inherits from the various IR's that Mesa has used in the past, as
      3 well as Direct3D assembly, and it includes a few new ideas as well. It is a
      4 flat (in terms of using instructions instead of expressions), typeless IR,
      5 similar to TGSI and Mesa IR.  It also supports SSA (although it doesn't require
      6 it).
      7 
      8 Variables
      9 =========
     10 
     11 NIR includes support for source-level GLSL variables through a structure mostly
     12 copied from GLSL IR. These will be used for linking and conversion from GLSL IR
     13 (and later, from an AST), but for the most part, they will be lowered to
     14 registers (see below) and loads/stores.
     15 
     16 Registers
     17 =========
     18 
     19 Registers are light-weight; they consist of a structure that only contains its
     20 size, its index for liveness analysis, and an optional name for debugging. In
     21 addition, registers can be local to a function or global to the entire shader;
     22 the latter will be used in ARB_shader_subroutine for passing parameters and
     23 getting return values from subroutines. Registers can also be an array, in which
     24 case they can be accessed indirectly. Each ALU instruction (add, subtract, etc.)
     25 works directly with registers or SSA values (see below).
     26 
     27 SSA
     28 ========
     29 
     30 Everywhere a register can be loaded/stored, an SSA value can be used instead.
     31 The only exception is that arrays/indirect addressing are not supported with
     32 SSA; although research has been done on extensions of SSA to arrays before, it's
     33 usually for the purpose of parallelization (which we're not interested in), and
     34 adds some overhead in the form of adding copies or extra arrays (which is much
     35 more expensive than introducing copies between non-array registers). SSA uses
     36 point directly to their corresponding definition, which in turn points to the
     37 instruction it is part of. This creates an implicit use-def chain and avoids the
     38 need for an external structure for each SSA register.
     39 
     40 Functions
     41 =========
     42 
     43 Support for function calls is mostly similar to GLSL IR. Each shader contains a
     44 list of functions, and each function has a list of overloads. Each overload
     45 contains a list of parameters, and may contain an implementation which specifies
     46 the variables that correspond to the parameters and return value. Inlining a
     47 function, assuming it has a single return point, is as simple as copying its
     48 instructions, registers, and local variables into the target function and then
     49 inserting copies to and from the new parameters as appropriate. After functions
     50 are inlined and any non-subroutine functions are deleted, parameters and return
     51 variables will be converted to global variables and then global registers. We
     52 don't do this lowering earlier (i.e. the fortranizer idea) for a few reasons:
     53 
     54 - If we want to do optimizations before link time, we need to have the function
     55 signature available during link-time.
     56 
     57 - If we do any inlining before link time, then we might wind up with the
     58 inlined function and the non-inlined function using the same global
     59 variables/registers which would preclude optimization.
     60 
     61 Intrinsics
     62 =========
     63 
     64 Any operation (other than function calls and textures) which touches a variable
     65 or is not referentially transparent is represented by an intrinsic. Intrinsics
     66 are similar to the idea of a "builtin function," i.e. a function declaration
     67 whose implementation is provided by the backend, except they are more powerful
     68 in the following ways:
     69 
     70 - They can also load and store registers when appropriate, which limits the
     71 number of variables needed in later stages of the IR while obviating the need
     72 for a separate load/store variable instruction.
     73 
     74 - Intrinsics can be marked as side-effect free, which permits them to be
     75 treated like any other instruction when it comes to optimizations. This allows
     76 load intrinsics to be represented as intrinsics while still being optimized
     77 away by dead code elimination, common subexpression elimination, etc.
     78 
     79 Intrinsics are used for:
     80 
     81 - Atomic operations
     82 - Memory barriers
     83 - Subroutine calls
     84 - Geometry shader emitVertex and endPrimitive
     85 - Loading and storing variables (before lowering)
     86 - Loading and storing uniforms, shader inputs and outputs, etc (after lowering)
     87 - Copying variables (cases where in GLSL the destination is a structure or
     88 array)
     89 - The kitchen sink
     90 - ...
     91 
     92 Textures
     93 =========
     94 
     95 Unfortunately, there are far too many texture operations to represent each one
     96 of them with an intrinsic, so there's a special texture instruction similar to
     97 the GLSL IR one. The biggest difference is that, while the texture instruction
     98 has a sampler dereference field used just like in GLSL IR, this gets lowered to
     99 a texture unit index (with a possible indirect offset) while the type
    100 information of the original sampler is kept around for backends. Also, all the
    101 non-constant sources are stored in a single array to make it easier for
    102 optimization passes to iterate over all the sources.
    103 
    104 Control Flow
    105 =========
    106 
    107 Like in GLSL IR, control flow consists of a tree of "control flow nodes", which
    108 include if statements and loops, and jump instructions (break, continue, and
    109 return). Unlike GLSL IR, though, the leaves of the tree aren't statements but
    110 basic blocks. Each basic block also keeps track of its successors and
    111 predecessors, and function implementations keep track of the beginning basic
    112 block (the first basic block of the function) and the ending basic block (a fake
    113 basic block that every return statement points to). Together, these elements
    114 make up the control flow graph, in this case a redundant piece of information on
    115 top of the control flow tree that will be used by almost all the optimizations.
    116 There are helper functions to add and remove control flow nodes that also update
    117 the control flow graph, and so usually it doesn't need to be touched by passes
    118 that modify control flow nodes.
    119