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authorRob Clark <robdclark@chromium.org>2020-06-15 14:24:00 -0700
committerRob Clark <robdclark@chromium.org>2020-06-26 08:43:22 -0700
commitd3ae55937830853349bcc80298714167839c42f2 (patch)
treeb2915849401646cb36dfd616ab34d7a90a04b89b
parente35b8971a74a62960e7328993d93a090a25c22a7 (diff)
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freedreno/ir3: add ir3_finalize_nir()
The next step is to hook this into pscreen->finalize_nir() so it can come before the state tracker's shader-caching. Unfortunately we still need to do lower_io after mesa/st, so that is split out into a post-finalize pass. Signed-off-by: Rob Clark <robdclark@chromium.org> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5372>
-rw-r--r--src/freedreno/ir3/ir3_nir.c51
-rw-r--r--src/freedreno/ir3/ir3_nir.h3
-rw-r--r--src/freedreno/ir3/ir3_shader.c29
-rw-r--r--src/gallium/drivers/freedreno/ir3/ir3_cmdline.c2
4 files changed, 49 insertions, 36 deletions
diff --git a/src/freedreno/ir3/ir3_nir.c b/src/freedreno/ir3/ir3_nir.c
index bf2db6b6c9c..5c15f5b8dfc 100644
--- a/src/freedreno/ir3/ir3_nir.c
+++ b/src/freedreno/ir3/ir3_nir.c
@@ -215,14 +215,14 @@ should_split_wrmask(const nir_instr *instr, const void *data)
}
void
-ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s)
+ir3_finalize_nir(struct ir3_compiler *compiler, nir_shader *s)
{
struct nir_lower_tex_options tex_options = {
.lower_rect = 0,
.lower_tg4_offsets = true,
};
- if (shader->compiler->gpu_id >= 400) {
+ if (compiler->gpu_id >= 400) {
/* a4xx seems to have *no* sam.p */
tex_options.lower_txp = ~0; /* lower all txp */
} else {
@@ -236,17 +236,19 @@ ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s)
debug_printf("----------------------\n");
}
- OPT_V(s, nir_lower_regs_to_ssa);
- OPT_V(s, nir_lower_wrmasks, should_split_wrmask, s);
+ if (s->info.stage == MESA_SHADER_GEOMETRY)
+ NIR_PASS_V(s, ir3_nir_lower_gs);
- OPT_V(s, ir3_nir_apply_trig_workarounds);
+ NIR_PASS_V(s, nir_lower_io_arrays_to_elements_no_indirects, false);
- if (shader->type == MESA_SHADER_FRAGMENT)
- OPT_V(s, nir_lower_fb_read);
+ NIR_PASS_V(s, nir_lower_amul, ir3_glsl_type_size);
+
+ OPT_V(s, nir_lower_regs_to_ssa);
+ OPT_V(s, nir_lower_wrmasks, should_split_wrmask, s);
OPT_V(s, nir_lower_tex, &tex_options);
OPT_V(s, nir_lower_load_const_to_scalar);
- if (shader->compiler->gpu_id < 500)
+ if (compiler->gpu_id < 500)
OPT_V(s, ir3_nir_lower_tg4_to_tex);
ir3_optimize_loop(s);
@@ -270,6 +272,39 @@ ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s)
nir_sweep(s);
}
+/**
+ * Late passes that need to be done after pscreen->finalize_nir()
+ */
+void
+ir3_nir_post_finalize(struct ir3_compiler *compiler, nir_shader *s)
+{
+ NIR_PASS_V(s, nir_lower_io, nir_var_all, ir3_glsl_type_size,
+ (nir_lower_io_options)0);
+
+ if (s->info.stage == MESA_SHADER_FRAGMENT) {
+ /* NOTE: lower load_barycentric_at_sample first, since it
+ * produces load_barycentric_at_offset:
+ */
+ NIR_PASS_V(s, ir3_nir_lower_load_barycentric_at_sample);
+ NIR_PASS_V(s, ir3_nir_lower_load_barycentric_at_offset);
+ NIR_PASS_V(s, ir3_nir_move_varying_inputs);
+ NIR_PASS_V(s, nir_lower_fb_read);
+ }
+
+ if (compiler->gpu_id >= 600 &&
+ s->info.stage == MESA_SHADER_FRAGMENT &&
+ !(ir3_shader_debug & IR3_DBG_NOFP16)) {
+ NIR_PASS_V(s, nir_lower_mediump_outputs);
+ }
+
+ /* we cannot ensure that ir3_finalize_nir() is only called once, so
+ * we also need to do trig workarounds here:
+ */
+ OPT_V(s, ir3_nir_apply_trig_workarounds);
+
+ ir3_optimize_loop(s);
+}
+
void
ir3_nir_lower_variant(struct ir3_shader_variant *so, nir_shader *s)
{
diff --git a/src/freedreno/ir3/ir3_nir.h b/src/freedreno/ir3/ir3_nir.h
index b84525bd69f..8bc6d342fe0 100644
--- a/src/freedreno/ir3/ir3_nir.h
+++ b/src/freedreno/ir3/ir3_nir.h
@@ -52,7 +52,8 @@ void ir3_nir_lower_tess_eval(nir_shader *shader, unsigned topology);
void ir3_nir_lower_gs(nir_shader *shader);
const nir_shader_compiler_options * ir3_get_compiler_options(struct ir3_compiler *compiler);
-void ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s);
+void ir3_finalize_nir(struct ir3_compiler *compiler, nir_shader *s);
+void ir3_nir_post_finalize(struct ir3_compiler *compiler, nir_shader *s);
void ir3_nir_lower_variant(struct ir3_shader_variant *so, nir_shader *s);
void ir3_setup_const_state(nir_shader *nir, struct ir3_shader_variant *v,
diff --git a/src/freedreno/ir3/ir3_shader.c b/src/freedreno/ir3/ir3_shader.c
index 37e1f8bfb2c..afdce9d0f82 100644
--- a/src/freedreno/ir3/ir3_shader.c
+++ b/src/freedreno/ir3/ir3_shader.c
@@ -409,35 +409,12 @@ ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir,
memcpy(&shader->stream_output, stream_output, sizeof(shader->stream_output));
shader->num_reserved_user_consts = reserved_user_consts;
- if (nir->info.stage == MESA_SHADER_GEOMETRY)
- NIR_PASS_V(nir, ir3_nir_lower_gs);
+ ir3_nir_post_finalize(compiler, nir);
- NIR_PASS_V(nir, nir_lower_io, nir_var_all, ir3_glsl_type_size,
- (nir_lower_io_options)0);
-
- if (compiler->gpu_id >= 600 &&
- nir->info.stage == MESA_SHADER_FRAGMENT &&
- !(ir3_shader_debug & IR3_DBG_NOFP16))
- NIR_PASS_V(nir, nir_lower_mediump_outputs);
-
- if (nir->info.stage == MESA_SHADER_FRAGMENT) {
- /* NOTE: lower load_barycentric_at_sample first, since it
- * produces load_barycentric_at_offset:
- */
- NIR_PASS_V(nir, ir3_nir_lower_load_barycentric_at_sample);
- NIR_PASS_V(nir, ir3_nir_lower_load_barycentric_at_offset);
-
- NIR_PASS_V(nir, ir3_nir_move_varying_inputs);
- }
-
- NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
-
- NIR_PASS_V(nir, nir_lower_amul, ir3_glsl_type_size);
-
- /* do first pass optimization, ignoring the key: */
- ir3_optimize_nir(shader, nir);
+ ir3_finalize_nir(compiler, nir);
shader->nir = nir;
+
if (ir3_shader_debug & IR3_DBG_DISASM) {
printf("dump nir%d: type=%d", shader->id, shader->type);
nir_print_shader(shader->nir, stdout);
diff --git a/src/gallium/drivers/freedreno/ir3/ir3_cmdline.c b/src/gallium/drivers/freedreno/ir3/ir3_cmdline.c
index cd9950436c5..0498c5828ad 100644
--- a/src/gallium/drivers/freedreno/ir3/ir3_cmdline.c
+++ b/src/gallium/drivers/freedreno/ir3/ir3_cmdline.c
@@ -491,7 +491,7 @@ int main(int argc, char **argv)
s.compiler = compiler;
s.nir = nir;
- ir3_optimize_nir(&s, nir);
+ ir3_finalize_nir(compiler, nir);
v.key = key;
v.shader = &s;