Commit graph

629 commits

Author SHA1 Message Date
Matt Turner
43ef75b394 nir: Add system values from ARB_shader_ballot
We already had a channel_num system value, which I'm renaming to
subgroup_invocation to match the rest of the new system values.

Note that while ballotARB(true) will return zeros in the high 32-bits on
systems where gl_SubGroupSizeARB <= 32, the gl_SubGroup??MaskARB
variables do not consider whether channels are enabled. See issue (1) of
ARB_shader_ballot.

Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-07-20 16:56:49 -07:00
Matt Turner
636fe4d1c6 nir: Add intrinsics from ARB_shader_ballot
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-07-20 16:56:49 -07:00
Matt Turner
742cc6118a nir: Support lowering vote intrinsics
... trivially (as allowed by the spec!) by reusing the existing
nir_opt_intrinsics code.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-07-20 16:56:49 -07:00
Matt Turner
d4c9d6a3b2 nir: Add pass to optimize intrinsics
Specifically, constant fold intrinsics from ARB_shader_group_vote, but I
suspect it'll be useful for other things in the future.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-07-20 16:56:49 -07:00
Matt Turner
ba2fbbf1c0 nir: Add intrinsics from ARB_shader_group_vote
These are intrinsics rather than opcodes, because they operate across
channels.

Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-07-20 16:56:49 -07:00
Kenneth Graunke
0320bb2c6c nir: Use nir_src_copy instead of direct assignments.
If the source is an indirect register, there is ralloc'd data.  Copying
with a direct assignment will copy the pointer, but the data will still
belong to the old instruction's memory context.  Since we're lowering
and throwing away instructions, that could free the data by mistake.

Instead, use nir_src_copy, which properly handles this.

This is admittedly not a common case, so I think the bug is real,
but unlikely to be hit.

Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Matt Turner <mattst88@gmail.com>
2017-07-18 23:44:50 -07:00
Timothy Arceri
3f0fb23b03 nir: fix nir_opt_copy_prop_vars() for arrays of arrays
Previously we only incremented the guide for a single
dimension/wildcard.

V2: rework logic to avoid code duplication

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: mesa-stable@lists.freedesktop.org
2017-07-19 11:06:23 +10:00
Jason Ekstrand
ecf91898e0 nir/vars_to_ssa: Handle missing struct members in foreach_deref_node
This can happen if, for instance, you have an array of structs and there
are both direct and wildcard references to the same struct and some
members only have direct or only have indirect.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Cc: mesa-stable@lists.freedesktop.org
2017-07-19 11:06:23 +10:00
Connor Abbott
4df93a54f1 nir/lower_io_to_temporaries: don't set compact on shadow vars
The compact flag doesn't make sense on local variables, since the
packing on them is up to the driver. This fixes nir_validate assertions
in some cases, particularly when lower_io_to_temporaries is used on
per-vertex inputs/outputs.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-07-13 14:45:25 -07:00
Connor Abbott
99ff7a9f1f nir: don't segfault when printing variables with no name
While normally we give variables whose name field is NULL a temporary
name when called from nir_print_shader(), when we were calling from
nir_print_instr() we never bothered, meaning that we just segfaulted
when trying to print out instructions with such a variable. Since
nir_print_instr() is meant to be called while debugging, we don't need
to bother too much about giving a consistent name, but we don't want to
crash in the middle of debugging.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2017-07-13 14:40:23 -07:00
Ilia Mirkin
f3958f1644 nir: copy front interpolation when creating fake back color input
Fixes a bunch of gl_BackColor interpolation tests that had explicit
interpolation specified on the fragment shader gl_Color.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Rob Clark <robdclark@gmail.com>
2017-07-08 21:27:44 -04:00
Nicolai Hähnle
34df9525f6 nir: add NIR_PRINT environment variable
Reviewed-by: Rob Clark <robdclark@gmail.com>
2017-07-05 12:27:07 +02:00
Johnson Lin
8ff4be44b7 nir: Add a lowering pass for UYVY textures
Similar with support for YUYV but with byte order difference in sampler

Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
2017-06-30 10:16:26 +01:00
Juan A. Suarez Romero
4195a9450b nir: sge operation is defined for floating-point types
According to GLSL.std.450 spec, the operand for step() function must be
a floating-point. It does not restrict the value to 32-bit floats.

Reviewed by: Elie Tournier <elie.tournier@collabora.com>
2017-06-27 12:01:11 +02:00
Grazvydas Ignotas
29b9f35704 nir: make various getters take const pointers
This will allow to constify other things.

Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
2017-06-10 16:48:45 +03:00
Thomas Helland
cfb696dc82 nir: Delete nir_array.h
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
2017-06-07 21:07:24 +02:00
Thomas Helland
bc3a2be6c9 nir: Remove unused include
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
2017-06-07 21:07:24 +02:00
Eric Engestrom
63a8a88ac4 tree-wide: remove trailing backslash
Simple search for a backslash followed by two newlines.
If one of the newlines were to be removed, this would cause issues, so
let's just remove these trailing backslashes.

Signed-off-by: Eric Engestrom <eric.engestrom@imgtec.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2017-06-07 01:18:09 +01:00
Rob Clark
6f65a1a211 nir/lower-atomics-to-ssbo: remove atomic_uint arrays too
Maybe there is a better way to do this.  But by the time we get to
assigning uniform locs, we want the atomic_uint's to all be gone,
otherwise we assert in st_glsl_attrib_type_size().

Signed-off-by: Rob Clark <robdclark@gmail.com>
2017-05-23 12:26:34 -04:00
Rob Clark
5f6c034f82 nir/lower-atomics-to-ssbo: fix num_components
Fixes some piglits like arb_shader_atomic_counters-active-counters

Signed-off-by: Rob Clark <robdclark@gmail.com>
2017-05-23 12:26:34 -04:00
Jason Ekstrand
b86dba8a0e nir: Embed the shader_info in the nir_shader again
Commit e1af20f18a changed the shader_info
from being embedded into being just a pointer.  The idea was that
sharing the shader_info between NIR and GLSL would be easier if it were
a pointer pointing to the same shader_info struct.  This, however, has
caused a few problems:

 1) There are many things which generate NIR without GLSL.  This means
    we have to support both NIR shaders which come from GLSL and ones
    that don't and need to have an info elsewhere.

 2) The solution to (1) raises all sorts of ownership issues which have
    to be resolved with ralloc_parent checks.

 3) Ever since 00620782c9, we've been
    using nir_gather_info to fill out the final shader_info.  Thanks to
    cloning and the above ownership issues, the nir_shader::info may not
    point back to the gl_shader anymore and so we have to do a copy of
    the shader_info from NIR back to GLSL anyway.

All of these issues go away if we just embed the shader_info in the
nir_shader.  There's a little downside of having to copy it back after
calling nir_gather_info but, as explained above, we have to do that
anyway.

Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-05-09 15:07:47 -07:00
Rob Clark
ae7aa8dbaf nir: fix (hopefully) windows build
Fixes: 53aa109b ("nir: add pass to lower atomic counters to SSBO")
Signed-off-by: Rob Clark <robdclark@gmail.com>
2017-05-08 13:41:16 -04:00
Jose Fonseca
dab6a2dfd9 nir: Fix missing snprintf symbol on Windows.
Copy nir_print.c's snprintf definition for now, to unbreak Windows
builds.

We can and should cleanup all snprintf definitions in a follow up
change, but I rather not leave Windows build broken any further.

Trivial.
2017-05-07 19:23:07 +01:00
Rob Clark
53aa109ba2 nir: add pass to lower atomic counters to SSBO
This is equivalent to what mesa/st does in glsl_to_tgsi.  For most hw
there isn't a particularly good reason to treat these differently.

Signed-off-by: Rob Clark <robdclark@gmail.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
2017-05-04 13:48:06 -04:00
Johnson Lin
a6fb943f3e nir/lower_tex: Fix minor error in YUV color conversion matrix
The matrix used for YCbCr to RGB is listed in:

    https://en.wikipedia.org/wiki/YCbCr

There was an error in converting the offsets from integers to unorm
values: 0.0625=16/256 should be 16.0/255,and 0.5=128.0/256 should be
128.0/255.  With this fix, the CSC result is bit aligned with wikipedia's
conversion result and FFMPeg's result.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100854
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
2017-05-03 23:44:59 -07:00
Jason Ekstrand
bb41d9a1d3 compiler: Add a system value and varying for ViewIndex
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2017-05-03 11:25:46 -07:00
Eric Anholt
fba6559a1e nir: Pick just the channels we want for bitmap and drawpixels lowering.
NIR now validates that SSA references use the same number of channels as
are in the SSA value.

v2: Reword commit message, since the commit didn't land before the
    validation change did.

Fixes: 370d68babc ("nir/validate: Validate that bit sizes and components always match")
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> (v1)
Cc: <mesa-stable@lists.freedesktop.org>
2017-05-02 10:24:40 -07:00
Timothy Arceri
7a7ee40c2d nir/i965: add before ffma algebraic opts
This shuffles constants down in the reverse of what the previous
patch does and applies some simpilifications that may be made
possible from doing so.

Shader-db results BDW:

total instructions in shared programs: 12980814 -> 12977822 (-0.02%)
instructions in affected programs: 281889 -> 278897 (-1.06%)
helped: 1231
HURT: 128

total cycles in shared programs: 246562852 -> 246567288 (0.00%)
cycles in affected programs: 11271524 -> 11275960 (0.04%)
helped: 1630
HURT: 1378

V2: mark float opts as inexact

Reviewed-by: Elie Tournier <elie.tournier@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-04-24 12:08:14 +10:00
Timothy Arceri
fb2269fed1 nir: shuffle constants to the top
V2: mark float opts as inexact

If one of the inputs to an mul/add is the result of another
mul/add there is a chance that we can reuse the result of that
mul/add in other calls if we do the multiplication in the right
order.

Also by attempting to move all constants to the top we increase
the chance of constant folding.

For example it is a fairly common pattern for shaders to do something
similar to this:

  const float a = 0.5;
  in vec4 b;
  in float c;

  ...

  b.x = b.x * c;
  b.y = b.y * c;

  ...

  b.x = b.x * a + a;
  b.y = b.y * a + a;

So by simply detecting that constant a is part of the multiplication
in ffma and switching it with previous fmul that updates b we end up
with:

  ...

  c = a * c;

  ...

  b.x = b.x * c + a;
  b.y = b.y * c + a;

Shader-db results BDW:

total instructions in shared programs: 13011050 -> 12967888 (-0.33%)
instructions in affected programs: 4118366 -> 4075204 (-1.05%)
helped: 17739
HURT: 1343

total cycles in shared programs: 246717952 -> 246410716 (-0.12%)
cycles in affected programs: 166870802 -> 166563566 (-0.18%)
helped: 18493
HURT: 7965

total spills in shared programs: 14937 -> 14560 (-2.52%)
spills in affected programs: 9331 -> 8954 (-4.04%)
helped: 284
HURT: 33

total fills in shared programs: 20211 -> 19671 (-2.67%)
fills in affected programs: 12586 -> 12046 (-4.29%)
helped: 286
HURT: 33

LOST:   39
GAINED: 33

Some of the hurt will go away when we shuffle things back down to the
bottom in the following patch. It's also noteworthy that almost all of the
spill changes are in Deus Ex both hurt and helped.

Reviewed-by: Elie Tournier <elie.tournier@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-04-24 12:08:14 +10:00
Timothy Arceri
83f7fdf83a nir: add flt comparision simplification
Didn't turn out as useful as I'd hoped, but it will help alot more on
i965 by reducing regressions when we drop brw_do_channel_expressions()
and brw_do_vector_splitting().

I'm not sure how much sense 'is_not_used_by_conditional' makes on
platforms other than i965 but since this is a new opt it at least
won't do any harm.

shader-db BDW:

total instructions in shared programs: 13029581 -> 13029415 (-0.00%)
instructions in affected programs: 15268 -> 15102 (-1.09%)
helped: 86
HURT: 0

total cycles in shared programs: 247038346 -> 247036198 (-0.00%)
cycles in affected programs: 692634 -> 690486 (-0.31%)
helped: 183
HURT: 27

Reviewed-by: Elie Tournier <elie.tournier@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-04-24 12:08:14 +10:00
Jason Ekstrand
4cf079f7f2 nir: Add GLSL_TYPE_[U]INT64 to some switch statements
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-04-16 20:14:42 -07:00
Boyan Ding
ff29f488d4 nir: Destination component count of shader_clock intrinsic is 2
This fixes the following error when using ARB_shader_clock on i965:
	vec1 32 ssa_0 = intrinsic shader_clock () () ()
	intrinsic store_var (ssa_0) (clock_retval) (3) /* wrmask=xy */
error: src->ssa->num_components == num_components (nir/nir_validate.c:204)

Signed-off-by: Boyan Ding <boyan.j.ding@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: mesa-stable@lists.freedesktop.org
2017-04-14 14:54:06 -07:00
Rob Clark
9fc3e7137a nir/print: add compute shader info
Signed-off-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2017-04-14 12:46:12 -04:00
Jason Ekstrand
fbcf92a278 nir: Add support for 8 and 16-bit types
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
2017-03-30 11:34:45 -07:00
Jason Ekstrand
28e41506a6 nir/constant_expressions: Don't switch on bit size when not needed
For opcodes such as the nir_op_pack_64_2x32 for which all sources and
destinations have explicit sizes, the bit_size parameter to the evaluate
function is pointless and *should* do nothing.  Previously, we were
always switching on the bit_size and asserting if it isn't one of the
sizes in the list.  This generates way more code than needed and is a
bit cruel because it doesn't let us have a bit_size of zero on an ALU op
which shouldn't need a bit_size.

Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
2017-03-30 11:34:45 -07:00
Jason Ekstrand
b69b44d222 nir/constant_expressions: Pull the guts out into a helper block
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
2017-03-30 11:34:45 -07:00
Iago Toral Quiroga
023ea3772d nir/lower_wpos_center: support adding sample position to fragment coordinate
According to section 14.6 of the Vulkan specification:

   "When sample shading is enabled, the x and y components of FragCoord
    reflect the location of the sample corresponding to the shader
    invocation."

So add a boolean parameter to the lowering pass to select this behavior
when we need it.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-24 08:11:53 +01:00
Matt Turner
ef71af7356 nir: Return progress from nir_convert_from_ssa().
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-23 14:34:44 -07:00
Matt Turner
abc8a702d0 nir: Return progress from nir_lower_io().
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-23 14:34:44 -07:00
Matt Turner
a934b00222 nir: Return progress from nir_lower_regs_to_ssa().
And from nir_lower_regs_to_ssa_impl() as well.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-23 14:34:44 -07:00
Matt Turner
b0e72defc2 nir: Return progress from nir_lower_samplers().
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-23 14:34:44 -07:00
Matt Turner
01548f9f01 nir: Return progress from nir_lower_atomics().
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-23 14:34:44 -07:00
Matt Turner
0bd615d961 nir: Return progress from nir_lower_clamp_color_outputs().
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-23 14:34:44 -07:00
Matt Turner
9dbf91f5c0 nir: Return progress from nir_lower_clip_fs().
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-23 14:34:44 -07:00
Matt Turner
4e4927cd95 nir: Return progress from nir_lower_clip_vs().
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-23 14:34:44 -07:00
Matt Turner
6077cc75aa nir: Return progress from nir_move_vec_src_uses_to_dest().
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-23 14:34:43 -07:00
Matt Turner
a539e05d00 nir: Return progress from nir_lower_to_source_mods().
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-23 14:34:43 -07:00
Matt Turner
5a7e4ae23d nir: Return progress from nir_lower_clip_cull_distance_arrays().
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-23 14:34:43 -07:00
Matt Turner
19345fc160 nir: Return progress from nir_lower_var_copies().
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-23 14:34:43 -07:00
Matt Turner
b831b8d2e1 nir: Return progress from nir_lower_load_const_to_scalar().
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-23 14:34:43 -07:00