mesa/src/glsl
Jordan Justen 9368604d99 glsl parser: allow in & out for interface block members
Previously uniform blocks allowed for the 'uniform' keyword
to be used with members of a uniform blocks. With interface
blocks 'in' can be used on 'in' interface block members and
'out' can be used on 'out' interface block members.

The basic_interface_block rule will verify that the same
qualifier type is used with the block and each member.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-05-23 09:37:11 -07:00
..
builtin_compiler builtin_compiler/build: Don't use *_FOR_BUILD when not cross compiling 2013-02-04 09:35:45 -08:00
builtins glsl: Add new bit built-ins IR and prototypes from ARB_gpu_shader5. 2013-05-06 10:17:13 -07:00
glcpp glsl: add AMD_vertex_shader_layer support 2013-05-13 13:57:52 -07:00
tests glsl: Add GLSL_TYPE_INTERFACE 2013-01-25 09:07:33 -05:00
.dir-locals.el glsl2: Move the compiler to the subdirectory it will live in in Mesa. 2010-06-24 15:36:00 -07:00
.gitignore glsl/build: Build glcpp via the glsl Makefile 2013-01-22 14:33:20 -08:00
Android.gen.mk android: glcpp: fix abuse of yylex 2012-10-02 08:14:34 +03:00
Android.mk glsl/Makefile.sources: Correct BUILTIN_COMPILER_CXX_FILES 2013-01-22 14:33:41 -08:00
ast.h glsl: rename ast_uniform_block to ast_interface_block 2013-05-23 09:37:11 -07:00
ast_array_index.cpp glsl: Generate ir_binop_vector_extract for indexing of vectors 2013-05-13 12:05:19 -07:00
ast_expr.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 2011-02-21 13:07:29 -08:00
ast_function.cpp glsl: Generate correct ir_binop_vector_extract code for out and inout parameters 2013-05-13 12:05:19 -07:00
ast_to_hir.cpp glsl ast_to_hir: reject interpolation qualifiers for uniform blocks 2013-05-23 09:37:11 -07:00
ast_type.cpp glsl: Add support for default layout qualifiers for uniforms. 2012-07-31 12:06:20 -07:00
builtin_types.h glsl: add support for ARB_texture_multisample 2013-03-02 11:33:54 +13:00
builtin_variables.cpp glsl: add AMD_vertex_shader_layer support 2013-05-13 13:57:52 -07:00
glsl_lexer.ll glsl: add support for ARB_texture_multisample 2013-03-02 11:33:54 +13:00
glsl_parser.yy glsl parser: allow in & out for interface block members 2013-05-23 09:37:11 -07:00
glsl_parser_extras.cpp glsl: add AMD_vertex_shader_layer support 2013-05-13 13:57:52 -07:00
glsl_parser_extras.h glsl: add AMD_vertex_shader_layer support 2013-05-13 13:57:52 -07:00
glsl_symbol_table.cpp glsl: Track blocks in the symbol table using the glsl_type instead of the gl_uniform_block 2013-01-25 09:07:34 -05:00
glsl_symbol_table.h glsl: Track blocks in the symbol table using the glsl_type instead of the gl_uniform_block 2013-01-25 09:07:34 -05:00
glsl_types.cpp glsl: Fix (and validate) comment above glsl_type::name. 2013-04-11 09:25:24 -07:00
glsl_types.h glsl: Fix (and validate) comment above glsl_type::name. 2013-04-11 09:25:24 -07:00
hir_field_selection.cpp glsl: Allow dereferencing fields of an interface instance 2013-01-25 09:07:36 -05:00
ir.cpp glsl: Add ir_triop_vector_insert 2013-05-13 12:05:18 -07:00
ir.h glsl: Add ir_triop_vector_insert 2013-05-13 12:05:18 -07:00
ir_basic_block.cpp glsl: Teach basic block analysis about break/continue/discard. 2013-04-24 09:57:37 -07:00
ir_basic_block.h glsl2: Move the compiler to the subdirectory it will live in in Mesa. 2010-06-24 15:36:00 -07:00
ir_builder.cpp glsl/ir_builder: Add helpers for making if-statements 2013-01-24 21:24:10 -08:00
ir_builder.h glsl/ir_builder: Add helpers for making if-statements 2013-01-24 21:24:10 -08:00
ir_clone.cpp glsl: Implement ARB_texture_query_lod 2013-03-29 10:20:26 -07:00
ir_constant_expression.cpp glsl: Add ir_triop_vector_insert 2013-05-13 12:05:18 -07:00
ir_expression_flattening.cpp glsl: Convert ir_call to be a statement rather than a value. 2012-04-02 14:15:41 -07:00
ir_expression_flattening.h glsl2: Move the compiler to the subdirectory it will live in in Mesa. 2010-06-24 15:36:00 -07:00
ir_function.cpp glsl: Eliminate ambiguity between function ins/outs and shader ins/outs 2013-01-24 16:30:30 -08:00
ir_function_can_inline.cpp glsl: Remove ir_call::get_callee() and set_callee(). 2012-04-02 14:15:43 -07:00
ir_function_detect_recursion.cpp glsl: fix uninitialised variable from constructor 2012-12-01 11:27:16 +10:00
ir_function_inlining.h glsl2: Move the compiler to the subdirectory it will live in in Mesa. 2010-06-24 15:36:00 -07:00
ir_hierarchical_visitor.cpp glsl: Use ir_rvalue to represent generic error_type values. 2012-04-02 14:15:34 -07:00
ir_hierarchical_visitor.h glsl: Use ir_rvalue to represent generic error_type values. 2012-04-02 14:15:34 -07:00
ir_hv_accept.cpp glsl: Implement ARB_texture_query_lod 2013-03-29 10:20:26 -07:00
ir_import_prototypes.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 2011-02-21 13:07:29 -08:00
ir_optimization.h glsl: Add lowering pass for ir_triop_vector_insert 2013-05-13 12:05:19 -07:00
ir_print_visitor.cpp glsl: Check the size of ir_print_visitor's mode[] array with STATIC_ASSERT. 2013-04-09 10:19:22 -07:00
ir_print_visitor.h glsl: Use ir_rvalue to represent generic error_type values. 2012-04-02 14:15:34 -07:00
ir_reader.cpp glsl: Rework ir_reader to handle expressions with four operands. 2013-05-06 10:17:12 -07:00
ir_reader.h glsl2: Rework builtin function generation. 2010-08-13 19:09:36 -07:00
ir_rvalue_visitor.cpp glsl: Implement ARB_texture_query_lod 2013-03-29 10:20:26 -07:00
ir_rvalue_visitor.h glsl: Add a variant of the rvalue visitor for handle_rvalue() on the way down. 2012-08-07 11:47:49 -07:00
ir_set_program_inouts.cpp glsl: Remove hash table from ir_set_program_inouts pass. 2013-02-03 13:38:16 -08:00
ir_uniform.h glsl: Add a note about a surprising feature of gl_uniform_storage->type. 2012-12-28 10:53:42 -08:00
ir_validate.cpp glsl: Death to array dereferences of vectors! 2013-05-13 12:05:19 -07:00
ir_variable_refcount.cpp mesa: Use the new hash table for the variable refcount visitor. 2012-12-07 14:46:18 -08:00
ir_variable_refcount.h mesa: Use the new hash table for the variable refcount visitor. 2012-12-07 14:46:18 -08:00
ir_visitor.h glsl: Use ir_rvalue to represent generic error_type values. 2012-04-02 14:15:34 -07:00
link_functions.cpp glsl: Remove ir_call::get_callee() and set_callee(). 2012-04-02 14:15:43 -07:00
link_uniform_block_active_visitor.cpp glsl: Add a visitor to determine whether a uniform block is ever used 2013-01-25 09:07:35 -05:00
link_uniform_block_active_visitor.h glsl: Add a visitor to determine whether a uniform block is ever used 2013-01-25 09:07:35 -05:00
link_uniform_blocks.cpp glsl: Rename uniform_field_visitor to program_resource_visitor. 2013-02-04 10:36:40 -08:00
link_uniform_initializers.cpp glsl: Add GLSL_TYPE_INTERFACE 2013-01-25 09:07:33 -05:00
link_uniforms.cpp glsl: Rename uniform_field_visitor to program_resource_visitor. 2013-02-04 10:36:40 -08:00
link_varyings.cpp glsl/linker: Reduce scope of non-flat integer varying fix. 2013-04-09 10:37:16 -07:00
link_varyings.h glsl: Support transform feedback of varying structs. 2013-02-04 10:36:47 -08:00
linker.cpp glsl: Pass struct shader_compiler_options into do_common_optimization. 2013-05-12 09:36:41 -07:00
linker.h glsl: Rename uniform_field_visitor to program_resource_visitor. 2013-02-04 10:36:40 -08:00
list.h Convert everything from the talloc API to the ralloc API. 2011-01-31 10:17:09 -08:00
loop_analysis.cpp glsl: Change loop_analysis to not look like a resource leak 2013-02-07 21:18:42 -08:00
loop_analysis.h glsl: Change loop_analysis to not look like a resource leak 2013-02-07 21:18:42 -08:00
loop_controls.cpp glsl: Fix loop bounds detection. 2013-01-08 09:08:53 -08:00
loop_unroll.cpp glsl: Refine the loop instruction counting. 2012-03-08 11:19:12 -08:00
lower_clip_distance.cpp glsl: Use vector-insert and vector-extract on elements of gl_ClipDistanceMESA 2013-05-13 12:05:19 -07:00
lower_discard.cpp Convert everything from the talloc API to the ralloc API. 2011-01-31 10:17:09 -08:00
lower_discard_flow.cpp glsl: Implement the GLSL 1.30+ discard control flow rule in GLSL IR. 2012-05-14 17:03:51 -07:00
lower_if_to_cond_assign.cpp glsl: Short-circuit lower_if_to_cond_assign when MaxIfDepth is UINT_MAX. 2011-10-21 01:11:20 -07:00
lower_instructions.cpp glsl: Add a pass to lower bitfield-insert into bfm+bfi. 2013-05-06 10:17:13 -07:00
lower_jumps.cpp GLSL: fix lower_jumps to report progress properly 2013-04-01 16:57:17 -07:00
lower_mat_op_to_vec.cpp glsl: fix signed/unsigned comparision warnings on MSVC 2012-11-06 07:42:37 -07:00
lower_noise.cpp Convert everything from the talloc API to the ralloc API. 2011-01-31 10:17:09 -08:00
lower_output_reads.cpp glsl: Eliminate ambiguity between function ins/outs and shader ins/outs 2013-01-24 16:30:30 -08:00
lower_packed_varyings.cpp glsl: Document lower_packed_varyings' "flat" requirement with an assert. 2013-04-09 10:25:19 -07:00
lower_packing_builtins.cpp glsl: Add support for lowering 4x8 pack/unpack operations 2013-01-25 14:10:23 -08:00
lower_texture_projection.cpp Convert everything from the talloc API to the ralloc API. 2011-01-31 10:17:09 -08:00
lower_ubo_reference.cpp glsl: Generated masked write instead of vector array index for UBO lowering 2013-03-29 12:01:14 -07:00
lower_variable_index_to_cond_assign.cpp glsl: Eliminate ambiguity between function ins/outs and shader ins/outs 2013-01-24 16:30:30 -08:00
lower_vec_index_to_cond_assign.cpp glsl: Death to array dereferences of vectors! 2013-05-13 12:05:19 -07:00
lower_vec_index_to_swizzle.cpp glsl: Death to array dereferences of vectors! 2013-05-13 12:05:19 -07:00
lower_vector.cpp glsl: Request an Nx1 type instance in ir_quadop_vector lowering pass. 2012-07-30 15:14:34 -07:00
lower_vector_insert.cpp glsl: Add lowering pass for ir_triop_vector_insert 2013-05-13 12:05:19 -07:00
main.cpp glsl: Pass struct shader_compiler_options into do_common_optimization. 2013-05-12 09:36:41 -07:00
Makefile.am build: remove unused API_DEFINES 2013-05-01 21:34:48 +02:00
Makefile.sources glsl: Add lowering pass for ir_triop_vector_insert 2013-05-13 12:05:19 -07:00
opt_algebraic.cpp glsl: Add support for new bit built-ins in ARB_gpu_shader5. 2013-05-06 10:17:13 -07:00
opt_array_splitting.cpp glsl: Don't allow array splitting on function arguments. 2012-04-19 16:33:14 -07:00
opt_constant_folding.cpp glsl: Eliminate ambiguity between function ins/outs and shader ins/outs 2013-01-24 16:30:30 -08:00
opt_constant_propagation.cpp glsl: Eliminate ambiguity between function ins/outs and shader ins/outs 2013-01-24 16:30:30 -08:00
opt_constant_variable.cpp glsl: Eliminate ambiguity between function ins/outs and shader ins/outs 2013-01-24 16:30:30 -08:00
opt_copy_propagation.cpp glsl: Eliminate ambiguity between function ins/outs and shader ins/outs 2013-01-24 16:30:30 -08:00
opt_copy_propagation_elements.cpp glsl: Eliminate ambiguity between function ins/outs and shader ins/outs 2013-01-24 16:30:30 -08:00
opt_dead_code.cpp glsl: Allow elimination of uniform block members 2013-01-25 09:07:36 -05:00
opt_dead_code_local.cpp glsl: Put a bunch of optimization visitors under anonymous namespaces. 2012-06-11 09:28:00 -07:00
opt_dead_functions.cpp glsl: Put a bunch of optimization visitors under anonymous namespaces. 2012-06-11 09:28:00 -07:00
opt_flatten_nested_if_blocks.cpp glsl: Add an optimization pass to flatten simple nested if blocks. 2013-04-04 15:38:19 -07:00
opt_flip_matrices.cpp glsl: Add a pass to flip matrix/vector multiplies to use dot products. 2013-05-12 09:36:46 -07:00
opt_function_inlining.cpp glsl: Eliminate ambiguity between function ins/outs and shader ins/outs 2013-01-24 16:30:30 -08:00
opt_if_simplification.cpp glsl: Flip around "if" statements with empty "then" blocks. 2013-05-05 13:20:42 -07:00
opt_noop_swizzle.cpp glsl: Put a bunch of optimization visitors under anonymous namespaces. 2012-06-11 09:28:00 -07:00
opt_redundant_jumps.cpp glsl: Put a bunch of optimization visitors under anonymous namespaces. 2012-06-11 09:28:00 -07:00
opt_structure_splitting.cpp glsl: Disable structure splitting for shader ins/outs. 2013-01-24 16:30:37 -08:00
opt_swizzle_swizzle.cpp glsl: Put a bunch of optimization visitors under anonymous namespaces. 2012-06-11 09:28:00 -07:00
opt_tree_grafting.cpp glsl: Implement ARB_texture_query_lod 2013-03-29 10:20:26 -07:00
program.h mesa: Restore 78-column wrapping of license text in C-style comments. 2013-04-23 22:07:09 -07:00
ralloc.c ralloc: Move declarations before statements. 2013-04-18 06:21:04 +01:00
ralloc.h ralloc: Annotate printf functions with PRINTFLIKE(...) 2012-10-25 10:47:43 -07:00
README glsl: Update the notes on adding a new expression type. 2012-08-07 11:47:49 -07:00
s_expression.cpp glsl: use glsl_strtof() instead of glsl_strtod() 2013-01-25 15:41:40 -07:00
s_expression.h glsl: Avoid massive ralloc_strndup overhead in S-Expression parsing. 2011-07-20 10:42:43 -07:00
SConscript scons: Add imports.c to builtin_compiler build. 2013-01-24 22:36:27 -08:00
standalone_scaffolding.cpp glsl: Initialize ctx->ShaderCompilerOptions in standalone scaffolding. 2013-05-12 09:36:39 -07:00
standalone_scaffolding.h glsl: Copy _mesa_shader_type_to_index() to standalone scaffolding. 2013-05-12 09:36:18 -07:00
strtod.c glsl: add new glsl_strtof() function 2013-01-25 15:41:39 -07:00
strtod.h glsl: add new glsl_strtof() function 2013-01-25 15:41:39 -07:00
test.cpp glsl: Create a standalone executable for testing optimization passes. 2011-07-22 09:45:11 -07:00
test_optpass.cpp glsl: Fix "make check" breakage after adding options to do_common_optimization. 2013-05-13 07:55:37 -07:00
test_optpass.h glsl: Create a standalone executable for testing optimization passes. 2011-07-22 09:45:11 -07:00
TODO glsl: Transform dot product by a basis vector into a swizzle 2012-06-12 18:51:25 -04:00

Welcome to Mesa's GLSL compiler.  A brief overview of how things flow:

1) lex and yacc-based preprocessor takes the incoming shader string
and produces a new string containing the preprocessed shader.  This
takes care of things like #if, #ifdef, #define, and preprocessor macro
invocations.  Note that #version, #extension, and some others are
passed straight through.  See glcpp/*

2) lex and yacc-based parser takes the preprocessed string and
generates the AST (abstract syntax tree).  Almost no checking is
performed in this stage.  See glsl_lexer.lpp and glsl_parser.ypp.

3) The AST is converted to "HIR".  This is the intermediate
representation of the compiler.  Constructors are generated, function
calls are resolved to particular function signatures, and all the
semantic checking is performed.  See ast_*.cpp for the conversion, and
ir.h for the IR structures.

4) The driver (Mesa, or main.cpp for the standalone binary) performs
optimizations.  These include copy propagation, dead code elimination,
constant folding, and others.  Generally the driver will call
optimizations in a loop, as each may open up opportunities for other
optimizations to do additional work.  See most files called ir_*.cpp

5) linking is performed.  This does checking to ensure that the
outputs of the vertex shader match the inputs of the fragment shader,
and assigns locations to uniforms, attributes, and varyings.  See
linker.cpp.

6) The driver may perform additional optimization at this point, as
for example dead code elimination previously couldn't remove functions
or global variable usage when we didn't know what other code would be
linked in.

7) The driver performs code generation out of the IR, taking a linked
shader program and producing a compiled program for each stage.  See
ir_to_mesa.cpp for Mesa IR code generation.

FAQ:

Q: What is HIR versus IR versus LIR?

A: The idea behind the naming was that ast_to_hir would produce a
high-level IR ("HIR"), with things like matrix operations, structure
assignments, etc., present.  A series of lowering passes would occur
that do things like break matrix multiplication into a series of dot
products/MADs, make structure assignment be a series of assignment of
components, flatten if statements into conditional moves, and such,
producing a low level IR ("LIR").

However, it now appears that each driver will have different
requirements from a LIR.  A 915-generation chipset wants all functions
inlined, all loops unrolled, all ifs flattened, no variable array
accesses, and matrix multiplication broken down.  The Mesa IR backend
for swrast would like matrices and structure assignment broken down,
but it can support function calls and dynamic branching.  A 965 vertex
shader IR backend could potentially even handle some matrix operations
without breaking them down, but the 965 fragment shader IR backend
would want to break to have (almost) all operations down channel-wise
and perform optimization on that.  As a result, there's no single
low-level IR that will make everyone happy.  So that usage has fallen
out of favor, and each driver will perform a series of lowering passes
to take the HIR down to whatever restrictions it wants to impose
before doing codegen.

Q: How is the IR structured?

A: The best way to get started seeing it would be to run the
standalone compiler against a shader:

./glsl_compiler --dump-lir \
	~/src/piglit/tests/shaders/glsl-orangebook-ch06-bump.frag

So for example one of the ir_instructions in main() contains:

(assign (constant bool (1)) (var_ref litColor)  (expression vec3 * (var_ref Surf
aceColor) (var_ref __retval) ) )

Or more visually:
                     (assign)
                 /       |        \
        (var_ref)  (expression *)  (constant bool 1)
         /          /           \
(litColor)      (var_ref)    (var_ref)
                  /                  \
           (SurfaceColor)          (__retval)

which came from:

litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0);

(the max call is not represented in this expression tree, as it was a
function call that got inlined but not brought into this expression
tree)

Each of those nodes is a subclass of ir_instruction.  A particular
ir_instruction instance may only appear once in the whole IR tree with
the exception of ir_variables, which appear once as variable
declarations:

(declare () vec3 normDelta)

and multiple times as the targets of variable dereferences:
...
(assign (constant bool (1)) (var_ref __retval) (expression float dot
 (var_ref normDelta) (var_ref LightDir) ) )
...
(assign (constant bool (1)) (var_ref __retval) (expression vec3 -
 (var_ref LightDir) (expression vec3 * (constant float (2.000000))
 (expression vec3 * (expression float dot (var_ref normDelta) (var_ref
 LightDir) ) (var_ref normDelta) ) ) ) )
...

Each node has a type.  Expressions may involve several different types:
(declare (uniform ) mat4 gl_ModelViewMatrix)
((assign (constant bool (1)) (var_ref constructor_tmp) (expression
 vec4 * (var_ref gl_ModelViewMatrix) (var_ref gl_Vertex) ) )

An expression tree can be arbitrarily deep, and the compiler tries to
keep them structured like that so that things like algebraic
optimizations ((color * 1.0 == color) and ((mat1 * mat2) * vec == mat1
* (mat2 * vec))) or recognizing operation patterns for code generation
(vec1 * vec2 + vec3 == mad(vec1, vec2, vec3)) are easier.  This comes
at the expense of additional trickery in implementing some
optimizations like CSE where one must navigate an expression tree.

Q: Why no SSA representation?

A: Converting an IR tree to SSA form makes dead code elmimination,
common subexpression elimination, and many other optimizations much
easier.  However, in our primarily vector-based language, there's some
major questions as to how it would work.  Do we do SSA on the scalar
or vector level?  If we do it at the vector level, we're going to end
up with many different versions of the variable when encountering code
like:

(assign (constant bool (1)) (swiz x (var_ref __retval) ) (var_ref a) ) 
(assign (constant bool (1)) (swiz y (var_ref __retval) ) (var_ref b) ) 
(assign (constant bool (1)) (swiz z (var_ref __retval) ) (var_ref c) ) 

If every masked update of a component relies on the previous value of
the variable, then we're probably going to be quite limited in our
dead code elimination wins, and recognizing common expressions may
just not happen.  On the other hand, if we operate channel-wise, then
we'll be prone to optimizing the operation on one of the channels at
the expense of making its instruction flow different from the other
channels, and a vector-based GPU would end up with worse code than if
we didn't optimize operations on that channel!

Once again, it appears that our optimization requirements are driven
significantly by the target architecture.  For now, targeting the Mesa
IR backend, SSA does not appear to be that important to producing
excellent code, but we do expect to do some SSA-based optimizations
for the 965 fragment shader backend when that is developed.

Q: How should I expand instructions that take multiple backend instructions?

Sometimes you'll have to do the expansion in your code generation --
see, for example, ir_to_mesa.cpp's handling of ir_unop_sqrt.  However,
in many cases you'll want to do a pass over the IR to convert
non-native instructions to a series of native instructions.  For
example, for the Mesa backend we have ir_div_to_mul_rcp.cpp because
Mesa IR (and many hardware backends) only have a reciprocal
instruction, not a divide.  Implementing non-native instructions this
way gives the chance for constant folding to occur, so (a / 2.0)
becomes (a * 0.5) after codegen instead of (a * (1.0 / 2.0))

Q: How shoud I handle my special hardware instructions with respect to IR?

Our current theory is that if multiple targets have an instruction for
some operation, then we should probably be able to represent that in
the IR.  Generally this is in the form of an ir_{bin,un}op expression
type.  For example, we initially implemented fract() using (a -
floor(a)), but both 945 and 965 have instructions to give that result,
and it would also simplify the implementation of mod(), so
ir_unop_fract was added.  The following areas need updating to add a
new expression type:

ir.h (new enum)
ir.cpp:operator_strs (used for ir_reader)
ir_constant_expression.cpp (you probably want to be able to constant fold)
ir_validate.cpp (check users have the right types)

You may also need to update the backends if they will see the new expr type:

../mesa/shaders/ir_to_mesa.cpp

You can then use the new expression from builtins (if all backends
would rather see it), or scan the IR and convert to use your new
expression type (see ir_mod_to_fract, for example).

Q: How is memory management handled in the compiler?

The hierarchical memory allocator "talloc" developed for the Samba
project is used, so that things like optimization passes don't have to
worry about their garbage collection so much.  It has a few nice
features, including low performance overhead and good debugging
support that's trivially available.

Generally, each stage of the compile creates a talloc context and
allocates its memory out of that or children of it.  At the end of the
stage, the pieces still live are stolen to a new context and the old
one freed, or the whole context is kept for use by the next stage.

For IR transformations, a temporary context is used, then at the end
of all transformations, reparent_ir reparents all live nodes under the
shader's IR list, and the old context full of dead nodes is freed.
When developing a single IR transformation pass, this means that you
want to allocate instruction nodes out of the temporary context, so if
it becomes dead it doesn't live on as the child of a live node.  At
the moment, optimization passes aren't passed that temporary context,
so they find it by calling talloc_parent() on a nearby IR node.  The
talloc_parent() call is expensive, so many passes will cache the
result of the first talloc_parent().  Cleaning up all the optimization
passes to take a context argument and not call talloc_parent() is left
as an exercise.

Q: What is the file naming convention in this directory?

Initially, there really wasn't one.  We have since adopted one:

 - Files that implement code lowering passes should be named lower_*
   (e.g., lower_noise.cpp).
 - Files that implement optimization passes should be named opt_*.
 - Files that implement a class that is used throught the code should
   take the name of that class (e.g., ir_hierarchical_visitor.cpp).
 - Files that contain code not fitting in one of the previous
   categories should have a sensible name (e.g., glsl_parser.ypp).