mesa/src/glsl/nir
Kenneth Graunke a10d493715 nir: Implement a nir_sweep() pass.
This pass performs a mark and sweep pass over a nir_shader's associated
memory - anything still connected to the program will be kept, and any
dead memory we dropped on the floor will be freed.

The expectation is that this will be called when finished building and
optimizing the shader.  However, it's also fine to call it earlier, and
many times, to free up memory earlier.

v2: (feedback from Jason Ekstrand)
- Skip sweeping impl->start_block, as it's already in the CF list.
- Don't sweep SSA defs (they're owned by their defining instruction)
- Don't steal phi sources (they're owned by nir_phi_instr).
- Don't steal tex->src (it's owned by the tex_inst itself)
- Don't sweep dereference chains (top-level dereferences are owned by
  the instruction; sub-dereferences are owned by the parent deref).
- Don't sweep sources and destinations (SSA defs are handled as part of
  the defining instruction, and registers are handled as part of
  function implementations).
- Just steal instructions; don't walk them (no longer required).

v3: (feedback from Jason Ekstrand)
- Steal indirect sources from nir_src/nir_dest.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
2015-04-07 14:34:14 -07:00
..
.gitignore nir: Add an ALU op builder kind of like ir_builder.h 2015-02-18 22:28:42 -08:00
glsl_to_nir.cpp nir: Allocate dereferences out of their parent instruction or deref. 2015-04-07 14:34:14 -07:00
glsl_to_nir.h nir: Plumb the shader stage into glsl_to_nir(). 2015-03-08 20:04:01 -07:00
nir.c nir: Allocate dereferences out of their parent instruction or deref. 2015-04-07 14:34:14 -07:00
nir.h nir: Implement a nir_sweep() pass. 2015-04-07 14:34:14 -07:00
nir_algebraic.py nir/algebraic: #define around structure definitions 2015-04-01 12:51:03 -07:00
nir_builder.h nir: Add an interface to turn a nir_src into a nir_ssa_def. 2015-04-03 11:50:22 -07:00
nir_builder_opcodes_h.py nir: Add an ALU op builder kind of like ir_builder.h 2015-02-18 22:28:42 -08:00
nir_constant_expressions.h nir: add new constant folding infrastructure 2015-01-24 21:35:35 -08:00
nir_constant_expressions.py mesa: Replace _mesa_round_to_even() with _mesa_roundeven(). 2015-03-18 21:06:26 -07:00
nir_dominance.c nir/dominance: Add a constant-time mechanism for comparing blocks 2015-02-19 17:06:17 -08:00
nir_from_ssa.c nir/from_ssa: Don't set reg->parent_instr for ssa_undef instructions 2015-04-03 14:04:31 -07:00
nir_intrinsics.c nir: add the core datastructures 2015-01-15 07:18:57 -08:00
nir_intrinsics.h nir: Add intrinsics for SYSTEM_VALUE_BASE_VERTEX and VERTEX_ID_ZERO_BASE 2015-03-12 08:29:48 -07:00
nir_live_variables.c nir: Use helper macros for dealing with VLAs. 2015-03-04 10:52:02 +00:00
nir_lower_alu_to_scalar.c nir: Add nir_lower_alu_to_scalar. 2015-01-23 16:37:23 -08:00
nir_lower_atomics.c nir: Drop dependency on mtypes.h for core NIR. 2015-02-20 11:36:34 -08:00
nir_lower_global_vars_to_local.c nir: Add a pass to lower global variables to local variables 2015-01-15 07:19:02 -08:00
nir_lower_idiv.c nir: add lowering for idiv/udiv/umod 2015-04-05 09:20:35 -04:00
nir_lower_io.c nir/lower_io: Add a assign_locations function that sorts by [in]direct use 2015-03-19 13:18:39 -07:00
nir_lower_locals_to_regs.c nir: Use pointers for nir_src_copy and nir_dest_copy 2015-01-26 11:24:58 -08:00
nir_lower_phis_to_scalar.c nir: Allocate nir_phi_src values out of the nir_phi_instr. 2015-04-07 14:34:13 -07:00
nir_lower_samplers.cpp nir/lower_samplers: Use the right memory context for realloc'ing tex sources 2015-04-03 17:02:20 -07:00
nir_lower_system_values.c nir: Add intrinsics for SYSTEM_VALUE_BASE_VERTEX and VERTEX_ID_ZERO_BASE 2015-03-12 08:29:48 -07:00
nir_lower_tex_projector.c nir/lower_tex_projector: Don't use designated initializers 2015-04-07 11:49:39 -07:00
nir_lower_to_source_mods.c nir/lower_source_mods: Don't lower saturate for non-float outputs 2015-02-03 12:46:38 -08:00
nir_lower_var_copies.c nir: Allocate dereferences out of their parent instruction or deref. 2015-04-07 14:34:14 -07:00
nir_lower_vars_to_ssa.c nir: Allocate nir_phi_src values out of the nir_phi_instr. 2015-04-07 14:34:13 -07:00
nir_lower_vec_to_movs.c nir: Make vec-to-movs handle src/dest aliasing. 2015-01-28 16:33:34 -08:00
nir_metadata.c nir/metadata: Rename metadata_dirty to metadata_preserve 2015-01-15 07:20:21 -08:00
nir_normalize_cubemap_coords.c nir: Add a cubemap normalizing pass 2015-04-03 14:12:49 -07:00
nir_opcodes.py nir: Remove fsin_reduced/fcos_reduced. 2015-04-06 10:13:22 -07:00
nir_opcodes_c.py nir: use Python to autogenerate opcode information 2015-01-24 21:33:56 -08:00
nir_opcodes_h.py nir: use Python to autogenerate opcode information 2015-01-24 21:33:56 -08:00
nir_opt_algebraic.py nir: add option to lower slt/sge/seq/sne 2015-04-05 08:56:24 -04:00
nir_opt_constant_folding.c nir: fix a bug with constant folding non-per-component instructions 2015-01-26 21:26:36 -05:00
nir_opt_copy_propagate.c nir: Copy-propagate vecN operations that are actually moves 2015-02-23 13:19:05 -08:00
nir_opt_cse.c nir: Fix load_const comparisons for CSE. 2015-02-11 11:52:38 -08:00
nir_opt_dce.c nir/instr: Change "live" to a more generic "pass_flags" field 2015-02-19 17:06:17 -08:00
nir_opt_gcm.c nir/gcm: Add some missing break statements 2015-02-23 13:20:13 -08:00
nir_opt_global_to_local.c nir: add an optimization to turn global registers into local registers 2015-01-15 07:18:58 -08:00
nir_opt_peephole_ffma.c nir/opt_peephole_ffma: Fix a couple typos in a comment 2015-04-02 11:09:37 -07:00
nir_opt_peephole_select.c nir/peephole_select: Allow uniform/input loads and load_const 2015-03-17 17:11:05 -07:00
nir_opt_remove_phis.c nir: add an optimization to remove useless phi nodes 2015-02-03 16:00:13 -05:00
nir_print.c nir/print: Correctly print swizzles for explicitly sized alu sources 2015-04-02 10:21:18 -07:00
nir_remove_dead_variables.c nir: Free dead variables when removing them. 2015-04-02 14:19:58 -07:00
nir_search.c nir: Allow nir_opt_algebraic to see booleanness through &&, ||, ^, !. 2015-02-21 14:57:14 -08:00
nir_search.h nir/search: Allow for matching variables based on types 2015-01-29 17:07:45 -08:00
nir_split_var_copies.c nir: Allocate dereferences out of their parent instruction or deref. 2015-04-07 14:34:14 -07:00
nir_sweep.c nir: Implement a nir_sweep() pass. 2015-04-07 14:34:14 -07:00
nir_to_ssa.c nir: Allocate nir_phi_src values out of the nir_phi_instr. 2015-04-07 14:34:13 -07:00
nir_types.cpp nir: Add glsl_float_type() wrapper. 2015-03-25 16:17:19 -07:00
nir_types.h nir: Add glsl_float_type() wrapper. 2015-03-25 16:17:19 -07:00
nir_validate.c nir: Allocate dereferences out of their parent instruction or deref. 2015-04-07 14:34:14 -07:00
nir_vla.h nir: Use helper macros for dealing with VLAs. 2015-03-04 10:52:02 +00:00
nir_worklist.c nir/worklist: Don't change the start index when computing the tail index 2015-03-11 15:18:16 -07:00
nir_worklist.h nir/worklist: Don't change the start index when computing the tail index 2015-03-11 15:18:16 -07:00
README nir: add initial README 2015-01-15 07:18:57 -08:00

New IR, or NIR, is an IR for Mesa intended to sit below GLSL IR and Mesa IR.
Its design inherits from the various IR's that Mesa has used in the past, as
well as Direct3D assembly, and it includes a few new ideas as well. It is a
flat (in terms of using instructions instead of expressions), typeless IR,
similar to TGSI and Mesa IR.  It also supports SSA (although it doesn't require
it).

Variables
=========

NIR includes support for source-level GLSL variables through a structure mostly
copied from GLSL IR. These will be used for linking and conversion from GLSL IR
(and later, from an AST), but for the most part, they will be lowered to
registers (see below) and loads/stores.

Registers
=========

Registers are light-weight; they consist of a structure that only contains its
size, its index for liveness analysis, and an optional name for debugging. In
addition, registers can be local to a function or global to the entire shader;
the latter will be used in ARB_shader_subroutine for passing parameters and
getting return values from subroutines. Registers can also be an array, in which
case they can be accessed indirectly. Each ALU instruction (add, subtract, etc.)
works directly with registers or SSA values (see below).

SSA
========

Everywhere a register can be loaded/stored, an SSA value can be used instead.
The only exception is that arrays/indirect addressing are not supported with
SSA; although research has been done on extensions of SSA to arrays before, it's
usually for the purpose of parallelization (which we're not interested in), and
adds some overhead in the form of adding copies or extra arrays (which is much
more expensive than introducing copies between non-array registers). SSA uses
point directly to their corresponding definition, which in turn points to the
instruction it is part of. This creates an implicit use-def chain and avoids the
need for an external structure for each SSA register.

Functions
=========

Support for function calls is mostly similar to GLSL IR. Each shader contains a
list of functions, and each function has a list of overloads. Each overload
contains a list of parameters, and may contain an implementation which specifies
the variables that correspond to the parameters and return value. Inlining a
function, assuming it has a single return point, is as simple as copying its
instructions, registers, and local variables into the target function and then
inserting copies to and from the new parameters as appropriate. After functions
are inlined and any non-subroutine functions are deleted, parameters and return
variables will be converted to global variables and then global registers. We
don't do this lowering earlier (i.e. the fortranizer idea) for a few reasons:

- If we want to do optimizations before link time, we need to have the function
signature available during link-time.

- If we do any inlining before link time, then we might wind up with the
inlined function and the non-inlined function using the same global
variables/registers which would preclude optimization.

Intrinsics
=========

Any operation (other than function calls and textures) which touches a variable
or is not referentially transparent is represented by an intrinsic. Intrinsics
are similar to the idea of a "builtin function," i.e. a function declaration
whose implementation is provided by the backend, except they are more powerful
in the following ways:

- They can also load and store registers when appropriate, which limits the
number of variables needed in later stages of the IR while obviating the need
for a separate load/store variable instruction.

- Intrinsics can be marked as side-effect free, which permits them to be
treated like any other instruction when it comes to optimizations. This allows
load intrinsics to be represented as intrinsics while still being optimized
away by dead code elimination, common subexpression elimination, etc.

Intrinsics are used for:

- Atomic operations
- Memory barriers
- Subroutine calls
- Geometry shader emitVertex and endPrimitive
- Loading and storing variables (before lowering)
- Loading and storing uniforms, shader inputs and outputs, etc (after lowering)
- Copying variables (cases where in GLSL the destination is a structure or
array)
- The kitchen sink
- ...

Textures
=========

Unfortunately, there are far too many texture operations to represent each one
of them with an intrinsic, so there's a special texture instruction similar to
the GLSL IR one. The biggest difference is that, while the texture instruction
has a sampler dereference field used just like in GLSL IR, this gets lowered to
a texture unit index (with a possible indirect offset) while the type
information of the original sampler is kept around for backends. Also, all the
non-constant sources are stored in a single array to make it easier for
optimization passes to iterate over all the sources.

Control Flow
=========

Like in GLSL IR, control flow consists of a tree of "control flow nodes", which
include if statements and loops, and jump instructions (break, continue, and
return). Unlike GLSL IR, though, the leaves of the tree aren't statements but
basic blocks. Each basic block also keeps track of its successors and
predecessors, and function implementations keep track of the beginning basic
block (the first basic block of the function) and the ending basic block (a fake
basic block that every return statement points to). Together, these elements
make up the control flow graph, in this case a redundant piece of information on
top of the control flow tree that will be used by almost all the optimizations.
There are helper functions to add and remove control flow nodes that also update
the control flow graph, and so usually it doesn't need to be touched by passes
that modify control flow nodes.