mesa/src/glsl
Samuel Iglesias Gonsalvez a7e6ec6898 glsl: Add parsing support for multi-stream output in geometry shaders.
This implements parsing requirements for multi-stream support in
geometry shaders as defined in ARB_gpu_shader5.

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-06-30 08:08:49 +02:00
..
glcpp Partially revert "glsl: Add builtin define for ARB_fragment_layer_viewport" 2014-06-22 23:54:21 +12:00
tests glsl/tests: remove generated tests from the repo 2014-05-28 15:07:07 -07:00
.gitignore glsl: Remove builtin_compiler from the build system. 2013-09-09 14:42:33 -07:00
Android.gen.mk android: Remove builtin_compiler 2013-09-18 09:35:55 -07:00
Android.mk glsl: Remove builtin_compiler from the build system. 2013-09-09 14:42:33 -07:00
ast.h glsl: Add parsing support for multi-stream output in geometry shaders. 2014-06-30 08:08:49 +02:00
ast_array_index.cpp glsl: Add ARB_arrays_of_arrays support to yacc definition and ast 2014-01-23 23:31:10 +11:00
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: Pass parse state to can_implicitly_convert_to() 2014-06-04 19:35:57 +12:00
ast_to_hir.cpp glsl: Add parsing support for multi-stream output in geometry shaders. 2014-06-30 08:08:49 +02:00
ast_type.cpp glsl: Add parsing support for multi-stream output in geometry shaders. 2014-06-30 08:08:49 +02:00
builtin_functions.cpp glsl: simplify the M_PI*f macros, fixes build on OpenBSD 2014-05-13 22:30:22 -07:00
builtin_type_macros.h glsl: Add built-in types defined by ARB_shader_image_load_store. 2014-02-12 18:44:05 +01:00
builtin_types.cpp glsl: make static constant variables "static const" 2014-05-02 10:50:14 -07:00
builtin_variables.cpp glsl: Add gl_Layer and gl_ViewportIndex builtins to fragment shader 2014-06-22 16:52:19 +12:00
glsl_lexer.ll glsl: parser changes for GL_ARB_explicit_uniform_location 2014-06-16 06:49:59 +03:00
glsl_parser.yy glsl: Add parsing support for multi-stream output in geometry shaders. 2014-06-30 08:08:49 +02:00
glsl_parser_extras.cpp glsl: Add extension plumbing for ARB_fragment_layer_viewport 2014-06-22 16:52:15 +12:00
glsl_parser_extras.h glsl: Add parsing support for multi-stream output in geometry shaders. 2014-06-30 08:08:49 +02:00
glsl_symbol_table.cpp glsl: remove {add,get}_type_ast from glsl_symbol_table 2014-03-28 10:59:49 +08:00
glsl_symbol_table.h glsl: Fix clang mismatched-tags warnings with glsl_type. 2014-06-15 13:34:18 -07:00
glsl_types.cpp glsl: add glsl_type::uniform_locations() helper function 2014-06-16 06:49:59 +03:00
glsl_types.h glsl: Add parsing support for multi-stream output in geometry shaders. 2014-06-30 08:08:49 +02:00
hir_field_selection.cpp glsl: Remove unused include from hir_field_selection.cpp 2014-06-10 13:05:51 -07:00
ir.cpp glsl: Remove unused include in ir.cpp 2014-06-10 13:05:51 -07:00
ir.h glsl: Add parsing support for multi-stream output in geometry shaders. 2014-06-30 08:08:49 +02:00
ir_basic_block.cpp glsl: Remove unused include from ir_basic_block.cpp 2014-06-10 13:05:51 -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: Allow dot() on scalars, and throw out dotlike(). 2014-03-18 23:20:29 -07:00
ir_builder.h glsl: Allow dot() on scalars, and throw out dotlike(). 2014-03-18 23:20:29 -07:00
ir_clone.cpp glsl: Clean up "unused parameter" warnings 2014-03-28 10:57:58 -07:00
ir_constant_expression.cpp glsl: Remove unused include from ir_constant_expression.cpp 2014-06-10 13:05:51 -07:00
ir_equals.cpp glsl: Clean up "unused parameter" warnings 2014-03-28 10:57:58 -07:00
ir_expression_flattening.cpp glsl: Remove unused include in expr.flatt. 2014-06-10 13:05:52 -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: Implement overload resolution for ARB_gpu_shader5 2014-06-04 20:10:27 +12:00
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: Hide many classes local to individual .cpp files in anon namespaces. 2013-09-23 12:45:22 -07:00
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: add ir_emit_vertex and ir_end_primitive instruction types 2013-08-01 20:20:16 -07:00
ir_hierarchical_visitor.h glsl: add ir_emit_vertex and ir_end_primitive instruction types 2013-08-01 20:20:16 -07:00
ir_hv_accept.cpp glsl/loops: replace loop controls with a normative bound. 2013-12-09 10:54:33 -08:00
ir_import_prototypes.cpp glsl: Hide many classes local to individual .cpp files in anon namespaces. 2013-09-23 12:45:22 -07:00
ir_optimization.h glsl: Pass in options to do_algebraic(). 2014-06-19 16:11:51 -07:00
ir_print_visitor.cpp glsl: be more consistent about printing constants 2014-05-28 15:05:59 -07:00
ir_print_visitor.h glsl: Add a file argument to the IR printer. 2014-02-22 19:23:21 -08:00
ir_reader.cpp glsl: Replace iterators in ir_reader.cpp with ad-hoc list walking. 2014-01-13 11:49:45 -08:00
ir_reader.h glsl2: Rework builtin function generation. 2010-08-13 19:09:36 -07:00
ir_rvalue_visitor.cpp glsl: Convert piles of foreach_iter to foreach_list_safe. 2014-01-13 11:38:19 -08:00
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: Make more use of gl_shader_stage enum in ir_set_program_inouts.cpp. 2014-01-08 07:32:01 -08:00
ir_uniform.h glsl/linker: initialize explicit uniform locations 2014-06-16 06:49:59 +03:00
ir_validate.cpp glsl: Move ir_type_unset to end of enumeration. 2014-06-03 17:58:34 -07:00
ir_variable_refcount.cpp glsl/loops: replace loop controls with a normative bound. 2013-12-09 10:54:33 -08:00
ir_variable_refcount.h glsl/loops: replace loop controls with a normative bound. 2013-12-09 10:54:33 -08:00
ir_visitor.h glsl: add ir_emit_vertex and ir_end_primitive instruction types 2013-08-01 20:20:16 -07:00
link_atomics.cpp glsl: Add missing null check in push_back() 2014-06-26 15:37:14 +03:00
link_functions.cpp glsl: move variables in to ir_variable::data, part II 2013-12-12 17:28:11 +02:00
link_interface_blocks.cpp mesa: Use gl_shader::Stage instead of gl_shader::Type where possible. 2014-01-08 07:31:45 -08:00
link_uniform_block_active_visitor.cpp glsl: Propagate explicit binding information from the AST all the way to the linker 2014-04-11 12:26:01 -07:00
link_uniform_block_active_visitor.h glsl: Remove unused includes in link_uniform_block_active_visitor.h 2014-06-10 13:05:51 -07:00
link_uniform_blocks.cpp glsl: check _mesa_hash_table_create return value in link_uniform_blocks 2014-06-26 15:37:14 +03:00
link_uniform_initializers.cpp glsl: Remove unused includes in link_uniform_init. 2014-06-10 13:05:51 -07:00
link_uniforms.cpp glsl/linker: assign explicit uniform locations 2014-06-16 06:49:59 +03:00
link_varyings.cpp glsl: replace strncmp("gl_") calls with new is_gl_identifier() helper 2014-05-28 15:06:07 -06:00
link_varyings.h glsl: Count shader inputs and outputs separately 2013-10-07 09:59:23 -07:00
linker.cpp glsl: check _mesa_hash_table_create return value in link_uniform_blocks 2014-06-26 15:37:14 +03:00
linker.h glsl: Fix interstage uniform interface block link error detection. 2013-11-21 15:05:09 -08:00
list.h glsl: Add an exec_node_init() function, usable from C. 2014-06-10 13:05:51 -07:00
loop_analysis.cpp glsl: Add null check in loop_analysis.cpp 2014-05-30 07:21:12 +03:00
loop_analysis.h glsl: Pass gl_shader_compiler_optimizations to unroll_loops(). 2014-04-11 17:41:39 -07:00
loop_controls.cpp glsl/loops: Get rid of lower_bounded_loops and ir_loop::normative_bound. 2013-12-09 10:55:09 -08:00
loop_unroll.cpp glsl: Ignore loop-too-large heuristic if there's bad variable indexing. 2014-04-11 17:41:43 -07:00
lower_clip_distance.cpp glsl: Make more use of gl_shader_stage enum in lower_clip_distance.cpp. 2014-01-08 07:31:58 -08:00
lower_discard.cpp glsl: Hide many classes local to individual .cpp files in anon namespaces. 2013-09-23 12:45:22 -07:00
lower_discard_flow.cpp glsl: Hide many classes local to individual .cpp files in anon namespaces. 2013-09-23 12:45:22 -07:00
lower_if_to_cond_assign.cpp glsl: Convert piles of foreach_iter to the newer foreach_list macro. 2014-01-13 11:38:19 -08:00
lower_instructions.cpp glsl: add lowering passes for carry/borrow 2014-05-02 12:01:35 -04:00
lower_jumps.cpp glsl: Initialize ir_lower_jumps_visitor member variables. 2013-09-24 22:54:25 -07:00
lower_mat_op_to_vec.cpp glsl: Hide many classes local to individual .cpp files in anon namespaces. 2013-09-23 12:45:22 -07:00
lower_named_interface_blocks.cpp glsl: Properly handle blocks that define the same field name. 2014-04-15 22:18:43 -07:00
lower_noise.cpp Convert everything from the talloc API to the ralloc API. 2011-01-31 10:17:09 -08:00
lower_offset_array.cpp glsl/i965: move lower_offset_array up to GLSL compiler level. 2014-02-25 13:28:57 +10:00
lower_output_reads.cpp glsl: move variables in to ir_variable::data, part I 2013-12-12 17:28:08 +02:00
lower_packed_varyings.cpp linker: Make lower_packed_varyings work with explicit locations 2014-05-02 07:16:54 -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 glsl: Hide many classes local to individual .cpp files in anon namespaces. 2013-09-23 12:45:22 -07:00
lower_ubo_reference.cpp glsl: Fix lack of i2u in lower_ubo_reference. 2014-04-08 00:01:58 -07:00
lower_variable_index_to_cond_assign.cpp glsl: move variables in to ir_variable::data, part I 2013-12-12 17:28:08 +02:00
lower_vec_index_to_cond_assign.cpp glsl: Convert piles of foreach_iter to foreach_list_safe. 2014-01-13 11:38:19 -08:00
lower_vec_index_to_swizzle.cpp glsl: Convert piles of foreach_iter to foreach_list_safe. 2014-01-13 11:38:19 -08:00
lower_vector.cpp glsl: Initialize lower_vector_visitor::dont_lower_swz. 2013-09-24 22:51:23 -07:00
lower_vector_insert.cpp glsl: Hide many classes local to individual .cpp files in anon namespaces. 2013-09-23 12:45:22 -07:00
main.cpp mesa: Add _mesa_error_no_memory for logging out-of-memory messages 2014-05-02 11:58:36 -07:00
Makefile.am glcpp: link with tests/common.c 2014-05-30 09:22:24 +03:00
Makefile.sources glsl: Rebalance expression trees that are reduction operations. 2014-06-19 16:11:51 -07:00
opt_algebraic.cpp glsl: Don't convert reductions of ivec to a dot-product 2014-06-25 10:56:32 -07:00
opt_array_splitting.cpp glsl: Add a file argument to the IR printer. 2014-02-22 19:23:21 -08:00
opt_constant_folding.cpp glsl: Use a new foreach_two_lists macro for walking two lists at once. 2014-01-13 11:49:42 -08:00
opt_constant_propagation.cpp glsl: Use a new foreach_two_lists macro for walking two lists at once. 2014-01-13 11:49:42 -08:00
opt_constant_variable.cpp glsl: Use a new foreach_two_lists macro for walking two lists at once. 2014-01-13 11:49:42 -08:00
opt_copy_propagation.cpp glsl: Use a new foreach_two_lists macro for walking two lists at once. 2014-01-13 11:49:42 -08:00
opt_copy_propagation_elements.cpp glsl: Clean up "unused parameter" warnings 2014-03-28 10:57:58 -07:00
opt_cse.cpp glsl: Clean up "unused parameter" warnings 2014-03-28 10:57:58 -07:00
opt_dead_builtin_varyings.cpp glsl: Remove 'struct' from ir_variable declaration. 2014-06-17 10:18:06 -07:00
opt_dead_code.cpp glsl: Convert piles of foreach_iter to the newer foreach_list macro. 2014-01-13 11:38:19 -08:00
opt_dead_code_local.cpp glsl: Clean up "unused parameter" warnings 2014-03-28 10:57:58 -07:00
opt_dead_functions.cpp glsl: Convert piles of foreach_iter to foreach_list_safe. 2014-01-13 11:38:19 -08:00
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: move variables in to ir_variable::data, part II 2013-12-12 17:28:11 +02:00
opt_function_inlining.cpp glsl: Use a new foreach_two_lists macro for walking two lists at once. 2014-01-13 11:49:42 -08:00
opt_if_simplification.cpp glsl: Small optimization for constant conditionals 2014-04-16 23:39:57 -07:00
opt_noop_swizzle.cpp glsl: Remove ir_print_visitor.h includes and usage 2013-06-21 10:04:29 -07:00
opt_rebalance_tree.cpp glsl: Rebalance expression trees that are reduction operations. 2014-06-19 16:11:51 -07:00
opt_redundant_jumps.cpp glsl: Clean up "unused parameter" warnings 2014-03-28 10:57:58 -07:00
opt_structure_splitting.cpp glsl: Convert piles of foreach_iter to foreach_list_safe. 2014-01-13 11:38:19 -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: Move tree grafting's debug output to stderr. 2014-04-08 00:59:48 -07:00
opt_vectorize.cpp glsl: Try vectorizing when seeing a repeated assignment to a channel. 2014-04-11 12:39:37 -07:00
program.h mesa: Move the common _mesa_glsl_compile_shader() code to glsl/. 2013-06-21 10:04:30 -07:00
ralloc.c mesa: Remove the ralloc canary on release builds. 2013-11-22 16:36:27 -08:00
ralloc.h ralloc: Omit detailed license information about talloc. 2014-05-13 12:48:38 +01:00
README glsl: Update the notes on adding a new expression type. 2012-08-07 11:47:49 -07:00
s_expression.cpp glsl: Convert piles of foreach_iter to the newer foreach_list macro. 2014-01-13 11:38:19 -08:00
s_expression.h glsl: Avoid massive ralloc_strndup overhead in S-Expression parsing. 2011-07-20 10:42:43 -07:00
SConscript scons: add common.c as part of glcpp build 2014-05-30 10:11:44 +03:00
standalone_scaffolding.cpp glsl: Add extension plumbing for ARB_fragment_layer_viewport 2014-06-22 16:52:15 +12:00
standalone_scaffolding.h mesa/cs: Add a MESA_SHADER_COMPUTE stage and update switch statements. 2014-02-05 09:00:34 -08:00
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: Pass in options to do_algebraic(). 2014-06-19 16:11:51 -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).