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Version 4.4 of the GLSL spec changed the definition of noise*() to always return zero and earlier versions of the spec allowed zero as a valid implementation. All drivers, as far as I can tell, unconditionally call lower_noise() today which turns ir_unop_noise into zero. We've got a 10-year-old comment in there saying "In the future, ir_unop_noise may be replaced by a call to a function that implements noise." Well, it's the future now and we've not yet gotten around to that. In the mean time, the GLSL spec has made doing so illegal. To make things worse, we then pretend to handle the opcode in glsl_to_nir, ir_to_mesa, and st_glsl_to_tgsi even though it should never get there given the lowering. The lowering in st_glsl_to_tgsi defines noise*() to be 0.5 which is an illegal implementation of the noise functions according to pre-4.4 specs. We also have opcodes for this in NIR which are never used because, again, we always call lower_noise(). Let's just kill the whole opcode and make builtin_builder.cpp build a bunch of functions that just return zero. Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Eric Anholt <eric@anholt.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4624>
228 lines
10 KiB
Text
228 lines
10 KiB
Text
Welcome to Mesa's GLSL compiler. A brief overview of how things flow:
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1) lex and yacc-based preprocessor takes the incoming shader string
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and produces a new string containing the preprocessed shader. This
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takes care of things like #if, #ifdef, #define, and preprocessor macro
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invocations. Note that #version, #extension, and some others are
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passed straight through. See glcpp/*
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2) lex and yacc-based parser takes the preprocessed string and
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generates the AST (abstract syntax tree). Almost no checking is
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performed in this stage. See glsl_lexer.ll and glsl_parser.yy.
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3) The AST is converted to "HIR". This is the intermediate
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representation of the compiler. Constructors are generated, function
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calls are resolved to particular function signatures, and all the
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semantic checking is performed. See ast_*.cpp for the conversion, and
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ir.h for the IR structures.
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4) The driver (Mesa, or main.cpp for the standalone binary) performs
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optimizations. These include copy propagation, dead code elimination,
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constant folding, and others. Generally the driver will call
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optimizations in a loop, as each may open up opportunities for other
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optimizations to do additional work. See most files called ir_*.cpp
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5) linking is performed. This does checking to ensure that the
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outputs of the vertex shader match the inputs of the fragment shader,
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and assigns locations to uniforms, attributes, and varyings. See
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linker.cpp.
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6) The driver may perform additional optimization at this point, as
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for example dead code elimination previously couldn't remove functions
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or global variable usage when we didn't know what other code would be
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linked in.
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7) The driver performs code generation out of the IR, taking a linked
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shader program and producing a compiled program for each stage. See
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../mesa/program/ir_to_mesa.cpp for Mesa IR code generation.
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FAQ:
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Q: What is HIR versus IR versus LIR?
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A: The idea behind the naming was that ast_to_hir would produce a
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high-level IR ("HIR"), with things like matrix operations, structure
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assignments, etc., present. A series of lowering passes would occur
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that do things like break matrix multiplication into a series of dot
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products/MADs, make structure assignment be a series of assignment of
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components, flatten if statements into conditional moves, and such,
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producing a low level IR ("LIR").
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However, it now appears that each driver will have different
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requirements from a LIR. A 915-generation chipset wants all functions
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inlined, all loops unrolled, all ifs flattened, no variable array
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accesses, and matrix multiplication broken down. The Mesa IR backend
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for swrast would like matrices and structure assignment broken down,
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but it can support function calls and dynamic branching. A 965 vertex
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shader IR backend could potentially even handle some matrix operations
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without breaking them down, but the 965 fragment shader IR backend
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would want to break to have (almost) all operations down channel-wise
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and perform optimization on that. As a result, there's no single
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low-level IR that will make everyone happy. So that usage has fallen
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out of favor, and each driver will perform a series of lowering passes
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to take the HIR down to whatever restrictions it wants to impose
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before doing codegen.
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Q: How is the IR structured?
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A: The best way to get started seeing it would be to run the
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standalone compiler against a shader:
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./glsl_compiler --dump-lir \
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~/src/piglit/tests/shaders/glsl-orangebook-ch06-bump.frag
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So for example one of the ir_instructions in main() contains:
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(assign (constant bool (1)) (var_ref litColor) (expression vec3 * (var_ref Surf
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aceColor) (var_ref __retval) ) )
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Or more visually:
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(assign)
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/ | \
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(var_ref) (expression *) (constant bool 1)
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/ / \
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(litColor) (var_ref) (var_ref)
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/ \
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(SurfaceColor) (__retval)
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which came from:
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litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0);
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(the max call is not represented in this expression tree, as it was a
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function call that got inlined but not brought into this expression
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tree)
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Each of those nodes is a subclass of ir_instruction. A particular
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ir_instruction instance may only appear once in the whole IR tree with
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the exception of ir_variables, which appear once as variable
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declarations:
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(declare () vec3 normDelta)
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and multiple times as the targets of variable dereferences:
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...
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(assign (constant bool (1)) (var_ref __retval) (expression float dot
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(var_ref normDelta) (var_ref LightDir) ) )
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...
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(assign (constant bool (1)) (var_ref __retval) (expression vec3 -
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(var_ref LightDir) (expression vec3 * (constant float (2.000000))
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(expression vec3 * (expression float dot (var_ref normDelta) (var_ref
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LightDir) ) (var_ref normDelta) ) ) ) )
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...
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Each node has a type. Expressions may involve several different types:
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(declare (uniform ) mat4 gl_ModelViewMatrix)
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((assign (constant bool (1)) (var_ref constructor_tmp) (expression
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vec4 * (var_ref gl_ModelViewMatrix) (var_ref gl_Vertex) ) )
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An expression tree can be arbitrarily deep, and the compiler tries to
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keep them structured like that so that things like algebraic
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optimizations ((color * 1.0 == color) and ((mat1 * mat2) * vec == mat1
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* (mat2 * vec))) or recognizing operation patterns for code generation
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(vec1 * vec2 + vec3 == mad(vec1, vec2, vec3)) are easier. This comes
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at the expense of additional trickery in implementing some
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optimizations like CSE where one must navigate an expression tree.
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Q: Why no SSA representation?
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A: Converting an IR tree to SSA form makes dead code elimination,
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common subexpression elimination, and many other optimizations much
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easier. However, in our primarily vector-based language, there's some
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major questions as to how it would work. Do we do SSA on the scalar
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or vector level? If we do it at the vector level, we're going to end
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up with many different versions of the variable when encountering code
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like:
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(assign (constant bool (1)) (swiz x (var_ref __retval) ) (var_ref a) )
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(assign (constant bool (1)) (swiz y (var_ref __retval) ) (var_ref b) )
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(assign (constant bool (1)) (swiz z (var_ref __retval) ) (var_ref c) )
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If every masked update of a component relies on the previous value of
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the variable, then we're probably going to be quite limited in our
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dead code elimination wins, and recognizing common expressions may
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just not happen. On the other hand, if we operate channel-wise, then
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we'll be prone to optimizing the operation on one of the channels at
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the expense of making its instruction flow different from the other
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channels, and a vector-based GPU would end up with worse code than if
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we didn't optimize operations on that channel!
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Once again, it appears that our optimization requirements are driven
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significantly by the target architecture. For now, targeting the Mesa
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IR backend, SSA does not appear to be that important to producing
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excellent code, but we do expect to do some SSA-based optimizations
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for the 965 fragment shader backend when that is developed.
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Q: How should I expand instructions that take multiple backend instructions?
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Sometimes you'll have to do the expansion in your code generation --
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see, for example, ir_to_mesa.cpp's handling of ir_unop_sqrt. However,
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in many cases you'll want to do a pass over the IR to convert
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non-native instructions to a series of native instructions. For
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example, for the Mesa backend we have ir_div_to_mul_rcp.cpp because
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Mesa IR (and many hardware backends) only have a reciprocal
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instruction, not a divide. Implementing non-native instructions this
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way gives the chance for constant folding to occur, so (a / 2.0)
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becomes (a * 0.5) after codegen instead of (a * (1.0 / 2.0))
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Q: How shoud I handle my special hardware instructions with respect to IR?
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Our current theory is that if multiple targets have an instruction for
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some operation, then we should probably be able to represent that in
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the IR. Generally this is in the form of an ir_{bin,un}op expression
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type. For example, we initially implemented fract() using (a -
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floor(a)), but both 945 and 965 have instructions to give that result,
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and it would also simplify the implementation of mod(), so
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ir_unop_fract was added. The following areas need updating to add a
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new expression type:
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ir.h (new enum)
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ir.cpp:operator_strs (used for ir_reader)
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ir_constant_expression.cpp (you probably want to be able to constant fold)
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ir_validate.cpp (check users have the right types)
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You may also need to update the backends if they will see the new expr type:
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../mesa/program/ir_to_mesa.cpp
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You can then use the new expression from builtins (if all backends
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would rather see it), or scan the IR and convert to use your new
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expression type (see ir_mod_to_floor, for example).
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Q: How is memory management handled in the compiler?
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The hierarchical memory allocator "talloc" developed for the Samba
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project is used, so that things like optimization passes don't have to
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worry about their garbage collection so much. It has a few nice
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features, including low performance overhead and good debugging
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support that's trivially available.
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Generally, each stage of the compile creates a talloc context and
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allocates its memory out of that or children of it. At the end of the
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stage, the pieces still live are stolen to a new context and the old
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one freed, or the whole context is kept for use by the next stage.
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For IR transformations, a temporary context is used, then at the end
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of all transformations, reparent_ir reparents all live nodes under the
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shader's IR list, and the old context full of dead nodes is freed.
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When developing a single IR transformation pass, this means that you
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want to allocate instruction nodes out of the temporary context, so if
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it becomes dead it doesn't live on as the child of a live node. At
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the moment, optimization passes aren't passed that temporary context,
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so they find it by calling talloc_parent() on a nearby IR node. The
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talloc_parent() call is expensive, so many passes will cache the
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result of the first talloc_parent(). Cleaning up all the optimization
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passes to take a context argument and not call talloc_parent() is left
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as an exercise.
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Q: What is the file naming convention in this directory?
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Initially, there really wasn't one. We have since adopted one:
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- Files that implement code lowering passes should be named lower_*
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(e.g., lower_builtins.cpp).
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- Files that implement optimization passes should be named opt_*.
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- Files that implement a class that is used throught the code should
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take the name of that class (e.g., ir_hierarchical_visitor.cpp).
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- Files that contain code not fitting in one of the previous
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categories should have a sensible name (e.g., glsl_parser.yy).
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