mesa/src/compiler/glsl
2025-02-15 17:43:44 +00:00
..
glcpp glsl: Fix typos 2025-02-15 17:43:44 +00:00
tests glsl: drop unused array refcount code and tests 2024-12-04 11:50:57 +00:00
ast.h mesa,glsl,gallium: add GL_OVR_multiview 2024-09-18 13:07:41 +00:00
ast_array_index.cpp glsl: Use glsl_type C helpers 2023-12-22 06:51:01 -08:00
ast_expr.cpp
ast_function.cpp glsl: use symbol table directly for builtin functions 2024-11-25 23:53:37 +00:00
ast_to_hir.cpp glsl: Fix typos 2025-02-15 17:43:44 +00:00
ast_type.cpp glsl: fix num_views validation message 2025-01-24 01:47:55 +00:00
astc_decoder.glsl vulkan add 3D texture support for compute astc decoder 2023-10-11 19:28:40 +00:00
bc1.glsl
bc4.glsl
builtin_functions.cpp glsl: fix return value for subgroupBallot() 2025-01-30 06:06:32 +00:00
builtin_functions.h glsl: use symbol table directly for builtin functions 2024-11-25 23:53:37 +00:00
builtin_types.cpp glsl: Use glsl_type C helpers 2023-12-22 06:51:01 -08:00
builtin_variables.cpp glsl: Expose gl_ViewID_OVR back to GLSL 1.30 2025-02-04 15:12:53 +00:00
CrossPlatformSettings_piece_all.glsl
etc2_rgba_stitch.glsl
float64.glsl glsl/float64: handle signed zero with min/max 2024-07-15 19:29:00 +00:00
gl_nir.h glsl: implement nir version of lower discard flow 2024-03-07 04:02:45 +00:00
gl_nir_detect_function_recursion.c glsl: add nir version of function recursion detection 2024-03-04 05:40:55 +00:00
gl_nir_link_atomics.c glsl/mesa: remove ir_uniform.h 2024-10-04 00:10:59 +00:00
gl_nir_link_functions.c glsl: Don't include full nir.h where not necessary. 2025-02-12 22:33:07 +01:00
gl_nir_link_interface_blocks.c glsl: fix gl_nir_validate_intrastage_interface_blocks() memory leak 2024-10-28 22:23:29 +00:00
gl_nir_link_uniform_blocks.c glsl/mesa: remove ir_uniform.h 2024-10-04 00:10:59 +00:00
gl_nir_link_uniform_initializers.c glsl/mesa: remove ir_uniform.h 2024-10-04 00:10:59 +00:00
gl_nir_link_uniforms.c glsl/mesa: remove ir_uniform.h 2024-10-04 00:10:59 +00:00
gl_nir_link_varyings.c nir: treat per-view outputs as arrayed IO 2024-12-09 20:31:49 +00:00
gl_nir_link_varyings.h glsl: Don't include full nir.h where not necessary. 2025-02-12 22:33:07 +01:00
gl_nir_link_xfb.c glsl: move glsl_get_gl_type into glsl/linker_util.h 2023-12-05 16:16:55 +00:00
gl_nir_linker.c glsl: fix num_views linker error 2025-01-24 01:47:55 +00:00
gl_nir_linker.h glsl: Don't include full nir.h where not necessary. 2025-02-12 22:33:07 +01:00
gl_nir_lower_atomics.c glsl/mesa: remove ir_uniform.h 2024-10-04 00:10:59 +00:00
gl_nir_lower_blend_equation_advanced.c glsl: don't use NIR_PASS_V 2024-01-12 01:13:02 +00:00
gl_nir_lower_buffers.c glsl/mesa: remove ir_uniform.h 2024-10-04 00:10:59 +00:00
gl_nir_lower_discard_flow.c nir: remove nir_intrinsic_discard 2024-06-17 19:37:16 +00:00
gl_nir_lower_images.c treewide: use nir_metadata_control_flow 2024-06-17 16:28:14 -04:00
gl_nir_lower_named_interface_blocks.c treewide: use nir_metadata_control_flow 2024-06-17 16:28:14 -04:00
gl_nir_lower_packed_varyings.c nir: treat per-view outputs as arrayed IO 2024-12-09 20:31:49 +00:00
gl_nir_lower_samplers.c
gl_nir_lower_samplers_as_deref.c glsl/mesa: remove ir_uniform.h 2024-10-04 00:10:59 +00:00
gl_nir_lower_xfb_varying.c treewide: Use nir_before/after_impl for more elaborate cases 2023-08-30 19:30:58 +00:00
gl_nir_opt_dead_builtin_varyings.c treewide: Replace the include of nir_types.h with glsl_types.h 2023-12-30 15:08:11 +00:00
glsl_lexer.ll mesa: enable GL_EXT_conservative_depth extension 2025-01-30 10:50:37 +00:00
glsl_parser.yy mesa: enable GL_EXT_conservative_depth extension 2025-01-30 10:50:37 +00:00
glsl_parser_extras.cpp glsl: Don't include full nir.h where not necessary. 2025-02-12 22:33:07 +01:00
glsl_parser_extras.h mesa: enable GL_EXT_conservative_depth extension 2025-01-30 10:50:37 +00:00
glsl_symbol_table.cpp glsl: remove unused code 2025-01-06 19:09:18 +00:00
glsl_symbol_table.h glsl: remove unused code 2025-01-06 19:09:18 +00:00
glsl_to_nir.cpp glsl: move _mesa_glsl_compile_shader() declaration 2024-11-29 14:30:03 +11:00
glsl_to_nir.h glsl: Don't include full nir.h where not necessary. 2025-02-12 22:33:07 +01:00
hir_field_selection.cpp glsl: Use glsl_type C helpers 2023-12-22 06:51:01 -08:00
ir.cpp glsl: remove unused code 2025-01-06 19:09:18 +00:00
ir.h glsl: remove unused code 2025-01-06 19:09:18 +00:00
ir_basic_block.cpp
ir_basic_block.h
ir_builder.cpp glsl: remove unused code 2025-01-06 19:09:18 +00:00
ir_builder.h glsl: remove unused code 2025-01-06 19:09:18 +00:00
ir_clone.cpp compiler/types: Add support for Cooperative Matrix types 2023-09-28 07:35:02 +00:00
ir_constant_expression.cpp glsl: Use glsl_type C helpers 2023-12-22 06:51:01 -08:00
ir_expression_flattening.cpp glsl: fix potential crash in expression flattening 2024-02-22 04:44:44 +00:00
ir_expression_flattening.h
ir_expression_operation.py glsl: add explicit half float conversion support 2024-02-12 13:23:13 +00:00
ir_function.cpp glsl: move _mesa_glsl_can_implicitly_convert() to linker_util.cpp 2024-09-25 09:39:43 +00:00
ir_function_detect_recursion.cpp glsl: remove glsl/program.h 2024-11-29 14:31:30 +11:00
ir_hierarchical_visitor.cpp
ir_hierarchical_visitor.h
ir_hv_accept.cpp
ir_optimization.h glsl: remove return lowering from glsl ir 2024-11-27 22:05:06 +00:00
ir_print_visitor.cpp nir: remove INTERP_MODE_COLOR 2024-02-02 16:45:35 -05:00
ir_print_visitor.h compiler/glsl: explicitly delete copy constructor and copy-assign 2024-09-16 21:08:04 +00:00
ir_rvalue_visitor.cpp
ir_rvalue_visitor.h
ir_validate.cpp compiler/glsl: explicitly delete copy constructor and copy-assign 2024-09-16 21:08:04 +00:00
ir_variable_refcount.cpp glsl: don't tree graft globals 2024-02-01 23:15:24 +00:00
ir_variable_refcount.h compiler/glsl: explicitly delete copy constructor and copy-assign 2024-09-16 21:08:04 +00:00
ir_visitor.h
linker_util.cpp glsl: rename link_shaders() -> link_shaders_init() 2024-10-04 00:10:59 +00:00
linker_util.h glsl: rename link_shaders() -> link_shaders_init() 2024-10-04 00:10:59 +00:00
list.h glsl/list: remove underscores in foreach_list_typed macros 2024-11-19 18:59:05 +00:00
lower_builtins.cpp
lower_instructions.cpp Revert "glsl: Move ForceGLSLAbsSqrt handling to glsl-to-nir." 2024-11-21 03:21:08 +00:00
lower_jumps.cpp glsl: remove return lowering from glsl ir 2024-11-27 22:05:06 +00:00
lower_mat_op_to_vec.cpp glsl: Use glsl_type C helpers 2023-12-22 06:51:01 -08:00
lower_packing_builtins.cpp compiler/glsl: explicitly delete copy constructor and copy-assign 2024-09-16 21:08:04 +00:00
lower_precision.cpp compiler/glsl: explicitly delete copy constructor and copy-assign 2024-09-16 21:08:04 +00:00
lower_subroutine.cpp glsl: Use glsl_type C helpers 2023-12-22 06:51:01 -08:00
lower_vec_index_to_cond_assign.cpp
lower_vector_derefs.cpp glsl: move some lowering to the compiler 2024-02-22 05:26:16 +00:00
main.cpp glsl: drop dump-builder support from standalone compiler 2024-06-18 08:12:45 +00:00
meson.build glsl: drop opt_dead_code_local 2025-01-15 02:01:09 +00:00
opt_algebraic.cpp glsl: Use glsl_type C helpers 2023-12-22 06:51:01 -08:00
opt_dead_builtin_variables.cpp glsl: Make sure that the variable is a ir_variable before unreferencing it 2024-01-12 17:11:57 +00:00
opt_dead_code.cpp glsl: Use glsl_type C helpers 2023-12-22 06:51:01 -08:00
opt_flatten_nested_if_blocks.cpp
opt_flip_matrices.cpp glsl: Use glsl_type C helpers 2023-12-22 06:51:01 -08:00
opt_function_inlining.cpp glsl: remove do_function_inlining() 2024-06-18 12:34:52 +00:00
opt_if_simplification.cpp
opt_minmax.cpp glsl: Use glsl_type C helpers 2023-12-22 06:51:01 -08:00
opt_rebalance_tree.cpp glsl: Use glsl_type C helpers 2023-12-22 06:51:01 -08:00
opt_tree_grafting.cpp glsl: fix downcasting addresses to wrong object types 2024-06-21 21:07:05 +00:00
propagate_invariance.cpp
README
serialize.cpp glsl: move resource_name_updated() to linker_util.cpp 2024-10-04 00:10:58 +00:00
serialize.h
shader_cache.cpp glsl: remove glsl/program.h 2024-11-29 14:31:30 +11:00
shader_cache.h
standalone.cpp glsl: Don't include full nir.h where not necessary. 2025-02-12 22:33:07 +01:00
standalone.h glsl: drop dump-builder support from standalone compiler 2024-06-18 08:12:45 +00:00
standalone_scaffolding.cpp glsl: switch to a full nir based linker 2024-09-25 09:39:44 +00:00
standalone_scaffolding.h glsl/standalone: Pull out a helper function for adding GLSL source shaders. 2023-03-22 22:52:45 +00:00
string_to_uint_map.cpp glsl: add some more c wrappers for string_to_uint_map 2023-07-06 01:21:06 +00:00
string_to_uint_map.h compiler/glsl: explicitly delete copy constructor and copy-assign 2024-09-16 21:08:04 +00:00
TODO

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.ll and glsl_parser.yy.

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
../mesa/program/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 elimination,
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.
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/program/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_floor, 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_builtins.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.yy).