summaryrefslogtreecommitdiff
path: root/src/intel/compiler/brw_nir.c
blob: 69ab162f888cdeaa1ae92847d921d77f209126a2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
/*
 * Copyright © 2014 Intel Corporation
 *
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
 * and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice (including the next
 * paragraph) shall be included in all copies or substantial portions of the
 * Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 * IN THE SOFTWARE.
 */

#include "brw_nir.h"
#include "brw_shader.h"
#include "common/gen_debug.h"
#include "compiler/glsl_types.h"
#include "compiler/nir/nir_builder.h"

static bool
is_input(nir_intrinsic_instr *intrin)
{
   return intrin->intrinsic == nir_intrinsic_load_input ||
          intrin->intrinsic == nir_intrinsic_load_per_vertex_input ||
          intrin->intrinsic == nir_intrinsic_load_interpolated_input;
}

static bool
is_output(nir_intrinsic_instr *intrin)
{
   return intrin->intrinsic == nir_intrinsic_load_output ||
          intrin->intrinsic == nir_intrinsic_load_per_vertex_output ||
          intrin->intrinsic == nir_intrinsic_store_output ||
          intrin->intrinsic == nir_intrinsic_store_per_vertex_output;
}

/**
 * In many cases, we just add the base and offset together, so there's no
 * reason to keep them separate.  Sometimes, combining them is essential:
 * if a shader only accesses part of a compound variable (such as a matrix
 * or array), the variable's base may not actually exist in the VUE map.
 *
 * This pass adds constant offsets to instr->const_index[0], and resets
 * the offset source to 0.  Non-constant offsets remain unchanged - since
 * we don't know what part of a compound variable is accessed, we allocate
 * storage for the entire thing.
 */

static bool
add_const_offset_to_base_block(nir_block *block, nir_builder *b,
                               nir_variable_mode mode)
{
   nir_foreach_instr_safe(instr, block) {
      if (instr->type != nir_instr_type_intrinsic)
         continue;

      nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);

      if ((mode == nir_var_shader_in && is_input(intrin)) ||
          (mode == nir_var_shader_out && is_output(intrin))) {
         nir_src *offset = nir_get_io_offset_src(intrin);
         nir_const_value *const_offset = nir_src_as_const_value(*offset);

         if (const_offset) {
            intrin->const_index[0] += const_offset->u32[0];
            b->cursor = nir_before_instr(&intrin->instr);
            nir_instr_rewrite_src(&intrin->instr, offset,
                                  nir_src_for_ssa(nir_imm_int(b, 0)));
         }
      }
   }
   return true;
}

static void
add_const_offset_to_base(nir_shader *nir, nir_variable_mode mode)
{
   nir_foreach_function(f, nir) {
      if (f->impl) {
         nir_builder b;
         nir_builder_init(&b, f->impl);
         nir_foreach_block(block, f->impl) {
            add_const_offset_to_base_block(block, &b, mode);
         }
      }
   }
}

static bool
remap_tess_levels(nir_builder *b, nir_intrinsic_instr *intr,
                  GLenum primitive_mode)
{
   const int location = nir_intrinsic_base(intr);
   const unsigned component = nir_intrinsic_component(intr);
   bool out_of_bounds;

   if (location == VARYING_SLOT_TESS_LEVEL_INNER) {
      switch (primitive_mode) {
      case GL_QUADS:
         /* gl_TessLevelInner[0..1] lives at DWords 3-2 (reversed). */
         nir_intrinsic_set_base(intr, 0);
         nir_intrinsic_set_component(intr, 3 - component);
         out_of_bounds = false;
         break;
      case GL_TRIANGLES:
         /* gl_TessLevelInner[0] lives at DWord 4. */
         nir_intrinsic_set_base(intr, 1);
         out_of_bounds = component > 0;
         break;
      case GL_ISOLINES:
         out_of_bounds = true;
         break;
      default:
         unreachable("Bogus tessellation domain");
      }
   } else if (location == VARYING_SLOT_TESS_LEVEL_OUTER) {
      if (primitive_mode == GL_ISOLINES) {
         /* gl_TessLevelOuter[0..1] lives at DWords 6-7 (in order). */
         nir_intrinsic_set_base(intr, 1);
         nir_intrinsic_set_component(intr, 2 + nir_intrinsic_component(intr));
         out_of_bounds = component > 1;
      } else {
         /* Triangles use DWords 7-5 (reversed); Quads use 7-4 (reversed) */
         nir_intrinsic_set_base(intr, 1);
         nir_intrinsic_set_component(intr, 3 - nir_intrinsic_component(intr));
         out_of_bounds = component == 3 && primitive_mode == GL_TRIANGLES;
      }
   } else {
      return false;
   }

   if (out_of_bounds) {
      if (nir_intrinsic_infos[intr->intrinsic].has_dest) {
         b->cursor = nir_before_instr(&intr->instr);
         nir_ssa_def *undef = nir_ssa_undef(b, 1, 32);
         nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(undef));
      }
      nir_instr_remove(&intr->instr);
   }

   return true;
}

static bool
remap_patch_urb_offsets(nir_block *block, nir_builder *b,
                        const struct brw_vue_map *vue_map,
                        GLenum tes_primitive_mode)
{
   const bool is_passthrough_tcs = b->shader->info.name &&
      strcmp(b->shader->info.name, "passthrough") == 0;

   nir_foreach_instr_safe(instr, block) {
      if (instr->type != nir_instr_type_intrinsic)
         continue;

      nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);

      gl_shader_stage stage = b->shader->info.stage;

      if ((stage == MESA_SHADER_TESS_CTRL && is_output(intrin)) ||
          (stage == MESA_SHADER_TESS_EVAL && is_input(intrin))) {

         if (!is_passthrough_tcs &&
             remap_tess_levels(b, intrin, tes_primitive_mode))
            continue;

         int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
         assert(vue_slot != -1);
         intrin->const_index[0] = vue_slot;

         nir_src *vertex = nir_get_io_vertex_index_src(intrin);
         if (vertex) {
            nir_const_value *const_vertex = nir_src_as_const_value(*vertex);
            if (const_vertex) {
               intrin->const_index[0] += const_vertex->u32[0] *
                                         vue_map->num_per_vertex_slots;
            } else {
               b->cursor = nir_before_instr(&intrin->instr);

               /* Multiply by the number of per-vertex slots. */
               nir_ssa_def *vertex_offset =
                  nir_imul(b,
                           nir_ssa_for_src(b, *vertex, 1),
                           nir_imm_int(b,
                                       vue_map->num_per_vertex_slots));

               /* Add it to the existing offset */
               nir_src *offset = nir_get_io_offset_src(intrin);
               nir_ssa_def *total_offset =
                  nir_iadd(b, vertex_offset,
                           nir_ssa_for_src(b, *offset, 1));

               nir_instr_rewrite_src(&intrin->instr, offset,
                                     nir_src_for_ssa(total_offset));
            }
         }
      }
   }
   return true;
}

void
brw_nir_lower_vs_inputs(nir_shader *nir,
                        const uint8_t *vs_attrib_wa_flags)
{
   /* Start with the location of the variable's base. */
   foreach_list_typed(nir_variable, var, node, &nir->inputs) {
      var->data.driver_location = var->data.location;
   }

   /* Now use nir_lower_io to walk dereference chains.  Attribute arrays are
    * loaded as one vec4 or dvec4 per element (or matrix column), depending on
    * whether it is a double-precision type or not.
    */
   nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);

   /* This pass needs actual constants */
   nir_opt_constant_folding(nir);

   add_const_offset_to_base(nir, nir_var_shader_in);

   brw_nir_apply_attribute_workarounds(nir, vs_attrib_wa_flags);

   /* The last step is to remap VERT_ATTRIB_* to actual registers */

   /* Whether or not we have any system generated values.  gl_DrawID is not
    * included here as it lives in its own vec4.
    */
   const bool has_sgvs =
      nir->info.system_values_read &
      (BITFIELD64_BIT(SYSTEM_VALUE_BASE_VERTEX) |
       BITFIELD64_BIT(SYSTEM_VALUE_BASE_INSTANCE) |
       BITFIELD64_BIT(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) |
       BITFIELD64_BIT(SYSTEM_VALUE_INSTANCE_ID));

   const unsigned num_inputs = _mesa_bitcount_64(nir->info.inputs_read);

   nir_foreach_function(function, nir) {
      if (!function->impl)
         continue;

      nir_builder b;
      nir_builder_init(&b, function->impl);

      nir_foreach_block(block, function->impl) {
         nir_foreach_instr_safe(instr, block) {
            if (instr->type != nir_instr_type_intrinsic)
               continue;

            nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);

            switch (intrin->intrinsic) {
            case nir_intrinsic_load_base_vertex:
            case nir_intrinsic_load_base_instance:
            case nir_intrinsic_load_vertex_id_zero_base:
            case nir_intrinsic_load_instance_id:
            case nir_intrinsic_load_draw_id: {
               b.cursor = nir_after_instr(&intrin->instr);

               /* gl_VertexID and friends are stored by the VF as the last
                * vertex element.  We convert them to load_input intrinsics at
                * the right location.
                */
               nir_intrinsic_instr *load =
                  nir_intrinsic_instr_create(nir, nir_intrinsic_load_input);
               load->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0));

               nir_intrinsic_set_base(load, num_inputs);
               switch (intrin->intrinsic) {
               case nir_intrinsic_load_base_vertex:
                  nir_intrinsic_set_component(load, 0);
                  break;
               case nir_intrinsic_load_base_instance:
                  nir_intrinsic_set_component(load, 1);
                  break;
               case nir_intrinsic_load_vertex_id_zero_base:
                  nir_intrinsic_set_component(load, 2);
                  break;
               case nir_intrinsic_load_instance_id:
                  nir_intrinsic_set_component(load, 3);
                  break;
               case nir_intrinsic_load_draw_id:
                  /* gl_DrawID is stored right after gl_VertexID and friends
                   * if any of them exist.
                   */
                  nir_intrinsic_set_base(load, num_inputs + has_sgvs);
                  nir_intrinsic_set_component(load, 0);
                  break;
               default:
                  unreachable("Invalid system value intrinsic");
               }

               load->num_components = 1;
               nir_ssa_dest_init(&load->instr, &load->dest, 1, 32, NULL);
               nir_builder_instr_insert(&b, &load->instr);

               nir_ssa_def_rewrite_uses(&intrin->dest.ssa,
                                        nir_src_for_ssa(&load->dest.ssa));
               nir_instr_remove(&intrin->instr);
               break;
            }

            case nir_intrinsic_load_input: {
               /* Attributes come in a contiguous block, ordered by their
                * gl_vert_attrib value.  That means we can compute the slot
                * number for an attribute by masking out the enabled attributes
                * before it and counting the bits.
                */
               int attr = nir_intrinsic_base(intrin);
               int slot = _mesa_bitcount_64(nir->info.inputs_read &
                                            BITFIELD64_MASK(attr));
               nir_intrinsic_set_base(intrin, slot);
               break;
            }

            default:
               break; /* Nothing to do */
            }
         }
      }
   }
}

void
brw_nir_lower_vue_inputs(nir_shader *nir,
                         const struct brw_vue_map *vue_map)
{
   foreach_list_typed(nir_variable, var, node, &nir->inputs) {
      var->data.driver_location = var->data.location;
   }

   /* Inputs are stored in vec4 slots, so use type_size_vec4(). */
   nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);

   /* This pass needs actual constants */
   nir_opt_constant_folding(nir);

   add_const_offset_to_base(nir, nir_var_shader_in);

   nir_foreach_function(function, nir) {
      if (!function->impl)
         continue;

      nir_foreach_block(block, function->impl) {
         nir_foreach_instr(instr, block) {
            if (instr->type != nir_instr_type_intrinsic)
               continue;

            nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);

            if (intrin->intrinsic == nir_intrinsic_load_input ||
                intrin->intrinsic == nir_intrinsic_load_per_vertex_input) {
               /* Offset 0 is the VUE header, which contains
                * VARYING_SLOT_LAYER [.y], VARYING_SLOT_VIEWPORT [.z], and
                * VARYING_SLOT_PSIZ [.w].
                */
               int varying = nir_intrinsic_base(intrin);
               int vue_slot;
               switch (varying) {
               case VARYING_SLOT_PSIZ:
                  nir_intrinsic_set_base(intrin, 0);
                  nir_intrinsic_set_component(intrin, 3);
                  break;

               default:
                  vue_slot = vue_map->varying_to_slot[varying];
                  assert(vue_slot != -1);
                  nir_intrinsic_set_base(intrin, vue_slot);
                  break;
               }
            }
         }
      }
   }
}

void
brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map)
{
   foreach_list_typed(nir_variable, var, node, &nir->inputs) {
      var->data.driver_location = var->data.location;
   }

   nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);

   /* This pass needs actual constants */
   nir_opt_constant_folding(nir);

   add_const_offset_to_base(nir, nir_var_shader_in);

   nir_foreach_function(function, nir) {
      if (function->impl) {
         nir_builder b;
         nir_builder_init(&b, function->impl);
         nir_foreach_block(block, function->impl) {
            remap_patch_urb_offsets(block, &b, vue_map,
                                    nir->info.tess.primitive_mode);
         }
      }
   }
}

void
brw_nir_lower_fs_inputs(nir_shader *nir,
                        const struct gen_device_info *devinfo,
                        const struct brw_wm_prog_key *key)
{
   foreach_list_typed(nir_variable, var, node, &nir->inputs) {
      var->data.driver_location = var->data.location;

      /* Apply default interpolation mode.
       *
       * Everything defaults to smooth except for the legacy GL color
       * built-in variables, which might be flat depending on API state.
       */
      if (var->data.interpolation == INTERP_MODE_NONE) {
         const bool flat = key->flat_shade &&
            (var->data.location == VARYING_SLOT_COL0 ||
             var->data.location == VARYING_SLOT_COL1);

         var->data.interpolation = flat ? INTERP_MODE_FLAT
                                        : INTERP_MODE_SMOOTH;
      }

      /* On Ironlake and below, there is only one interpolation mode.
       * Centroid interpolation doesn't mean anything on this hardware --
       * there is no multisampling.
       */
      if (devinfo->gen < 6) {
         var->data.centroid = false;
         var->data.sample = false;
      }
   }

   nir_lower_io_options lower_io_options = 0;
   if (key->persample_interp)
      lower_io_options |= nir_lower_io_force_sample_interpolation;

   nir_lower_io(nir, nir_var_shader_in, type_size_vec4, lower_io_options);

   /* This pass needs actual constants */
   nir_opt_constant_folding(nir);

   add_const_offset_to_base(nir, nir_var_shader_in);
}

void
brw_nir_lower_vue_outputs(nir_shader *nir,
                          bool is_scalar)
{
   nir_foreach_variable(var, &nir->outputs) {
      var->data.driver_location = var->data.location;
   }

   nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
}

void
brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map,
                          GLenum tes_primitive_mode)
{
   nir_foreach_variable(var, &nir->outputs) {
      var->data.driver_location = var->data.location;
   }

   nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);

   /* This pass needs actual constants */
   nir_opt_constant_folding(nir);

   add_const_offset_to_base(nir, nir_var_shader_out);

   nir_foreach_function(function, nir) {
      if (function->impl) {
         nir_builder b;
         nir_builder_init(&b, function->impl);
         nir_foreach_block(block, function->impl) {
            remap_patch_urb_offsets(block, &b, vue_map, tes_primitive_mode);
         }
      }
   }
}

void
brw_nir_lower_fs_outputs(nir_shader *nir)
{
   nir_foreach_variable(var, &nir->outputs) {
      var->data.driver_location =
         SET_FIELD(var->data.index, BRW_NIR_FRAG_OUTPUT_INDEX) |
         SET_FIELD(var->data.location, BRW_NIR_FRAG_OUTPUT_LOCATION);
   }

   nir_lower_io(nir, nir_var_shader_out, type_size_dvec4, 0);
}

#define OPT(pass, ...) ({                                  \
   bool this_progress = false;                             \
   NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__);      \
   if (this_progress)                                      \
      progress = true;                                     \
   this_progress;                                          \
})

static nir_variable_mode
brw_nir_no_indirect_mask(const struct brw_compiler *compiler,
                         gl_shader_stage stage)
{
   nir_variable_mode indirect_mask = 0;

   if (compiler->glsl_compiler_options[stage].EmitNoIndirectInput)
      indirect_mask |= nir_var_shader_in;
   if (compiler->glsl_compiler_options[stage].EmitNoIndirectOutput)
      indirect_mask |= nir_var_shader_out;
   if (compiler->glsl_compiler_options[stage].EmitNoIndirectTemp)
      indirect_mask |= nir_var_local;

   return indirect_mask;
}

nir_shader *
brw_nir_optimize(nir_shader *nir, const struct brw_compiler *compiler,
                 bool is_scalar)
{
   nir_variable_mode indirect_mask =
      brw_nir_no_indirect_mask(compiler, nir->info.stage);

   bool progress;
   do {
      progress = false;
      OPT(nir_lower_vars_to_ssa);
      OPT(nir_opt_copy_prop_vars);

      if (is_scalar) {
         OPT(nir_lower_alu_to_scalar);
      }

      OPT(nir_copy_prop);

      if (is_scalar) {
         OPT(nir_lower_phis_to_scalar);
      }

      OPT(nir_copy_prop);
      OPT(nir_opt_dce);
      OPT(nir_opt_cse);
      OPT(nir_opt_peephole_select, 0);
      OPT(nir_opt_intrinsics);
      OPT(nir_opt_algebraic);
      OPT(nir_opt_constant_folding);
      OPT(nir_opt_dead_cf);
      if (OPT(nir_opt_trivial_continues)) {
         /* If nir_opt_trivial_continues makes progress, then we need to clean
          * things up if we want any hope of nir_opt_if or nir_opt_loop_unroll
          * to make progress.
          */
         OPT(nir_copy_prop);
         OPT(nir_opt_dce);
      }
      OPT(nir_opt_if);
      if (nir->options->max_unroll_iterations != 0) {
         OPT(nir_opt_loop_unroll, indirect_mask);
      }
      OPT(nir_opt_remove_phis);
      OPT(nir_opt_undef);
      OPT(nir_lower_doubles, nir_lower_drcp |
                             nir_lower_dsqrt |
                             nir_lower_drsq |
                             nir_lower_dtrunc |
                             nir_lower_dfloor |
                             nir_lower_dceil |
                             nir_lower_dfract |
                             nir_lower_dround_even |
                             nir_lower_dmod);
      OPT(nir_lower_64bit_pack);
   } while (progress);

   return nir;
}

/* Does some simple lowering and runs the standard suite of optimizations
 *
 * This is intended to be called more-or-less directly after you get the
 * shader out of GLSL or some other source.  While it is geared towards i965,
 * it is not at all generator-specific except for the is_scalar flag.  Even
 * there, it is safe to call with is_scalar = false for a shader that is
 * intended for the FS backend as long as nir_optimize is called again with
 * is_scalar = true to scalarize everything prior to code gen.
 */
nir_shader *
brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir)
{
   const struct gen_device_info *devinfo = compiler->devinfo;
   UNUSED bool progress; /* Written by OPT */

   const bool is_scalar = compiler->scalar_stage[nir->info.stage];

   if (nir->info.stage == MESA_SHADER_GEOMETRY)
      OPT(nir_lower_gs_intrinsics);

   /* See also brw_nir_trig_workarounds.py */
   if (compiler->precise_trig &&
       !(devinfo->gen >= 10 || devinfo->is_kabylake))
      OPT(brw_nir_apply_trig_workarounds);

   static const nir_lower_tex_options tex_options = {
      .lower_txp = ~0,
      .lower_txf_offset = true,
      .lower_rect_offset = true,
      .lower_txd_cube_map = true,
   };

   OPT(nir_lower_tex, &tex_options);
   OPT(nir_normalize_cubemap_coords);

   OPT(nir_lower_global_vars_to_local);

   OPT(nir_split_var_copies);

   /* Run opt_algebraic before int64 lowering so we can hopefully get rid
    * of some int64 instructions.
    */
   OPT(nir_opt_algebraic);

   /* Lower int64 instructions before nir_optimize so that loop unrolling
    * sees their actual cost.
    */
   nir_lower_int64(nir, nir_lower_imul64 |
                        nir_lower_isign64 |
                        nir_lower_divmod64);

   nir = brw_nir_optimize(nir, compiler, is_scalar);

   if (is_scalar) {
      OPT(nir_lower_load_const_to_scalar);
   }

   /* Lower a bunch of stuff */
   OPT(nir_lower_var_copies);

   OPT(nir_lower_system_values);

   const nir_lower_subgroups_options subgroups_options = {
      .subgroup_size = BRW_SUBGROUP_SIZE,
      .ballot_bit_size = 32,
      .lower_to_scalar = true,
      .lower_subgroup_masks = true,
      .lower_vote_trivial = !is_scalar,
      .lower_shuffle = true,
   };
   OPT(nir_lower_subgroups, &subgroups_options);

   OPT(nir_lower_clip_cull_distance_arrays);

   nir_variable_mode indirect_mask =
      brw_nir_no_indirect_mask(compiler, nir->info.stage);
   nir_lower_indirect_derefs(nir, indirect_mask);

   /* Get rid of split copies */
   nir = brw_nir_optimize(nir, compiler, is_scalar);

   OPT(nir_remove_dead_variables, nir_var_local);

   return nir;
}

void
brw_nir_link_shaders(const struct brw_compiler *compiler,
                     nir_shader **producer, nir_shader **consumer)
{
   NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out);
   NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in);

   if (nir_remove_unused_varyings(*producer, *consumer)) {
      NIR_PASS_V(*producer, nir_lower_global_vars_to_local);
      NIR_PASS_V(*consumer, nir_lower_global_vars_to_local);

      /* The backend might not be able to handle indirects on
       * temporaries so we need to lower indirects on any of the
       * varyings we have demoted here.
       */
      NIR_PASS_V(*producer, nir_lower_indirect_derefs,
                 brw_nir_no_indirect_mask(compiler, (*producer)->info.stage));
      NIR_PASS_V(*consumer, nir_lower_indirect_derefs,
                 brw_nir_no_indirect_mask(compiler, (*consumer)->info.stage));

      const bool p_is_scalar =
         compiler->scalar_stage[(*producer)->info.stage];
      *producer = brw_nir_optimize(*producer, compiler, p_is_scalar);

      const bool c_is_scalar =
         compiler->scalar_stage[(*producer)->info.stage];
      *consumer = brw_nir_optimize(*consumer, compiler, c_is_scalar);
   }
}

/* Prepare the given shader for codegen
 *
 * This function is intended to be called right before going into the actual
 * backend and is highly backend-specific.  Also, once this function has been
 * called on a shader, it will no longer be in SSA form so most optimizations
 * will not work.
 */
nir_shader *
brw_postprocess_nir(nir_shader *nir, const struct brw_compiler *compiler,
                    bool is_scalar)
{
   const struct gen_device_info *devinfo = compiler->devinfo;
   bool debug_enabled =
      (INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->info.stage));

   UNUSED bool progress; /* Written by OPT */


   do {
      progress = false;
      OPT(nir_opt_algebraic_before_ffma);
   } while (progress);

   nir = brw_nir_optimize(nir, compiler, is_scalar);

   if (devinfo->gen >= 6) {
      /* Try and fuse multiply-adds */
      OPT(brw_nir_opt_peephole_ffma);
   }

   OPT(nir_opt_algebraic_late);

   OPT(nir_lower_to_source_mods);
   OPT(nir_copy_prop);
   OPT(nir_opt_dce);
   OPT(nir_opt_move_comparisons);

   OPT(nir_lower_locals_to_regs);

   if (unlikely(debug_enabled)) {
      /* Re-index SSA defs so we print more sensible numbers. */
      nir_foreach_function(function, nir) {
         if (function->impl)
            nir_index_ssa_defs(function->impl);
      }

      fprintf(stderr, "NIR (SSA form) for %s shader:\n",
              _mesa_shader_stage_to_string(nir->info.stage));
      nir_print_shader(nir, stderr);
   }

   OPT(nir_convert_from_ssa, true);

   if (!is_scalar) {
      OPT(nir_move_vec_src_uses_to_dest);
      OPT(nir_lower_vec_to_movs);
   }

   /* This is the last pass we run before we start emitting stuff.  It
    * determines when we need to insert boolean resolves on Gen <= 5.  We
    * run it last because it stashes data in instr->pass_flags and we don't
    * want that to be squashed by other NIR passes.
    */
   if (devinfo->gen <= 5)
      brw_nir_analyze_boolean_resolves(nir);

   nir_sweep(nir);

   if (unlikely(debug_enabled)) {
      fprintf(stderr, "NIR (final form) for %s shader:\n",
              _mesa_shader_stage_to_string(nir->info.stage));
      nir_print_shader(nir, stderr);
   }

   return nir;
}

nir_shader *
brw_nir_apply_sampler_key(nir_shader *nir,
                          const struct brw_compiler *compiler,
                          const struct brw_sampler_prog_key_data *key_tex,
                          bool is_scalar)
{
   const struct gen_device_info *devinfo = compiler->devinfo;
   nir_lower_tex_options tex_options = { 0 };

   /* Iron Lake and prior require lowering of all rectangle textures */
   if (devinfo->gen < 6)
      tex_options.lower_rect = true;

   /* Prior to Broadwell, our hardware can't actually do GL_CLAMP */
   if (devinfo->gen < 8) {
      tex_options.saturate_s = key_tex->gl_clamp_mask[0];
      tex_options.saturate_t = key_tex->gl_clamp_mask[1];
      tex_options.saturate_r = key_tex->gl_clamp_mask[2];
   }

   /* Prior to Haswell, we have to fake texture swizzle */
   for (unsigned s = 0; s < MAX_SAMPLERS; s++) {
      if (key_tex->swizzles[s] == SWIZZLE_NOOP)
         continue;

      tex_options.swizzle_result |= (1 << s);
      for (unsigned c = 0; c < 4; c++)
         tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c);
   }

   /* Prior to Haswell, we have to lower gradients on shadow samplers */
   tex_options.lower_txd_shadow = devinfo->gen < 8 && !devinfo->is_haswell;

   tex_options.lower_y_uv_external = key_tex->y_uv_image_mask;
   tex_options.lower_y_u_v_external = key_tex->y_u_v_image_mask;
   tex_options.lower_yx_xuxv_external = key_tex->yx_xuxv_image_mask;
   tex_options.lower_xy_uxvx_external = key_tex->xy_uxvx_image_mask;

   if (nir_lower_tex(nir, &tex_options)) {
      nir_validate_shader(nir);
      nir = brw_nir_optimize(nir, compiler, is_scalar);
   }

   return nir;
}

enum brw_reg_type
brw_type_for_nir_type(const struct gen_device_info *devinfo, nir_alu_type type)
{
   switch (type) {
   case nir_type_uint:
   case nir_type_uint32:
      return BRW_REGISTER_TYPE_UD;
   case nir_type_bool:
   case nir_type_int:
   case nir_type_bool32:
   case nir_type_int32:
      return BRW_REGISTER_TYPE_D;
   case nir_type_float:
   case nir_type_float32:
      return BRW_REGISTER_TYPE_F;
   case nir_type_float16:
      return BRW_REGISTER_TYPE_HF;
   case nir_type_float64:
      return BRW_REGISTER_TYPE_DF;
   case nir_type_int64:
      return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_Q;
   case nir_type_uint64:
      return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_UQ;
   case nir_type_int16:
      return BRW_REGISTER_TYPE_W;
   case nir_type_uint16:
      return BRW_REGISTER_TYPE_UW;
   default:
      unreachable("unknown type");
   }

   return BRW_REGISTER_TYPE_F;
}

/* Returns the glsl_base_type corresponding to a nir_alu_type.
 * This is used by both brw_vec4_nir and brw_fs_nir.
 */
enum glsl_base_type
brw_glsl_base_type_for_nir_type(nir_alu_type type)
{
   switch (type) {
   case nir_type_float:
   case nir_type_float32:
      return GLSL_TYPE_FLOAT;

   case nir_type_float16:
      return GLSL_TYPE_FLOAT16;

   case nir_type_float64:
      return GLSL_TYPE_DOUBLE;

   case nir_type_int:
   case nir_type_int32:
      return GLSL_TYPE_INT;

   case nir_type_uint:
   case nir_type_uint32:
      return GLSL_TYPE_UINT;

   case nir_type_int16:
      return GLSL_TYPE_INT16;

   case nir_type_uint16:
      return GLSL_TYPE_UINT16;

   default:
      unreachable("bad type");
   }
}