From: Rob Clark <robcl...@freedesktop.org> Convenient place to put in some extra sanity checking, without making things messy for the drivers running the passes.
TODO: convert ir3/vc4.. Signed-off-by: Rob Clark <robcl...@freedesktop.org> --- src/glsl/nir/nir.h | 33 ++++++++++ src/mesa/drivers/dri/i965/brw_nir.c | 126 ++++++++++++------------------------ 2 files changed, 76 insertions(+), 83 deletions(-) diff --git a/src/glsl/nir/nir.h b/src/glsl/nir/nir.h index 3ab720b..053420d 100644 --- a/src/glsl/nir/nir.h +++ b/src/glsl/nir/nir.h @@ -1939,10 +1939,43 @@ nir_shader_mutable(nir_shader *shader) #ifdef DEBUG void nir_validate_shader(nir_shader *shader); +static inline bool +__nir_test_clone(void) +{ + static int enable = -1; + if (enable == -1) { + enable = (getenv("NIR_TEST_CLONE") == NULL) ? 0 : 1; + } + return enable == 1; +} #else static inline void nir_validate_shader(nir_shader *shader) { (void) shader; } +static inline bool __nir_test_clone(void) { return false; } #endif /* DEBUG */ + +#define NIR_PASS(pass, nir, ...) ({ \ + assert(nir_shader_is_mutable(nir)); \ + pass(nir, ##__VA_ARGS__); \ + nir_validate_shader(nir); \ + if (__nir_test_clone()) { \ + nir = nir_shader_clone(ralloc_parent(nir), nir); \ + nir_validate_shader(nir); \ + } \ + }) + +#define NIR_PASS_PROGRESS(pass, nir, ...) ({ \ + assert(nir_shader_is_mutable(nir)); \ + bool __ret = pass(nir, ##__VA_ARGS__); \ + nir_validate_shader(nir); \ + if (__nir_test_clone()) { \ + nir = nir_shader_clone(ralloc_parent(nir), nir); \ + nir_validate_shader(nir); \ + } \ + __ret; \ + }) + + void nir_calc_dominance_impl(nir_function_impl *impl); void nir_calc_dominance(nir_shader *shader); diff --git a/src/mesa/drivers/dri/i965/brw_nir.c b/src/mesa/drivers/dri/i965/brw_nir.c index 8f09165..bc42fea 100644 --- a/src/mesa/drivers/dri/i965/brw_nir.c +++ b/src/mesa/drivers/dri/i965/brw_nir.c @@ -136,47 +136,34 @@ brw_nir_lower_outputs(nir_shader *nir, bool is_scalar) } } -static void +static nir_shader * nir_optimize(nir_shader *nir, bool is_scalar) { bool progress; do { progress = false; - nir_lower_vars_to_ssa(nir); - nir_validate_shader(nir); - if (is_scalar) { - nir_lower_alu_to_scalar(nir); - nir_validate_shader(nir); - } + NIR_PASS(nir_lower_vars_to_ssa, nir); - progress |= nir_copy_prop(nir); - nir_validate_shader(nir); + if (is_scalar) + NIR_PASS(nir_lower_alu_to_scalar, nir); - if (is_scalar) { - nir_lower_phis_to_scalar(nir); - nir_validate_shader(nir); - } + progress |= NIR_PASS_PROGRESS(nir_copy_prop, nir); + + if (is_scalar) + NIR_PASS(nir_lower_phis_to_scalar, nir); - progress |= nir_copy_prop(nir); - nir_validate_shader(nir); - progress |= nir_opt_dce(nir); - nir_validate_shader(nir); - progress |= nir_opt_cse(nir); - nir_validate_shader(nir); - progress |= nir_opt_peephole_select(nir); - nir_validate_shader(nir); - progress |= nir_opt_algebraic(nir); - nir_validate_shader(nir); - progress |= nir_opt_constant_folding(nir); - nir_validate_shader(nir); - progress |= nir_opt_dead_cf(nir); - nir_validate_shader(nir); - progress |= nir_opt_remove_phis(nir); - nir_validate_shader(nir); - progress |= nir_opt_undef(nir); - nir_validate_shader(nir); + progress |= NIR_PASS_PROGRESS(nir_copy_prop, nir); + progress |= NIR_PASS_PROGRESS(nir_opt_dce, nir); + progress |= NIR_PASS_PROGRESS(nir_opt_cse, nir); + progress |= NIR_PASS_PROGRESS(nir_opt_peephole_select, nir); + progress |= NIR_PASS_PROGRESS(nir_opt_algebraic, nir); + progress |= NIR_PASS_PROGRESS(nir_opt_constant_folding, nir); + progress |= NIR_PASS_PROGRESS(nir_opt_dead_cf, nir); + progress |= NIR_PASS_PROGRESS(nir_opt_remove_phis, nir); + progress |= NIR_PASS_PROGRESS(nir_opt_undef, nir); } while (progress); + return nir; } nir_shader * @@ -204,75 +191,52 @@ brw_create_nir(struct brw_context *brw, } nir_validate_shader(nir); - if (stage == MESA_SHADER_GEOMETRY) { - nir_lower_gs_intrinsics(nir); - nir_validate_shader(nir); - } + if (stage == MESA_SHADER_GEOMETRY) + NIR_PASS(nir_lower_gs_intrinsics, nir); - nir_lower_global_vars_to_local(nir); - nir_validate_shader(nir); - - nir_lower_tex(nir, &tex_options); - nir_validate_shader(nir); - - nir_normalize_cubemap_coords(nir); - nir_validate_shader(nir); - - nir_split_var_copies(nir); - nir_validate_shader(nir); + NIR_PASS(nir_lower_global_vars_to_local, nir); + NIR_PASS(nir_lower_tex, nir, &tex_options); + NIR_PASS(nir_normalize_cubemap_coords, nir); + NIR_PASS(nir_split_var_copies, nir); - nir_optimize(nir, is_scalar); + nir = nir_optimize(nir, is_scalar); /* Lower a bunch of stuff */ - nir_lower_var_copies(nir); - nir_validate_shader(nir); + NIR_PASS(nir_lower_var_copies, nir); /* Get rid of split copies */ - nir_optimize(nir, is_scalar); + nir = nir_optimize(nir, is_scalar); brw_nir_lower_inputs(nir, is_scalar); brw_nir_lower_outputs(nir, is_scalar); nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms, is_scalar ? type_size_scalar : type_size_vec4); - nir_lower_io(nir, nir_var_all, + NIR_PASS(nir_lower_io, nir, nir_var_all, is_scalar ? type_size_scalar : type_size_vec4); - nir_validate_shader(nir); - - nir_remove_dead_variables(nir); - nir_validate_shader(nir); - if (shader_prog) { - nir_lower_samplers(nir, shader_prog); - nir_validate_shader(nir); - } + NIR_PASS(nir_remove_dead_variables, nir); - nir_lower_system_values(nir); - nir_validate_shader(nir); + if (shader_prog) + NIR_PASS(nir_lower_samplers, nir, shader_prog); - nir_lower_atomics(nir); - nir_validate_shader(nir); + NIR_PASS(nir_lower_system_values, nir); + NIR_PASS(nir_lower_atomics, nir); - nir_optimize(nir, is_scalar); + nir = nir_optimize(nir, is_scalar); if (brw->gen >= 6) { /* Try and fuse multiply-adds */ - nir_opt_peephole_ffma(nir); - nir_validate_shader(nir); + NIR_PASS(nir_opt_peephole_ffma, nir); } - nir_opt_algebraic_late(nir); - nir_validate_shader(nir); + NIR_PASS(nir_opt_algebraic_late, nir); - nir_lower_locals_to_regs(nir); - nir_validate_shader(nir); + NIR_PASS(nir_lower_locals_to_regs, nir); - nir_lower_to_source_mods(nir); - nir_validate_shader(nir); - nir_copy_prop(nir); - nir_validate_shader(nir); - nir_opt_dce(nir); - nir_validate_shader(nir); + NIR_PASS(nir_lower_to_source_mods, nir); + NIR_PASS(nir_copy_prop, nir); + NIR_PASS(nir_opt_dce, nir); if (unlikely(debug_enabled)) { /* Re-index SSA defs so we print more sensible numbers. */ @@ -286,15 +250,11 @@ brw_create_nir(struct brw_context *brw, nir_print_shader(nir, stderr); } - nir_convert_from_ssa(nir, true); - nir_validate_shader(nir); + NIR_PASS(nir_convert_from_ssa, nir, true); if (!is_scalar) { - nir_move_vec_src_uses_to_dest(nir); - nir_validate_shader(nir); - - nir_lower_vec_to_movs(nir); - nir_validate_shader(nir); + NIR_PASS(nir_move_vec_src_uses_to_dest, nir); + NIR_PASS(nir_lower_vec_to_movs, nir); } /* This is the last pass we run before we start emitting stuff. It -- 2.5.0 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev