On Sat, Oct 24, 2015 at 10:08 AM, Rob Clark <robdcl...@gmail.com> wrote: > 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.
In the short-term this seems to work (at least for testing nir_clone). In the long-term, I'm not sure that a macro is really what we want. I've mentioned a time or two before that what I *think* I'd like to do (don't know exactly how it will work out yet) is to have a little datastructure typedef struct nir_pass { bool (*shader_pass_func)(nir_shader *shader, void *data); bool (*impl_pass_func)(nir_function_impl *impl, void *data); nir_metadata metadata_preserved; void *data; } nir_pass; and have each of the passes expose one of these as a const global variable instead of exposing the actual functions. Then we would have a runner function (or macro) that could run a pass. The runner would take care of validation, trashing metadata, and maybe even cloning. If no shader_pass_func is provided but you call it on a shader, the runner would iterate over all of the overloads for you and run the impl_pass_func on each. We could also have helpers that take an array and run all of them or even take an array and run it in a loop until no more progress is made. The thing I haven't quite settled on is how to pass extra parameters. For some passes, we could just put the extra stuff in compiler_options but we don't want to litter it too bad. The other option is to do what I did above and use the classic void pointer. Then drivers would have to just make a copy and set the data pointer to whatever they want. Maybe I should just go implement this... > 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