On Wed, Oct 28, 2015 at 3:40 PM, Jason Ekstrand <ja...@jlekstrand.net> wrote: > On Wed, Oct 28, 2015 at 10:37 AM, Rob Clark <robdcl...@gmail.com> wrote: >> On Wed, Oct 28, 2015 at 12:09 PM, Jason Ekstrand <ja...@jlekstrand.net> >> wrote: >>> 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. >> >> meh, once we collapse the run+validate into a single line macro call, >> having list of calls sounds like it doesn't really take up more lines >> of code compared to a table of nir passes.. plus old fashioned code >> has a lot more flexibility without having to reinvent loops and ifs >> and that sort of thing. Keep in mind some passes are conditional on >> draw state (ie. what we are lowering) or shader stage, etc. > > Really, colapsing run+validate is only part of the desire there. The > bigger thing is that it moves metadata invalidation out of the passes. > This makes it much harder to forget (I found 3 or 4 passes that do it > wrong today).
not a bad thing.. but could also just be a nir_pass_helper type thing, I suppose.. > This really doesn't change what you can do. If you look at my branch > (which I'm about to send out), the only real difference between > NIR_PASS() and nir_shader_run_pass is that one is longer and > lower-case. You can't wholesale replace the shader, but that seems > like something we only care about for testing cloning. I think it is important to have testibility for clone built-in for debug builds, and easy to enable w/out hacks/recompile. And the macro approach is nice for dealing with stages that require extra args, so we get better validate/clone coverage. BR, -R > 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