[Mesa-dev] [PATCH 5/6] i965/fs: Add ARB_fragment_program support to the NIR backend.
Jordan Justen
jordan.l.justen at intel.com
Tue Mar 24 23:49:28 PDT 2015
On 2015-03-23 17:37:59, Kenneth Graunke wrote:
> Use prog_to_nir where we would normally call glsl_to_nir, handle program
> parameter lists, and skip a few things that don't exist.
>
> Using NIR generates much better shader code than Mesa IR, since we get
> real optimizations, as opposed to prog_optimize:
>
> total instructions in shared programs: 314007 -> 279892 (-10.86%)
> instructions in affected programs: 285173 -> 251058 (-11.96%)
> helped: 2001
> HURT: 67
> GAINED: 4
> LOST: 7
>
> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
> ---
> src/mesa/drivers/dri/i965/brw_fs.cpp | 16 +++++-------
> src/mesa/drivers/dri/i965/brw_fs_nir.cpp | 45 ++++++++++++++++++++++++++------
> 2 files changed, 44 insertions(+), 17 deletions(-)
>
> diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp
> index a57f501..6969286 100644
> --- a/src/mesa/drivers/dri/i965/brw_fs.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_fs.cpp
> @@ -3954,15 +3954,13 @@ fs_visitor::run_fs()
> /* Generate FS IR for main(). (the visitor only descends into
> * functions called "main").
> */
> - if (shader) {
> - if (env_var_as_boolean("INTEL_USE_NIR", false)) {
> - emit_nir_code();
> - } else {
> - foreach_in_list(ir_instruction, ir, shader->base.ir) {
> - base_ir = ir;
> - this->result = reg_undef;
> - ir->accept(this);
> - }
> + if (env_var_as_boolean("INTEL_USE_NIR", false)) {
> + emit_nir_code();
> + } else if (shader) {
> + foreach_in_list(ir_instruction, ir, shader->base.ir) {
> + base_ir = ir;
> + this->result = reg_undef;
> + ir->accept(this);
> }
> } else {
> emit_fragment_program_code();
> diff --git a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
> index 63d5e3b..4c0fd97 100644
> --- a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
> @@ -24,6 +24,7 @@
> #include "glsl/ir.h"
> #include "glsl/ir_optimization.h"
> #include "glsl/nir/glsl_to_nir.h"
> +#include "program/prog_to_nir.h"
> #include "brw_fs.h"
> #include "brw_nir.h"
>
> @@ -86,9 +87,15 @@ fs_visitor::emit_nir_code()
> const nir_shader_compiler_options *options =
> ctx->Const.ShaderCompilerOptions[stage].NirOptions;
>
> - /* first, lower the GLSL IR shader to NIR */
> - lower_output_reads(shader->base.ir);
> - nir_shader *nir = glsl_to_nir(&shader->base, options);
> + nir_shader *nir;
> + /* First, lower the GLSL IR or Mesa IR to NIR */
> + if (shader_prog) {
> + lower_output_reads(shader->base.ir);
> + nir = glsl_to_nir(&shader->base, options);
> + } else {
> + nir = prog_to_nir(prog, options);
> + nir_convert_to_ssa(nir); /* turn registers into SSA */
> + }
> nir_validate_shader(nir);
>
> nir_lower_global_vars_to_local(nir);
> @@ -106,9 +113,18 @@ fs_visitor::emit_nir_code()
> /* Get rid of split copies */
> nir_optimize(nir);
>
> - nir_assign_var_locations_scalar_direct_first(nir, &nir->uniforms,
> - &num_direct_uniforms,
> - &nir->num_uniforms);
> + if (shader_prog) {
> + nir_assign_var_locations_scalar_direct_first(nir, &nir->uniforms,
> + &num_direct_uniforms,
> + &nir->num_uniforms);
> + } else {
> + /* ARB programs generally create a giant array of "uniform" data, and allow
> + * indirect addressing without any boundaries. In the absence of bounds
> + * analysis, it's all or nothing. num_direct_uniforms is only useful when
> + * we have some direct and some indirect access; it doesn't matter here.
> + */
> + num_direct_uniforms = 0;
> + }
> nir_assign_var_locations_scalar(&nir->inputs, &nir->num_inputs);
> nir_assign_var_locations_scalar(&nir->outputs, &nir->num_outputs);
>
> @@ -118,8 +134,10 @@ fs_visitor::emit_nir_code()
> nir_remove_dead_variables(nir);
> nir_validate_shader(nir);
>
> - nir_lower_samplers(nir, shader_prog, shader->base.Program);
> - nir_validate_shader(nir);
> + if (shader_prog) {
> + nir_lower_samplers(nir, shader_prog, shader->base.Program);
> + nir_validate_shader(nir);
> + }
>
> nir_lower_system_values(nir);
> nir_validate_shader(nir);
> @@ -320,6 +338,17 @@ fs_visitor::nir_setup_uniforms(nir_shader *shader)
> if (dispatch_width != 8)
> return;
>
> + if (!shader_prog) {
> + /* prog_to_nir doesn't create uniform variables; set it up directly. */
> + for (unsigned p = 0; p < prog->Parameters->NumParameters; p++) {
> + for (unsigned int i = 0; i < 4; i++) {
> + stage_prog_data->param[4 * p + i] =
> + &prog->Parameters->ParameterValues[p][i];
> + }
> + }
> + return;
> + }
> +
> foreach_list_typed(nir_variable, var, node, &shader->uniforms) {
> /* UBO's and atomics don't take up space in the uniform file */
How about if (shader_prog) do this ^^
else do ARB_fp version?
(Instead of the using the 'return')
-Jordan
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