[Mesa-dev] [PATCH 7/7] nir: add helper macros for running NIR passes
Jason Ekstrand
jason at jlekstrand.net
Wed Oct 28 09:09:27 PDT 2015
On Sat, Oct 24, 2015 at 10:08 AM, Rob Clark <robdclark at gmail.com> wrote:
> From: Rob Clark <robclark at 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 <robclark at 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
>
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