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Introducing the r600/NIR back-end

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Development
Graphics/Benchmarks

Even though the hardware served by the r600 driver is ageing, it is still in wide use, and high-end cards from that generation will still deliver good performance for mid-range gaming. When the drivers were originally implemented, TGSI was the dominating intermediate representation (IR) used by the shader compilers in Mesa. Several years back, NIR (new intermediate representation) was introduced, which has since been adopted by most drivers in Mesa. Among other things, NIR allows adding hardware specific opcodes that make it easy to transform the shader code to something that can easily be translated into hardware specific assembly. (To learn more about the features of NIR, take a look at Jason Ekstrand's excellent blog post.)

With that in mind, and the general sentiment that I should learn something about NIR, I got the idea to implement a NIR back-end for the r600 hardware while I was at XDC 2018. At that time, the driver created non-optimized assembly from the TGSI, which was then optimized by SB, an optimizer that was added in 2013 to the r600 driver. This optimizer has quite a few quirks; it does not work for compute or tessellation shaders, or shaders that use images or atomic operations. On top of that, it has some bugs that are difficult to fix because the code base is not well documented and difficult to understand.

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