mesa/src/glsl
Iago Toral Quiroga fd31628c49 glsl: Optimize min/max expression trees
Original patch by Petri Latvala <petri.latvala@intel.com>:

Add an optimization pass that drops min/max expression operands that
can be proven to not contribute to the final result. The algorithm is
similar to alpha-beta pruning on a minmax search, from the field of
AI.

This optimization pass can optimize min/max expressions where operands
are min/max expressions. Such code can appear in shaders by itself, or
as the result of clamp() or AMD_shader_trinary_minmax functions.

This optimization pass improves the generated code for piglit's
AMD_shader_trinary_minmax tests as follows:

total instructions in shared programs: 75 -> 67 (-10.67%)
instructions in affected programs:     60 -> 52 (-13.33%)
GAINED:                                0
LOST:                                  0

All tests (max3, min3, mid3) improved.

A full shader-db run:

total instructions in shared programs: 4293603 -> 4293575 (-0.00%)
instructions in affected programs:     1188 -> 1160 (-2.36%)
GAINED:                                0
LOST:                                  0

Improvements happen in Guacamelee and Serious Sam 3. One shader from
Dungeon Defenders is hurt by shader-db metrics (26 -> 28), because of
dropping of a (constant float (0.00000)) operand, which was
compiled to a saturate modifier.

Version 2 by Iago Toral Quiroga <itoral@igalia.com>:

Changes from review feedback:
- Squashed various cosmetic changes sent by Matt Turner.
- Make less_all_components return an enum rather than setting a class member.
  (Suggested by Mat Turner). Also, renamed it to compare_components.
- Make less_all_components, smaller_constant and larger_constant static.
  (Suggested by Mat Turner)
- Change mixmax_range to call its limits "low" and "high" instead of
  "range[0]" and "range[1]". (Suggested by Connor Abbot).
- Use ir_builder swizzle helpers in swizzle_if_required(). (Suggested by
  Connor Abbot).
- Make the logic more clearer by rearrenging the code and commenting.
  (Suggested by Connor Abbot).
- Added comment to explain why we need to recurse twice. (Suggested by
  Connor Abbot).
- If we cannot prune an expression, do not return early. Instead, attempt
  to prune its children. (Suggested by Connor Abbot).

Other changes:
- Instead of having a global "valid" visitor member, let the various functions
  that can determine this status return a boolean and check for its value
  to decide what to do in each case. This is more flexible and allows to
  recurse into children of parents that could not be prunned due to invalid
  ranges (so related to the last bullet in the review feedback).
- Make sure we always check if a range is valid before working with it. Since
  any use of get_range, combine_range or range_intersection can invalidate
  a range we should check for this situation every time we use any of these
  functions.

Version 3 by Iago Toral Quiroga <itoral@igalia.com>:

Changes from review feedback:
- Now we can make get_range, combine_range and range_intersection static too
  (suggested by Connor Abbot).
- Do not return NULL when looking for the larger or greater constant into
  mixed vector constants. Instead, produce a new constant by doing a
  component-wise minmax. With this we can also remove of the validations when
  we call into these functions (suggested by Connor Abbot).
- Add a comment explaining the meaning of the baserange argument in
  prune_expression (suggested by Connor Abbot).

Other changes:
- Eliminate minmax expressions operating on constant vectors with mixed values
  by resolving them.

No piglit regressions observed with Version 3.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76861

Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
2014-10-07 12:37:51 +02:00
..
glcpp glcpp: Don't use alternation in the lookahead for empty pragmas. 2014-08-22 15:14:59 -07:00
tests glsl: Use UniformBooleanTrue value for uniform initializers. 2014-08-18 18:35:48 -07:00
.gitignore glsl/glcpp: Integrate recent glcpp-test-cr-lf test into "make check" 2014-08-07 16:08:29 -07:00
Android.gen.mk
Android.mk util: Include in Android builds 2014-10-03 01:25:28 +01:00
ast.h glsl: Add parsing support for multi-stream output in geometry shaders. 2014-06-30 08:08:49 +02:00
ast_array_index.cpp glsl: Make ir_variable::max_ifc_array_access private 2014-09-30 13:34:42 -07:00
ast_expr.cpp
ast_function.cpp glsl: Don't make a name for the function return variable 2014-09-30 13:34:43 -07:00
ast_to_hir.cpp glsl: Never put ir_var_temporary variables in the symbol table 2014-09-30 13:34:42 -07:00
ast_type.cpp glsl: Fix merging of layout(invocations) with other qualifiers 2014-07-05 09:42:17 +12:00
builtin_functions.cpp glsl: Fix memory leak in builtin_builder::_image_prototype. 2014-10-02 15:39:05 +02:00
builtin_type_macros.h
builtin_types.cpp glsl: Track matrix layout of structure fields using two bits 2014-08-04 14:40:07 -07:00
builtin_variables.cpp glsl: Make ir_variable::num_state_slots and ir_variable::state_slots private 2014-09-30 13:34:42 -07:00
glsl_lexer.ll glsl: Fix memory leak in glsl_lexer.ll 2014-09-23 10:25:02 +03:00
glsl_parser.yy glsl: Add strings.h on non-MSC platforms 2014-08-27 20:20:58 -04:00
glsl_parser_extras.cpp glsl: Optimize min/max expression trees 2014-10-07 12:37:51 +02:00
glsl_parser_extras.h glsl: add ARB_derivative control support 2014-08-14 20:25:32 -04:00
glsl_symbol_table.cpp glsl: Never put ir_var_temporary variables in the symbol table 2014-09-30 13:34:42 -07:00
glsl_symbol_table.h glsl: make consistent use of DECLARE_RALLOC_CXX_OPERATORS 2014-10-02 00:59:35 -04:00
glsl_types.cpp glsl: Round struct size up to at least 16 bytes 2014-09-26 07:59:50 -07:00
glsl_types.h glsl: Structures must have same name to be considered same type. 2014-09-26 08:29:10 +03:00
hir_field_selection.cpp glsl: Remove unused include from hir_field_selection.cpp 2014-06-10 13:05:51 -07:00
ir.cpp glsl: Don't allocate a name for ir_var_temporary variables 2014-09-30 13:34:43 -07:00
ir.h glsl: Don't allocate a name for ir_var_temporary variables 2014-09-30 13:34:43 -07:00
ir_basic_block.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
ir_basic_block.h
ir_builder.cpp glsl: Implement saturate as ir_unop_saturate 2014-08-31 21:04:08 +03:00
ir_builder.h glsl: add new expression types for interpolateAt* 2014-07-12 11:20:00 +12:00
ir_clone.cpp glsl: Squish ir_variable::max_ifc_array_access and ::state_slots together 2014-09-30 13:34:42 -07:00
ir_constant_expression.cpp glsl: Add constant evaluation of ir_unop_saturate 2014-08-31 21:04:08 +03:00
ir_equals.cpp
ir_expression_flattening.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
ir_expression_flattening.h
ir_function.cpp glsl: Check realloc return value in ir_function::matching_signature() 2014-09-23 10:25:02 +03:00
ir_function_can_inline.cpp
ir_function_detect_recursion.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
ir_function_inlining.h
ir_hierarchical_visitor.cpp glsl: Add callback_leave to ir_hierarchical_visitor. 2014-07-15 10:12:29 -07:00
ir_hierarchical_visitor.h glsl: Add callback_leave to ir_hierarchical_visitor. 2014-07-15 10:12:29 -07:00
ir_hv_accept.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
ir_import_prototypes.cpp
ir_optimization.h glsl: Optimize min/max expression trees 2014-10-07 12:37:51 +02:00
ir_print_visitor.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
ir_print_visitor.h
ir_reader.cpp glsl: Make it possible to ignore built-ins when matching signatures. 2014-08-04 15:47:06 -07:00
ir_reader.h
ir_rvalue_visitor.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
ir_rvalue_visitor.h glsl: Modify ir_end_primitive to have a stream. 2014-06-30 08:08:50 +02:00
ir_set_program_inouts.cpp glsl: Mark program as using dFdy if coarse/fine variant is used 2014-08-15 18:03:53 +12:00
ir_uniform.h glsl/linker: initialize explicit uniform locations 2014-06-16 06:49:59 +03:00
ir_validate.cpp glsl: Add the possibility for ir_variable to have a non-ralloced name 2014-09-30 13:34:42 -07:00
ir_variable_refcount.cpp util: Move the open-addressing linear-probing hash_table to src/util. 2014-08-04 11:07:05 -07:00
ir_variable_refcount.h
ir_visitor.h
link_atomics.cpp glsl: Eliminate ir_variable::data.atomic.buffer_index 2014-08-29 23:27:59 -07:00
link_functions.cpp glsl: Make ir_variable::max_ifc_array_access private 2014-09-30 13:34:42 -07:00
link_interface_blocks.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
link_uniform_block_active_visitor.cpp glsl: Do not eliminate 'shared' or 'std140' blocks or block members 2014-08-04 14:40:06 -07:00
link_uniform_block_active_visitor.h glsl: Do not eliminate 'shared' or 'std140' blocks or block members 2014-08-04 14:40:06 -07:00
link_uniform_blocks.cpp glsl: Track matrix layout of variables using two bits 2014-08-04 14:40:07 -07:00
link_uniform_initializers.cpp glsl: Use the without_array predicate in some more places 2014-08-19 17:44:06 -07:00
link_uniforms.cpp glsl: remove unused link_assign_uniform_block_offsets 2014-09-26 08:29:10 +03:00
link_varyings.cpp glsl: do not emit error for non written varyings on OpenGL ES 2014-10-07 08:28:51 +03:00
link_varyings.h glsl: Add methods to retrive a varying's name and streamId. 2014-06-30 08:08:49 +02:00
linker.cpp glsl: Never put ir_var_temporary variables in the symbol table 2014-09-30 13:34:42 -07:00
linker.h glsl: remove unused link_assign_uniform_block_offsets 2014-09-26 08:29:10 +03:00
list.h util: Move ralloc to a new src/util directory. 2014-08-04 11:06:58 -07:00
loop_analysis.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
loop_analysis.h glsl: make consistent use of DECLARE_RALLOC_CXX_OPERATORS 2014-10-02 00:59:35 -04:00
loop_controls.cpp glsl: support unsigned increment in ir_loop controls 2014-08-07 07:31:49 +03:00
loop_unroll.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
lower_clip_distance.cpp
lower_discard.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
lower_discard_flow.cpp
lower_if_to_cond_assign.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
lower_instructions.cpp glsl: Add a pass to lower ir_unop_saturate to clamp(x, 0, 1) 2014-08-31 21:04:08 +03:00
lower_jumps.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
lower_mat_op_to_vec.cpp
lower_named_interface_blocks.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
lower_noise.cpp
lower_offset_array.cpp glsl: Use ir_var_temporary for compiler generated temporaries 2014-09-30 13:34:43 -07:00
lower_output_reads.cpp glsl: Modify ir_emit_vertex to have a stream. 2014-06-30 08:08:50 +02:00
lower_packed_varyings.cpp glsl: Never put ir_var_temporary variables in the symbol table 2014-09-30 13:34:42 -07:00
lower_packing_builtins.cpp
lower_texture_projection.cpp glsl: Use ir_var_temporary for compiler generated temporaries 2014-09-30 13:34:43 -07:00
lower_ubo_reference.cpp glsl: Strip arrayness from ir_type_dereference_variable too 2014-09-26 07:59:53 -07:00
lower_variable_index_to_cond_assign.cpp glsl: fix assertion which fails for unsigned array indices. 2014-09-03 13:52:39 -06:00
lower_vec_index_to_cond_assign.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
lower_vec_index_to_swizzle.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
lower_vector.cpp
lower_vector_insert.cpp
lower_vertex_id.cpp glsl: Add a lowering pass for gl_VertexID 2014-09-10 11:05:08 -07:00
main.cpp glsl: Add context-level controls for whether temporaries have real names 2014-09-30 13:34:42 -07:00
Makefile.am glsl/glcpp: Integrate recent glcpp-test-cr-lf test into "make check" 2014-08-07 16:08:29 -07:00
Makefile.sources glsl: Optimize min/max expression trees 2014-10-07 12:37:51 +02:00
opt_algebraic.cpp glsl: Recognize open-coded pow(x, y). 2014-09-27 12:18:37 -07:00
opt_array_splitting.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
opt_constant_folding.cpp glsl: Speed up constant folding for swizzles. 2014-09-12 16:35:39 -07:00
opt_constant_propagation.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
opt_constant_variable.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
opt_copy_propagation.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
opt_copy_propagation_elements.cpp glsl: Report progress from opt_copy_propagation_elements(). 2014-09-03 17:26:06 -07:00
opt_cse.cpp glsl: Use ir_var_temporary for compiler generated temporaries 2014-09-30 13:34:43 -07:00
opt_dead_builtin_variables.cpp glsl: Eliminate unused built-in variables after compilation 2014-09-30 13:34:41 -07:00
opt_dead_builtin_varyings.cpp glsl: Remove 'struct' from ir_variable declaration. 2014-06-17 10:18:06 -07:00
opt_dead_code.cpp glsl: Do not eliminate 'shared' or 'std140' blocks or block members 2014-08-04 14:40:06 -07:00
opt_dead_code_local.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
opt_dead_functions.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
opt_flatten_nested_if_blocks.cpp
opt_flip_matrices.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
opt_function_inlining.cpp exec_list: Make various places use the new length() method. 2014-07-15 11:16:16 -07:00
opt_if_simplification.cpp
opt_minmax.cpp glsl: Optimize min/max expression trees 2014-10-07 12:37:51 +02:00
opt_noop_swizzle.cpp
opt_rebalance_tree.cpp glsl: Make the tree rebalancer use vector_elements, not components(). 2014-07-16 15:43:13 -07:00
opt_redundant_jumps.cpp
opt_structure_splitting.cpp glsl: Use typed foreach_in_list_safe instead of foreach_list_safe. 2014-07-01 08:55:51 -07:00
opt_swizzle_swizzle.cpp
opt_tree_grafting.cpp
opt_vectorize.cpp glsl: Fixed vectorize pass vs. texture lookups. 2014-08-14 09:40:33 -07:00
program.h
README
s_expression.cpp glsl: Use typed foreach_in_list instead of foreach_list. 2014-07-01 08:55:51 -07:00
s_expression.h
SConscript util: Move the open-addressing linear-probing hash_table to src/util. 2014-08-04 11:07:05 -07:00
standalone_scaffolding.cpp mesa: move ShaderCompilerOptions into gl_constants 2014-08-11 21:53:57 +02:00
standalone_scaffolding.h
strtod.c
strtod.h
test.cpp
test_optpass.cpp glsl: Don't allocate a name for ir_var_temporary variables 2014-09-30 13:34:43 -07:00
test_optpass.h
TODO

Welcome to Mesa's GLSL compiler.  A brief overview of how things flow:

1) lex and yacc-based preprocessor takes the incoming shader string
and produces a new string containing the preprocessed shader.  This
takes care of things like #if, #ifdef, #define, and preprocessor macro
invocations.  Note that #version, #extension, and some others are
passed straight through.  See glcpp/*

2) lex and yacc-based parser takes the preprocessed string and
generates the AST (abstract syntax tree).  Almost no checking is
performed in this stage.  See glsl_lexer.lpp and glsl_parser.ypp.

3) The AST is converted to "HIR".  This is the intermediate
representation of the compiler.  Constructors are generated, function
calls are resolved to particular function signatures, and all the
semantic checking is performed.  See ast_*.cpp for the conversion, and
ir.h for the IR structures.

4) The driver (Mesa, or main.cpp for the standalone binary) performs
optimizations.  These include copy propagation, dead code elimination,
constant folding, and others.  Generally the driver will call
optimizations in a loop, as each may open up opportunities for other
optimizations to do additional work.  See most files called ir_*.cpp

5) linking is performed.  This does checking to ensure that the
outputs of the vertex shader match the inputs of the fragment shader,
and assigns locations to uniforms, attributes, and varyings.  See
linker.cpp.

6) The driver may perform additional optimization at this point, as
for example dead code elimination previously couldn't remove functions
or global variable usage when we didn't know what other code would be
linked in.

7) The driver performs code generation out of the IR, taking a linked
shader program and producing a compiled program for each stage.  See
ir_to_mesa.cpp for Mesa IR code generation.

FAQ:

Q: What is HIR versus IR versus LIR?

A: The idea behind the naming was that ast_to_hir would produce a
high-level IR ("HIR"), with things like matrix operations, structure
assignments, etc., present.  A series of lowering passes would occur
that do things like break matrix multiplication into a series of dot
products/MADs, make structure assignment be a series of assignment of
components, flatten if statements into conditional moves, and such,
producing a low level IR ("LIR").

However, it now appears that each driver will have different
requirements from a LIR.  A 915-generation chipset wants all functions
inlined, all loops unrolled, all ifs flattened, no variable array
accesses, and matrix multiplication broken down.  The Mesa IR backend
for swrast would like matrices and structure assignment broken down,
but it can support function calls and dynamic branching.  A 965 vertex
shader IR backend could potentially even handle some matrix operations
without breaking them down, but the 965 fragment shader IR backend
would want to break to have (almost) all operations down channel-wise
and perform optimization on that.  As a result, there's no single
low-level IR that will make everyone happy.  So that usage has fallen
out of favor, and each driver will perform a series of lowering passes
to take the HIR down to whatever restrictions it wants to impose
before doing codegen.

Q: How is the IR structured?

A: The best way to get started seeing it would be to run the
standalone compiler against a shader:

./glsl_compiler --dump-lir \
	~/src/piglit/tests/shaders/glsl-orangebook-ch06-bump.frag

So for example one of the ir_instructions in main() contains:

(assign (constant bool (1)) (var_ref litColor)  (expression vec3 * (var_ref Surf
aceColor) (var_ref __retval) ) )

Or more visually:
                     (assign)
                 /       |        \
        (var_ref)  (expression *)  (constant bool 1)
         /          /           \
(litColor)      (var_ref)    (var_ref)
                  /                  \
           (SurfaceColor)          (__retval)

which came from:

litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0);

(the max call is not represented in this expression tree, as it was a
function call that got inlined but not brought into this expression
tree)

Each of those nodes is a subclass of ir_instruction.  A particular
ir_instruction instance may only appear once in the whole IR tree with
the exception of ir_variables, which appear once as variable
declarations:

(declare () vec3 normDelta)

and multiple times as the targets of variable dereferences:
...
(assign (constant bool (1)) (var_ref __retval) (expression float dot
 (var_ref normDelta) (var_ref LightDir) ) )
...
(assign (constant bool (1)) (var_ref __retval) (expression vec3 -
 (var_ref LightDir) (expression vec3 * (constant float (2.000000))
 (expression vec3 * (expression float dot (var_ref normDelta) (var_ref
 LightDir) ) (var_ref normDelta) ) ) ) )
...

Each node has a type.  Expressions may involve several different types:
(declare (uniform ) mat4 gl_ModelViewMatrix)
((assign (constant bool (1)) (var_ref constructor_tmp) (expression
 vec4 * (var_ref gl_ModelViewMatrix) (var_ref gl_Vertex) ) )

An expression tree can be arbitrarily deep, and the compiler tries to
keep them structured like that so that things like algebraic
optimizations ((color * 1.0 == color) and ((mat1 * mat2) * vec == mat1
* (mat2 * vec))) or recognizing operation patterns for code generation
(vec1 * vec2 + vec3 == mad(vec1, vec2, vec3)) are easier.  This comes
at the expense of additional trickery in implementing some
optimizations like CSE where one must navigate an expression tree.

Q: Why no SSA representation?

A: Converting an IR tree to SSA form makes dead code elmimination,
common subexpression elimination, and many other optimizations much
easier.  However, in our primarily vector-based language, there's some
major questions as to how it would work.  Do we do SSA on the scalar
or vector level?  If we do it at the vector level, we're going to end
up with many different versions of the variable when encountering code
like:

(assign (constant bool (1)) (swiz x (var_ref __retval) ) (var_ref a) ) 
(assign (constant bool (1)) (swiz y (var_ref __retval) ) (var_ref b) ) 
(assign (constant bool (1)) (swiz z (var_ref __retval) ) (var_ref c) ) 

If every masked update of a component relies on the previous value of
the variable, then we're probably going to be quite limited in our
dead code elimination wins, and recognizing common expressions may
just not happen.  On the other hand, if we operate channel-wise, then
we'll be prone to optimizing the operation on one of the channels at
the expense of making its instruction flow different from the other
channels, and a vector-based GPU would end up with worse code than if
we didn't optimize operations on that channel!

Once again, it appears that our optimization requirements are driven
significantly by the target architecture.  For now, targeting the Mesa
IR backend, SSA does not appear to be that important to producing
excellent code, but we do expect to do some SSA-based optimizations
for the 965 fragment shader backend when that is developed.

Q: How should I expand instructions that take multiple backend instructions?

Sometimes you'll have to do the expansion in your code generation --
see, for example, ir_to_mesa.cpp's handling of ir_unop_sqrt.  However,
in many cases you'll want to do a pass over the IR to convert
non-native instructions to a series of native instructions.  For
example, for the Mesa backend we have ir_div_to_mul_rcp.cpp because
Mesa IR (and many hardware backends) only have a reciprocal
instruction, not a divide.  Implementing non-native instructions this
way gives the chance for constant folding to occur, so (a / 2.0)
becomes (a * 0.5) after codegen instead of (a * (1.0 / 2.0))

Q: How shoud I handle my special hardware instructions with respect to IR?

Our current theory is that if multiple targets have an instruction for
some operation, then we should probably be able to represent that in
the IR.  Generally this is in the form of an ir_{bin,un}op expression
type.  For example, we initially implemented fract() using (a -
floor(a)), but both 945 and 965 have instructions to give that result,
and it would also simplify the implementation of mod(), so
ir_unop_fract was added.  The following areas need updating to add a
new expression type:

ir.h (new enum)
ir.cpp:operator_strs (used for ir_reader)
ir_constant_expression.cpp (you probably want to be able to constant fold)
ir_validate.cpp (check users have the right types)

You may also need to update the backends if they will see the new expr type:

../mesa/shaders/ir_to_mesa.cpp

You can then use the new expression from builtins (if all backends
would rather see it), or scan the IR and convert to use your new
expression type (see ir_mod_to_fract, for example).

Q: How is memory management handled in the compiler?

The hierarchical memory allocator "talloc" developed for the Samba
project is used, so that things like optimization passes don't have to
worry about their garbage collection so much.  It has a few nice
features, including low performance overhead and good debugging
support that's trivially available.

Generally, each stage of the compile creates a talloc context and
allocates its memory out of that or children of it.  At the end of the
stage, the pieces still live are stolen to a new context and the old
one freed, or the whole context is kept for use by the next stage.

For IR transformations, a temporary context is used, then at the end
of all transformations, reparent_ir reparents all live nodes under the
shader's IR list, and the old context full of dead nodes is freed.
When developing a single IR transformation pass, this means that you
want to allocate instruction nodes out of the temporary context, so if
it becomes dead it doesn't live on as the child of a live node.  At
the moment, optimization passes aren't passed that temporary context,
so they find it by calling talloc_parent() on a nearby IR node.  The
talloc_parent() call is expensive, so many passes will cache the
result of the first talloc_parent().  Cleaning up all the optimization
passes to take a context argument and not call talloc_parent() is left
as an exercise.

Q: What is the file naming convention in this directory?

Initially, there really wasn't one.  We have since adopted one:

 - Files that implement code lowering passes should be named lower_*
   (e.g., lower_noise.cpp).
 - Files that implement optimization passes should be named opt_*.
 - Files that implement a class that is used throught the code should
   take the name of that class (e.g., ir_hierarchical_visitor.cpp).
 - Files that contain code not fitting in one of the previous
   categories should have a sensible name (e.g., glsl_parser.ypp).