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authorJason Ekstrand <[email protected]>2017-02-28 09:10:43 -0800
committerEmil Velikov <[email protected]>2017-03-13 11:16:34 +0000
commit700bebb958e93f4d472c383de62ced9db8e64bec (patch)
tree0075c098c56c338f38ba0db80b9dba3e7e268a17 /src/intel/compiler/brw_compiler.c
parentd0d4a5f43b4dd79bd7bfff7c7deaade10bfebf7c (diff)
i965: Move the back-end compiler to src/intel/compiler
Mostly a dummy git mv with a couple of noticable parts: - With the earlier header cleanups, nothing in src/intel depends files from src/mesa/drivers/dri/i965/ - Both Autoconf and Android builds are addressed. Thanks to Mauro and Tapani for the fixups in the latter - brw_util.[ch] is not really compiler specific, so it's moved to i965. v2: - move brw_eu_defines.h instead of brw_defines.h - remove no-longer applicable includes - add missing vulkan/ prefix in the Android build (thanks Tapani) v3: - don't list brw_defines.h in src/intel/Makefile.sources (Jason) - rebase on top of the oa patches [Emil Velikov: commit message, various small fixes througout] Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/intel/compiler/brw_compiler.c')
-rw-r--r--src/intel/compiler/brw_compiler.c160
1 files changed, 160 insertions, 0 deletions
diff --git a/src/intel/compiler/brw_compiler.c b/src/intel/compiler/brw_compiler.c
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+++ b/src/intel/compiler/brw_compiler.c
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+/*
+ * Copyright © 2015-2016 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#include "brw_compiler.h"
+#include "brw_shader.h"
+#include "brw_eu.h"
+#include "common/gen_debug.h"
+#include "compiler/nir/nir.h"
+#include "main/errors.h"
+#include "util/debug.h"
+
+#define COMMON_OPTIONS \
+ .lower_sub = true, \
+ .lower_fdiv = true, \
+ .lower_scmp = true, \
+ .lower_fmod32 = true, \
+ .lower_fmod64 = false, \
+ .lower_bitfield_extract = true, \
+ .lower_bitfield_insert = true, \
+ .lower_uadd_carry = true, \
+ .lower_usub_borrow = true, \
+ .lower_fdiv = true, \
+ .lower_flrp64 = true, \
+ .native_integers = true, \
+ .use_interpolated_input_intrinsics = true, \
+ .vertex_id_zero_based = true
+
+static const struct nir_shader_compiler_options scalar_nir_options = {
+ COMMON_OPTIONS,
+ .lower_pack_half_2x16 = true,
+ .lower_pack_snorm_2x16 = true,
+ .lower_pack_snorm_4x8 = true,
+ .lower_pack_unorm_2x16 = true,
+ .lower_pack_unorm_4x8 = true,
+ .lower_unpack_half_2x16 = true,
+ .lower_unpack_snorm_2x16 = true,
+ .lower_unpack_snorm_4x8 = true,
+ .lower_unpack_unorm_2x16 = true,
+ .lower_unpack_unorm_4x8 = true,
+ .max_unroll_iterations = 32,
+};
+
+static const struct nir_shader_compiler_options vector_nir_options = {
+ COMMON_OPTIONS,
+
+ /* In the vec4 backend, our dpN instruction replicates its result to all the
+ * components of a vec4. We would like NIR to give us replicated fdot
+ * instructions because it can optimize better for us.
+ */
+ .fdot_replicates = true,
+
+ /* Prior to Gen6, there are no three source operations for SIMD4x2. */
+ .lower_flrp32 = true,
+
+ .lower_pack_snorm_2x16 = true,
+ .lower_pack_unorm_2x16 = true,
+ .lower_unpack_snorm_2x16 = true,
+ .lower_unpack_unorm_2x16 = true,
+ .lower_extract_byte = true,
+ .lower_extract_word = true,
+ .max_unroll_iterations = 32,
+};
+
+static const struct nir_shader_compiler_options vector_nir_options_gen6 = {
+ COMMON_OPTIONS,
+
+ /* In the vec4 backend, our dpN instruction replicates its result to all the
+ * components of a vec4. We would like NIR to give us replicated fdot
+ * instructions because it can optimize better for us.
+ */
+ .fdot_replicates = true,
+
+ .lower_pack_snorm_2x16 = true,
+ .lower_pack_unorm_2x16 = true,
+ .lower_unpack_snorm_2x16 = true,
+ .lower_unpack_unorm_2x16 = true,
+ .lower_extract_byte = true,
+ .lower_extract_word = true,
+ .max_unroll_iterations = 32,
+};
+
+struct brw_compiler *
+brw_compiler_create(void *mem_ctx, const struct gen_device_info *devinfo)
+{
+ struct brw_compiler *compiler = rzalloc(mem_ctx, struct brw_compiler);
+
+ compiler->devinfo = devinfo;
+
+ brw_fs_alloc_reg_sets(compiler);
+ brw_vec4_alloc_reg_set(compiler);
+ brw_init_compaction_tables(devinfo);
+
+ compiler->precise_trig = env_var_as_boolean("INTEL_PRECISE_TRIG", false);
+
+ compiler->scalar_stage[MESA_SHADER_VERTEX] =
+ devinfo->gen >= 8 && !(INTEL_DEBUG & DEBUG_VEC4VS);
+ compiler->scalar_stage[MESA_SHADER_TESS_CTRL] =
+ devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_TCS", true);
+ compiler->scalar_stage[MESA_SHADER_TESS_EVAL] =
+ devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_TES", true);
+ compiler->scalar_stage[MESA_SHADER_GEOMETRY] =
+ devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_GS", true);
+ compiler->scalar_stage[MESA_SHADER_FRAGMENT] = true;
+ compiler->scalar_stage[MESA_SHADER_COMPUTE] = true;
+
+ /* We want the GLSL compiler to emit code that uses condition codes */
+ for (int i = 0; i < MESA_SHADER_STAGES; i++) {
+ compiler->glsl_compiler_options[i].MaxUnrollIterations = 0;
+ compiler->glsl_compiler_options[i].MaxIfDepth =
+ devinfo->gen < 6 ? 16 : UINT_MAX;
+
+ compiler->glsl_compiler_options[i].EmitNoIndirectInput = true;
+ compiler->glsl_compiler_options[i].EmitNoIndirectUniform = false;
+
+ bool is_scalar = compiler->scalar_stage[i];
+
+ compiler->glsl_compiler_options[i].EmitNoIndirectOutput = is_scalar;
+ compiler->glsl_compiler_options[i].EmitNoIndirectTemp = is_scalar;
+ compiler->glsl_compiler_options[i].OptimizeForAOS = !is_scalar;
+
+ if (is_scalar) {
+ compiler->glsl_compiler_options[i].NirOptions = &scalar_nir_options;
+ } else {
+ compiler->glsl_compiler_options[i].NirOptions =
+ devinfo->gen < 6 ? &vector_nir_options : &vector_nir_options_gen6;
+ }
+
+ compiler->glsl_compiler_options[i].LowerBufferInterfaceBlocks = true;
+ compiler->glsl_compiler_options[i].ClampBlockIndicesToArrayBounds = true;
+ }
+
+ compiler->glsl_compiler_options[MESA_SHADER_TESS_CTRL].EmitNoIndirectInput = false;
+ compiler->glsl_compiler_options[MESA_SHADER_TESS_EVAL].EmitNoIndirectInput = false;
+ compiler->glsl_compiler_options[MESA_SHADER_TESS_CTRL].EmitNoIndirectOutput = false;
+
+ if (compiler->scalar_stage[MESA_SHADER_GEOMETRY])
+ compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].EmitNoIndirectInput = false;
+
+ return compiler;
+}