/* * Copyright © 2015 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_context.h" #include "brw_shader.h" #include "brw_fs.h" #include "brw_nir.h" #include "brw_program.h" #include "compiler/glsl/ir.h" #include "compiler/glsl/ir_optimization.h" #include "compiler/glsl/program.h" #include "program/program.h" #include "main/shaderapi.h" #include "main/shaderobj.h" #include "main/uniforms.h" /** * Performs a compile of the shader stages even when we don't know * what non-orthogonal state will be set, in the hope that it reflects * the eventual NOS used, and thus allows us to produce link failures. */ static bool brw_shader_precompile(struct gl_context *ctx, struct gl_shader_program *sh_prog) { struct gl_shader *vs = sh_prog->_LinkedShaders[MESA_SHADER_VERTEX]; struct gl_shader *tcs = sh_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL]; struct gl_shader *tes = sh_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL]; struct gl_shader *gs = sh_prog->_LinkedShaders[MESA_SHADER_GEOMETRY]; struct gl_shader *fs = sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT]; struct gl_shader *cs = sh_prog->_LinkedShaders[MESA_SHADER_COMPUTE]; if (fs && !brw_fs_precompile(ctx, sh_prog, fs->Program)) return false; if (gs && !brw_gs_precompile(ctx, sh_prog, gs->Program)) return false; if (tes && !brw_tes_precompile(ctx, sh_prog, tes->Program)) return false; if (tcs && !brw_tcs_precompile(ctx, sh_prog, tcs->Program)) return false; if (vs && !brw_vs_precompile(ctx, sh_prog, vs->Program)) return false; if (cs && !brw_cs_precompile(ctx, sh_prog, cs->Program)) return false; return true; } static void brw_lower_packing_builtins(struct brw_context *brw, gl_shader_stage shader_type, exec_list *ir) { /* Gens < 7 don't have instructions to convert to or from half-precision, * and Gens < 6 don't expose that functionality. */ if (brw->gen != 6) return; lower_packing_builtins(ir, LOWER_PACK_HALF_2x16 | LOWER_UNPACK_HALF_2x16); } static void process_glsl_ir(gl_shader_stage stage, struct brw_context *brw, struct gl_shader_program *shader_prog, struct gl_shader *shader) { struct gl_context *ctx = &brw->ctx; const struct brw_compiler *compiler = brw->intelScreen->compiler; const struct gl_shader_compiler_options *options = &ctx->Const.ShaderCompilerOptions[shader->Stage]; /* Temporary memory context for any new IR. */ void *mem_ctx = ralloc_context(NULL); ralloc_adopt(mem_ctx, shader->ir); /* lower_packing_builtins() inserts arithmetic instructions, so it * must precede lower_instructions(). */ brw_lower_packing_builtins(brw, shader->Stage, shader->ir); do_mat_op_to_vec(shader->ir); lower_instructions(shader->ir, DIV_TO_MUL_RCP | SUB_TO_ADD_NEG | EXP_TO_EXP2 | LOG_TO_LOG2 | DFREXP_DLDEXP_TO_ARITH | CARRY_TO_ARITH | BORROW_TO_ARITH); /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this, * if-statements need to be flattened. */ if (brw->gen < 6) lower_if_to_cond_assign(shader->ir, 16); do_lower_texture_projection(shader->ir); brw_lower_texture_gradients(brw, shader->ir); do_vec_index_to_cond_assign(shader->ir); lower_vector_insert(shader->ir, true); lower_offset_arrays(shader->ir); brw_do_lower_unnormalized_offset(shader->ir); lower_noise(shader->ir); lower_quadop_vector(shader->ir, false); do_copy_propagation(shader->ir); bool lowered_variable_indexing = lower_variable_index_to_cond_assign((gl_shader_stage)stage, shader->ir, options->EmitNoIndirectInput, options->EmitNoIndirectOutput, options->EmitNoIndirectTemp, options->EmitNoIndirectUniform); if (unlikely(brw->perf_debug && lowered_variable_indexing)) { perf_debug("Unsupported form of variable indexing in %s; falling " "back to very inefficient code generation\n", _mesa_shader_stage_to_abbrev(shader->Stage)); } bool progress; do { progress = false; if (compiler->scalar_stage[shader->Stage]) { if (shader->Stage == MESA_SHADER_VERTEX || shader->Stage == MESA_SHADER_FRAGMENT) brw_do_channel_expressions(shader->ir); brw_do_vector_splitting(shader->ir); } progress = do_lower_jumps(shader->ir, true, true, true, /* main return */ false, /* continue */ false /* loops */ ) || progress; progress = do_common_optimization(shader->ir, true, true, options, ctx->Const.NativeIntegers) || progress; } while (progress); validate_ir_tree(shader->ir); /* Now that we've finished altering the linked IR, reparent any live IR back * to the permanent memory context, and free the temporary one (discarding any * junk we optimized away). */ reparent_ir(shader->ir, shader->ir); ralloc_free(mem_ctx); if (ctx->_Shader->Flags & GLSL_DUMP) { fprintf(stderr, "\n"); fprintf(stderr, "GLSL IR for linked %s program %d:\n", _mesa_shader_stage_to_string(shader->Stage), shader_prog->Name); _mesa_print_ir(stderr, shader->ir, NULL); fprintf(stderr, "\n"); } } extern "C" struct gl_shader * brw_new_shader(struct gl_context *ctx, GLuint name, gl_shader_stage stage) { struct brw_shader *shader; shader = rzalloc(NULL, struct brw_shader); if (shader) { shader->base.Stage = stage; shader->base.Name = name; _mesa_init_shader(ctx, &shader->base); } return &shader->base; } extern "C" GLboolean brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) { struct brw_context *brw = brw_context(ctx); const struct brw_compiler *compiler = brw->intelScreen->compiler; unsigned int stage; for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) { struct gl_shader *shader = shProg->_LinkedShaders[stage]; if (!shader) continue; struct gl_program *prog = ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage), shader->Name); if (!prog) return false; prog->Parameters = _mesa_new_parameter_list(); _mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog); process_glsl_ir((gl_shader_stage) stage, brw, shProg, shader); /* Make a pass over the IR to add state references for any built-in * uniforms that are used. This has to be done now (during linking). * Code generation doesn't happen until the first time this shader is * used for rendering. Waiting until then to generate the parameters is * too late. At that point, the values for the built-in uniforms won't * get sent to the shader. */ foreach_in_list(ir_instruction, node, shader->ir) { ir_variable *var = node->as_variable(); if ((var == NULL) || (var->data.mode != ir_var_uniform) || (strncmp(var->name, "gl_", 3) != 0)) continue; const ir_state_slot *const slots = var->get_state_slots(); assert(slots != NULL); for (unsigned int i = 0; i < var->get_num_state_slots(); i++) { _mesa_add_state_reference(prog->Parameters, (gl_state_index *) slots[i].tokens); } } do_set_program_inouts(shader->ir, prog, shader->Stage); prog->SamplersUsed = shader->active_samplers; prog->ShadowSamplers = shader->shadow_samplers; _mesa_update_shader_textures_used(shProg, prog); _mesa_reference_program(ctx, &shader->Program, prog); brw_add_texrect_params(prog); prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage, compiler->scalar_stage[stage]); _mesa_reference_program(ctx, &prog, NULL); } if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) { for (unsigned i = 0; i < shProg->NumShaders; i++) { const struct gl_shader *sh = shProg->Shaders[i]; if (!sh) continue; fprintf(stderr, "GLSL %s shader %d source for linked program %d:\n", _mesa_shader_stage_to_string(sh->Stage), i, shProg->Name); fprintf(stderr, "%s", sh->Source); fprintf(stderr, "\n"); } } if (brw->precompile && !brw_shader_precompile(ctx, shProg)) return false; build_program_resource_list(ctx, shProg); return true; }