/* * 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 "compiler/brw_nir.h" #include "brw_program.h" #include "compiler/glsl/gl_nir.h" #include "compiler/glsl/gl_nir_linker.h" #include "compiler/glsl/ir.h" #include "compiler/glsl/ir_optimization.h" #include "compiler/glsl/program.h" #include "compiler/nir/nir_serialize.h" #include "program/program.h" #include "main/glspirv.h" #include "main/mtypes.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_linked_shader *vs = sh_prog->_LinkedShaders[MESA_SHADER_VERTEX]; struct gl_linked_shader *tcs = sh_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL]; struct gl_linked_shader *tes = sh_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL]; struct gl_linked_shader *gs = sh_prog->_LinkedShaders[MESA_SHADER_GEOMETRY]; struct gl_linked_shader *fs = sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT]; struct gl_linked_shader *cs = sh_prog->_LinkedShaders[MESA_SHADER_COMPUTE]; if (fs && !brw_fs_precompile(ctx, fs->Program)) return false; if (gs && !brw_gs_precompile(ctx, 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, vs->Program)) return false; if (cs && !brw_cs_precompile(ctx, cs->Program)) return false; return true; } static void brw_lower_packing_builtins(struct brw_context *brw, exec_list *ir) { const struct gen_device_info *devinfo = &brw->screen->devinfo; /* Gens < 7 don't have instructions to convert to or from half-precision, * and Gens < 6 don't expose that functionality. */ if (devinfo->gen != 6) return; lower_packing_builtins(ir, LOWER_PACK_HALF_2x16 | LOWER_UNPACK_HALF_2x16); } static void process_glsl_ir(struct brw_context *brw, struct gl_shader_program *shader_prog, struct gl_linked_shader *shader) { const struct gen_device_info *devinfo = &brw->screen->devinfo; struct gl_context *ctx = &brw->ctx; /* Temporary memory context for any new IR. */ void *mem_ctx = ralloc_context(NULL); ralloc_adopt(mem_ctx, shader->ir); lower_blend_equation_advanced( shader, ctx->Extensions.KHR_blend_equation_advanced_coherent); /* lower_packing_builtins() inserts arithmetic instructions, so it * must precede lower_instructions(). */ brw_lower_packing_builtins(brw, shader->ir); do_mat_op_to_vec(shader->ir); unsigned instructions_to_lower = (DIV_TO_MUL_RCP | SUB_TO_ADD_NEG | EXP_TO_EXP2 | LOG_TO_LOG2 | DFREXP_DLDEXP_TO_ARITH); if (devinfo->gen < 7) { instructions_to_lower |= BIT_COUNT_TO_MATH | EXTRACT_TO_SHIFTS | INSERT_TO_SHIFTS | REVERSE_TO_SHIFTS; } lower_instructions(shader->ir, instructions_to_lower); /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this, * if-statements need to be flattened. */ if (devinfo->gen < 6) lower_if_to_cond_assign(shader->Stage, shader->ir, 16); do_lower_texture_projection(shader->ir); do_vec_index_to_cond_assign(shader->ir); lower_vector_insert(shader->ir, true); lower_offset_arrays(shader->ir); lower_noise(shader->ir); lower_quadop_vector(shader->ir, false); 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"); if (shader->ir) { 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); } else { fprintf(stderr, "No GLSL IR for linked %s program %d (shader may be " "from cache)\n", _mesa_shader_stage_to_string(shader->Stage), shader_prog->Name); } fprintf(stderr, "\n"); } } static void unify_interfaces(struct shader_info **infos) { struct shader_info *prev_info = NULL; for (unsigned i = MESA_SHADER_VERTEX; i < MESA_SHADER_FRAGMENT; i++) { if (!infos[i]) continue; if (prev_info) { prev_info->outputs_written |= infos[i]->inputs_read & ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER); infos[i]->inputs_read |= prev_info->outputs_written & ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER); prev_info->patch_outputs_written |= infos[i]->patch_inputs_read; infos[i]->patch_inputs_read |= prev_info->patch_outputs_written; } prev_info = infos[i]; } } static void update_xfb_info(struct gl_transform_feedback_info *xfb_info, struct shader_info *info) { if (!xfb_info) return; for (unsigned i = 0; i < xfb_info->NumOutputs; i++) { struct gl_transform_feedback_output *output = &xfb_info->Outputs[i]; /* The VUE header contains three scalar fields packed together: * - gl_PointSize is stored in VARYING_SLOT_PSIZ.w * - gl_Layer is stored in VARYING_SLOT_PSIZ.y * - gl_ViewportIndex is stored in VARYING_SLOT_PSIZ.z */ switch (output->OutputRegister) { case VARYING_SLOT_LAYER: assert(output->NumComponents == 1); output->OutputRegister = VARYING_SLOT_PSIZ; output->ComponentOffset = 1; break; case VARYING_SLOT_VIEWPORT: assert(output->NumComponents == 1); output->OutputRegister = VARYING_SLOT_PSIZ; output->ComponentOffset = 2; break; case VARYING_SLOT_PSIZ: assert(output->NumComponents == 1); output->ComponentOffset = 3; break; } info->outputs_written |= 1ull << output->OutputRegister; } } 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->screen->compiler; unsigned int stage; struct shader_info *infos[MESA_SHADER_STAGES] = { 0, }; if (shProg->data->LinkStatus == LINKING_SKIPPED) return GL_TRUE; for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) { struct gl_linked_shader *shader = shProg->_LinkedShaders[stage]; if (!shader) continue; struct gl_program *prog = shader->Program; prog->Parameters = _mesa_new_parameter_list(); if (!shader->spirv_data) process_glsl_ir(brw, shProg, shader); _mesa_copy_linked_program_data(shProg, shader); prog->ShadowSamplers = shader->shadow_samplers; bool debug_enabled = (INTEL_DEBUG & intel_debug_flag_for_shader_stage(shader->Stage)); if (debug_enabled && shader->ir) { fprintf(stderr, "GLSL IR for native %s shader %d:\n", _mesa_shader_stage_to_string(shader->Stage), shProg->Name); _mesa_print_ir(stderr, shader->ir, NULL); fprintf(stderr, "\n\n"); } prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage, compiler->scalar_stage[stage]); } /* TODO: Verify if its feasible to split up the NIR linking work into a * per-stage part (that fill out information we need for the passes) and a * actual linking part, so that we could fold back brw_nir_lower_resources * back into brw_create_nir. */ /* SPIR-V programs use a NIR linker */ if (shProg->data->spirv) { static const gl_nir_linker_options opts = { .fill_parameters = false, }; if (!gl_nir_link_spirv(ctx, shProg, &opts)) return GL_FALSE; } for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) { struct gl_linked_shader *shader = shProg->_LinkedShaders[stage]; if (!shader) continue; struct gl_program *prog = shader->Program; brw_nir_lower_resources(prog->nir, shProg, prog, &brw->screen->devinfo); NIR_PASS_V(prog->nir, brw_nir_lower_gl_images, prog); } /* Determine first and last stage. */ unsigned first = MESA_SHADER_STAGES; unsigned last = 0; for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { if (!shProg->_LinkedShaders[i]) continue; if (first == MESA_SHADER_STAGES) first = i; last = i; } /* Linking the stages in the opposite order (from fragment to vertex) * ensures that inter-shader outputs written to in an earlier stage * are eliminated if they are (transitively) not used in a later * stage. * * TODO: Look into Shadow of Mordor regressions on HSW and enable this for * all platforms. See: https://bugs.freedesktop.org/show_bug.cgi?id=103537 */ if (first != last && brw->screen->devinfo.gen >= 8) { int next = last; for (int i = next - 1; i >= 0; i--) { if (shProg->_LinkedShaders[i] == NULL) continue; brw_nir_link_shaders(compiler, shProg->_LinkedShaders[i]->Program->nir, shProg->_LinkedShaders[next]->Program->nir); next = i; } } for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) { struct gl_linked_shader *shader = shProg->_LinkedShaders[stage]; if (!shader) continue; struct gl_program *prog = shader->Program; _mesa_update_shader_textures_used(shProg, prog); brw_shader_gather_info(prog->nir, prog); NIR_PASS_V(prog->nir, gl_nir_lower_atomics, shProg, false); NIR_PASS_V(prog->nir, nir_lower_atomics_to_ssbo); nir_sweep(prog->nir); infos[stage] = &prog->nir->info; update_xfb_info(prog->sh.LinkedTransformFeedback, infos[stage]); /* 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. */ nir_foreach_variable(var, &prog->nir->uniforms) { const nir_state_slot *const slots = var->state_slots; for (unsigned int i = 0; i < var->num_state_slots; i++) { assert(slots != NULL); _mesa_add_state_reference(prog->Parameters, slots[i].tokens); } } } /* The linker tries to dead code eliminate unused varying components, * and make sure interfaces match. But it isn't able to do so in all * cases. So, explicitly make the interfaces match by OR'ing together * the inputs_read/outputs_written bitfields of adjacent stages. */ if (!shProg->SeparateShader) unify_interfaces(infos); 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 GL_FALSE; /* SPIR-V programs build its resource list from linked NIR shaders. */ if (!shProg->data->spirv) build_program_resource_list(ctx, shProg, false); else nir_build_program_resource_list(ctx, shProg, true); for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) { struct gl_linked_shader *shader = shProg->_LinkedShaders[stage]; if (!shader) continue; /* The GLSL IR won't be needed anymore. */ ralloc_free(shader->ir); shader->ir = NULL; } return GL_TRUE; }