/* * Copyright © 2010 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. */ extern "C" { #include "main/macros.h" #include "brw_context.h" #include "brw_vs.h" } #include "brw_fs.h" #include "glsl/ir_optimization.h" #include "glsl/ir_print_visitor.h" struct gl_shader * brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type) { struct brw_shader *shader; shader = rzalloc(NULL, struct brw_shader); if (shader) { shader->base.Type = type; shader->base.Name = name; _mesa_init_shader(ctx, &shader->base); } return &shader->base; } struct gl_shader_program * brw_new_shader_program(struct gl_context *ctx, GLuint name) { struct brw_shader_program *prog; prog = rzalloc(NULL, struct brw_shader_program); if (prog) { prog->base.Name = name; _mesa_init_shader_program(ctx, &prog->base); } return &prog->base; } /** * 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. */ bool brw_shader_precompile(struct gl_context *ctx, struct gl_shader_program *prog) { struct brw_context *brw = brw_context(ctx); if (brw->precompile && !brw_fs_precompile(ctx, prog)) return false; if (!brw_vs_precompile(ctx, prog)) return false; return true; } GLboolean brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) { struct brw_context *brw = brw_context(ctx); struct intel_context *intel = &brw->intel; unsigned int stage; for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) { struct brw_shader *shader = (struct brw_shader *)shProg->_LinkedShaders[stage]; static const GLenum targets[] = { GL_VERTEX_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV }; if (!shader) continue; struct gl_program *prog = ctx->Driver.NewProgram(ctx, targets[stage], shader->base.Name); if (!prog) return NULL; prog->Parameters = _mesa_new_parameter_list(); _mesa_generate_parameters_list_for_uniforms(shProg, &shader->base, prog->Parameters); if (stage == 0) { struct gl_vertex_program *vp = (struct gl_vertex_program *) prog; vp->UsesClipDistance = shProg->Vert.UsesClipDistance; } void *mem_ctx = ralloc_context(NULL); bool progress; if (shader->ir) ralloc_free(shader->ir); shader->ir = new(shader) exec_list; clone_ir_list(mem_ctx, shader->ir, shader->base.ir); do_mat_op_to_vec(shader->ir); lower_instructions(shader->ir, MOD_TO_FRACT | DIV_TO_MUL_RCP | SUB_TO_ADD_NEG | EXP_TO_EXP2 | LOG_TO_LOG2); /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this, * if-statements need to be flattened. */ if (intel->gen < 6) lower_if_to_cond_assign(shader->ir, 16); do_lower_texture_projection(shader->ir); brw_lower_texture_gradients(shader->ir); do_vec_index_to_cond_assign(shader->ir); brw_do_cubemap_normalize(shader->ir); lower_noise(shader->ir); lower_quadop_vector(shader->ir, false); bool input = true; bool output = stage == MESA_SHADER_FRAGMENT; bool temp = stage == MESA_SHADER_FRAGMENT; bool uniform = stage == MESA_SHADER_FRAGMENT; lower_variable_index_to_cond_assign(shader->ir, input, output, temp, uniform); /* FINISHME: Do this before the variable index lowering. */ lower_ubo_reference(&shader->base, shader->ir); do { progress = false; if (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, 32) || progress; } while (progress); /* 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 informs won't * get sent to the shader. */ foreach_list(node, shader->ir) { ir_variable *var = ((ir_instruction *) node)->as_variable(); if ((var == NULL) || (var->mode != ir_var_uniform) || (strncmp(var->name, "gl_", 3) != 0)) continue; const ir_state_slot *const slots = var->state_slots; assert(var->state_slots != NULL); for (unsigned int i = 0; i < var->num_state_slots; i++) { _mesa_add_state_reference(prog->Parameters, (gl_state_index *) slots[i].tokens); } } validate_ir_tree(shader->ir); reparent_ir(shader->ir, shader->ir); ralloc_free(mem_ctx); do_set_program_inouts(shader->ir, prog, shader->base.Type == GL_FRAGMENT_SHADER); prog->SamplersUsed = shader->base.active_samplers; _mesa_update_shader_textures_used(shProg, prog); _mesa_reference_program(ctx, &shader->base.Program, prog); /* This has to be done last. Any operation that can cause * prog->ParameterValues to get reallocated (e.g., anything that adds a * program constant) has to happen before creating this linkage. */ _mesa_associate_uniform_storage(ctx, shProg, prog->Parameters); _mesa_reference_program(ctx, &prog, NULL); } if (!brw_shader_precompile(ctx, shProg)) return false; return true; } int brw_type_for_base_type(const struct glsl_type *type) { switch (type->base_type) { case GLSL_TYPE_FLOAT: return BRW_REGISTER_TYPE_F; case GLSL_TYPE_INT: case GLSL_TYPE_BOOL: return BRW_REGISTER_TYPE_D; case GLSL_TYPE_UINT: return BRW_REGISTER_TYPE_UD; case GLSL_TYPE_ARRAY: return brw_type_for_base_type(type->fields.array); case GLSL_TYPE_STRUCT: case GLSL_TYPE_SAMPLER: /* These should be overridden with the type of the member when * dereferenced into. BRW_REGISTER_TYPE_UD seems like a likely * way to trip up if we don't. */ return BRW_REGISTER_TYPE_UD; default: assert(!"not reached"); return BRW_REGISTER_TYPE_F; } } uint32_t brw_conditional_for_comparison(unsigned int op) { switch (op) { case ir_binop_less: return BRW_CONDITIONAL_L; case ir_binop_greater: return BRW_CONDITIONAL_G; case ir_binop_lequal: return BRW_CONDITIONAL_LE; case ir_binop_gequal: return BRW_CONDITIONAL_GE; case ir_binop_equal: case ir_binop_all_equal: /* same as equal for scalars */ return BRW_CONDITIONAL_Z; case ir_binop_nequal: case ir_binop_any_nequal: /* same as nequal for scalars */ return BRW_CONDITIONAL_NZ; default: assert(!"not reached: bad operation for comparison"); return BRW_CONDITIONAL_NZ; } } uint32_t brw_math_function(enum opcode op) { switch (op) { case SHADER_OPCODE_RCP: return BRW_MATH_FUNCTION_INV; case SHADER_OPCODE_RSQ: return BRW_MATH_FUNCTION_RSQ; case SHADER_OPCODE_SQRT: return BRW_MATH_FUNCTION_SQRT; case SHADER_OPCODE_EXP2: return BRW_MATH_FUNCTION_EXP; case SHADER_OPCODE_LOG2: return BRW_MATH_FUNCTION_LOG; case SHADER_OPCODE_POW: return BRW_MATH_FUNCTION_POW; case SHADER_OPCODE_SIN: return BRW_MATH_FUNCTION_SIN; case SHADER_OPCODE_COS: return BRW_MATH_FUNCTION_COS; case SHADER_OPCODE_INT_QUOTIENT: return BRW_MATH_FUNCTION_INT_DIV_QUOTIENT; case SHADER_OPCODE_INT_REMAINDER: return BRW_MATH_FUNCTION_INT_DIV_REMAINDER; default: assert(!"not reached: unknown math function"); return 0; } } uint32_t brw_texture_offset(ir_constant *offset) { assert(offset != NULL); signed char offsets[3]; for (unsigned i = 0; i < offset->type->vector_elements; i++) offsets[i] = (signed char) offset->value.i[i]; /* Combine all three offsets into a single unsigned dword: * * bits 11:8 - U Offset (X component) * bits 7:4 - V Offset (Y component) * bits 3:0 - R Offset (Z component) */ unsigned offset_bits = 0; for (unsigned i = 0; i < offset->type->vector_elements; i++) { const unsigned shift = 4 * (2 - i); offset_bits |= (offsets[i] << shift) & (0xF << shift); } return offset_bits; }