summaryrefslogtreecommitdiffstats
path: root/src/mesa/drivers/dri/i965/brw_link.cpp
blob: ae4f63e33af104fc01a156e9f108d62934d02ec9 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
/*
 * 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]);
   }

   /* SPIR-V programs use a NIR linker */
   if (shProg->data->spirv) {
      if (!gl_nir_link_uniforms(ctx, shProg))
         return false;

      gl_nir_link_assign_atomic_counter_resources(ctx, shProg);
   }

   /* 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_samplers, shProg);
      NIR_PASS_V(prog->nir, gl_nir_lower_atomics, shProg, false);
      NIR_PASS_V(prog->nir, nir_lower_atomics_to_ssbo,
                 prog->nir->info.num_abos);

      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 false;

   /* SPIR-V programs build its resource list from linked NIR shaders. */
   if (!shProg->data->spirv)
      build_program_resource_list(ctx, shProg);
   else
      nir_build_program_resource_list(ctx, shProg);

   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 true;
}