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/*
* 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_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, 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,
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(struct brw_context *brw,
struct gl_shader_program *shader_prog,
struct gl_linked_shader *shader)
{
struct gl_context *ctx = &brw->ctx;
const struct brw_compiler *compiler = brw->screen->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_blend_equation_advanced(shader);
/* 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 (brw->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 (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);
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(shader->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");
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");
}
}
extern "C" struct gl_linked_shader *
brw_new_shader(gl_shader_stage stage)
{
struct brw_shader *shader;
shader = rzalloc(NULL, struct brw_shader);
if (shader) {
shader->base.Stage = stage;
}
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->screen->compiler;
unsigned int stage;
for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
if (!shader)
continue;
struct gl_program *prog =
ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
0);
if (!prog)
return false;
_mesa_reference_program(ctx, &shader->Program, prog);
prog->Parameters = _mesa_new_parameter_list();
process_glsl_ir(brw, shProg, shader);
_mesa_copy_linked_program_data(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);
}
}
prog->SamplersUsed = shader->active_samplers;
prog->ShadowSamplers = shader->shadow_samplers;
_mesa_update_shader_textures_used(shProg, 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);
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;
}
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