i965/fs: Implement ARB_shader_ballot operations
[mesa.git] / src / intel / compiler / brw_compiler.c
1 /*
2 * Copyright © 2015-2016 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "brw_compiler.h"
25 #include "brw_shader.h"
26 #include "brw_eu.h"
27 #include "common/gen_debug.h"
28 #include "compiler/nir/nir.h"
29 #include "main/errors.h"
30 #include "util/debug.h"
31
32 #define COMMON_OPTIONS \
33 .lower_sub = true, \
34 .lower_fdiv = true, \
35 .lower_scmp = true, \
36 .lower_fmod32 = true, \
37 .lower_fmod64 = false, \
38 .lower_bitfield_extract = true, \
39 .lower_bitfield_insert = true, \
40 .lower_uadd_carry = true, \
41 .lower_usub_borrow = true, \
42 .lower_fdiv = true, \
43 .lower_flrp64 = true, \
44 .native_integers = true, \
45 .use_interpolated_input_intrinsics = true, \
46 .vertex_id_zero_based = true
47
48 static const struct nir_shader_compiler_options scalar_nir_options = {
49 COMMON_OPTIONS,
50 .lower_pack_half_2x16 = true,
51 .lower_pack_snorm_2x16 = true,
52 .lower_pack_snorm_4x8 = true,
53 .lower_pack_unorm_2x16 = true,
54 .lower_pack_unorm_4x8 = true,
55 .lower_unpack_half_2x16 = true,
56 .lower_unpack_snorm_2x16 = true,
57 .lower_unpack_snorm_4x8 = true,
58 .lower_unpack_unorm_2x16 = true,
59 .lower_unpack_unorm_4x8 = true,
60 .lower_subgroup_masks = true,
61 .max_unroll_iterations = 32,
62 };
63
64 static const struct nir_shader_compiler_options vector_nir_options = {
65 COMMON_OPTIONS,
66
67 /* In the vec4 backend, our dpN instruction replicates its result to all the
68 * components of a vec4. We would like NIR to give us replicated fdot
69 * instructions because it can optimize better for us.
70 */
71 .fdot_replicates = true,
72
73 /* Prior to Gen6, there are no three source operations for SIMD4x2. */
74 .lower_flrp32 = true,
75
76 .lower_pack_snorm_2x16 = true,
77 .lower_pack_unorm_2x16 = true,
78 .lower_unpack_snorm_2x16 = true,
79 .lower_unpack_unorm_2x16 = true,
80 .lower_extract_byte = true,
81 .lower_extract_word = true,
82 .lower_vote_trivial = true,
83 .max_unroll_iterations = 32,
84 };
85
86 static const struct nir_shader_compiler_options vector_nir_options_gen6 = {
87 COMMON_OPTIONS,
88
89 /* In the vec4 backend, our dpN instruction replicates its result to all the
90 * components of a vec4. We would like NIR to give us replicated fdot
91 * instructions because it can optimize better for us.
92 */
93 .fdot_replicates = true,
94
95 .lower_pack_snorm_2x16 = true,
96 .lower_pack_unorm_2x16 = true,
97 .lower_unpack_snorm_2x16 = true,
98 .lower_unpack_unorm_2x16 = true,
99 .lower_extract_byte = true,
100 .lower_extract_word = true,
101 .max_unroll_iterations = 32,
102 };
103
104 struct brw_compiler *
105 brw_compiler_create(void *mem_ctx, const struct gen_device_info *devinfo)
106 {
107 struct brw_compiler *compiler = rzalloc(mem_ctx, struct brw_compiler);
108
109 compiler->devinfo = devinfo;
110
111 brw_fs_alloc_reg_sets(compiler);
112 brw_vec4_alloc_reg_set(compiler);
113 brw_init_compaction_tables(devinfo);
114
115 compiler->precise_trig = env_var_as_boolean("INTEL_PRECISE_TRIG", false);
116
117 if (devinfo->gen >= 10) {
118 /* We don't support vec4 mode on Cannonlake. */
119 for (int i = MESA_SHADER_VERTEX; i < MESA_SHADER_STAGES; i++)
120 compiler->scalar_stage[i] = true;
121 } else {
122 compiler->scalar_stage[MESA_SHADER_VERTEX] =
123 devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_VS", true);
124 compiler->scalar_stage[MESA_SHADER_TESS_CTRL] =
125 devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_TCS", true);
126 compiler->scalar_stage[MESA_SHADER_TESS_EVAL] =
127 devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_TES", true);
128 compiler->scalar_stage[MESA_SHADER_GEOMETRY] =
129 devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_GS", true);
130 compiler->scalar_stage[MESA_SHADER_FRAGMENT] = true;
131 compiler->scalar_stage[MESA_SHADER_COMPUTE] = true;
132 }
133
134 /* We want the GLSL compiler to emit code that uses condition codes */
135 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
136 compiler->glsl_compiler_options[i].MaxUnrollIterations = 0;
137 compiler->glsl_compiler_options[i].MaxIfDepth =
138 devinfo->gen < 6 ? 16 : UINT_MAX;
139
140 compiler->glsl_compiler_options[i].EmitNoIndirectInput = true;
141 compiler->glsl_compiler_options[i].EmitNoIndirectUniform = false;
142
143 bool is_scalar = compiler->scalar_stage[i];
144
145 compiler->glsl_compiler_options[i].EmitNoIndirectOutput = is_scalar;
146 compiler->glsl_compiler_options[i].EmitNoIndirectTemp = is_scalar;
147 compiler->glsl_compiler_options[i].OptimizeForAOS = !is_scalar;
148
149 if (is_scalar) {
150 compiler->glsl_compiler_options[i].NirOptions = &scalar_nir_options;
151 } else {
152 compiler->glsl_compiler_options[i].NirOptions =
153 devinfo->gen < 6 ? &vector_nir_options : &vector_nir_options_gen6;
154 }
155
156 compiler->glsl_compiler_options[i].LowerBufferInterfaceBlocks = true;
157 compiler->glsl_compiler_options[i].ClampBlockIndicesToArrayBounds = true;
158 }
159
160 compiler->glsl_compiler_options[MESA_SHADER_TESS_CTRL].EmitNoIndirectInput = false;
161 compiler->glsl_compiler_options[MESA_SHADER_TESS_EVAL].EmitNoIndirectInput = false;
162 compiler->glsl_compiler_options[MESA_SHADER_TESS_CTRL].EmitNoIndirectOutput = false;
163
164 if (compiler->scalar_stage[MESA_SHADER_GEOMETRY])
165 compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].EmitNoIndirectInput = false;
166
167 return compiler;
168 }