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9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
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16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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24 #include "brw_compiler.h"
25 #include "brw_context.h"
26 #include "compiler/nir/nir.h"
27 #include "main/errors.h"
28 #include "util/debug.h"
30 #define COMMON_OPTIONS \
34 .lower_fmod32 = true, \
35 .lower_fmod64 = false, \
36 .lower_bitfield_extract = true, \
37 .lower_bitfield_insert = true, \
38 .lower_uadd_carry = true, \
39 .lower_usub_borrow = true, \
41 .lower_flrp64 = true, \
42 .native_integers = true, \
43 .use_interpolated_input_intrinsics = true, \
44 .vertex_id_zero_based = true
46 static const struct nir_shader_compiler_options scalar_nir_options
= {
48 .lower_pack_half_2x16
= true,
49 .lower_pack_snorm_2x16
= true,
50 .lower_pack_snorm_4x8
= true,
51 .lower_pack_unorm_2x16
= true,
52 .lower_pack_unorm_4x8
= true,
53 .lower_unpack_half_2x16
= true,
54 .lower_unpack_snorm_2x16
= true,
55 .lower_unpack_snorm_4x8
= true,
56 .lower_unpack_unorm_2x16
= true,
57 .lower_unpack_unorm_4x8
= true,
58 .max_unroll_iterations
= 32,
61 static const struct nir_shader_compiler_options vector_nir_options
= {
64 /* In the vec4 backend, our dpN instruction replicates its result to all the
65 * components of a vec4. We would like NIR to give us replicated fdot
66 * instructions because it can optimize better for us.
68 .fdot_replicates
= true,
70 /* Prior to Gen6, there are no three source operations for SIMD4x2. */
73 .lower_pack_snorm_2x16
= true,
74 .lower_pack_unorm_2x16
= true,
75 .lower_unpack_snorm_2x16
= true,
76 .lower_unpack_unorm_2x16
= true,
77 .lower_extract_byte
= true,
78 .lower_extract_word
= true,
79 .max_unroll_iterations
= 32,
82 static const struct nir_shader_compiler_options vector_nir_options_gen6
= {
85 /* In the vec4 backend, our dpN instruction replicates its result to all the
86 * components of a vec4. We would like NIR to give us replicated fdot
87 * instructions because it can optimize better for us.
89 .fdot_replicates
= true,
91 .lower_pack_snorm_2x16
= true,
92 .lower_pack_unorm_2x16
= true,
93 .lower_unpack_snorm_2x16
= true,
94 .lower_unpack_unorm_2x16
= true,
95 .lower_extract_byte
= true,
96 .lower_extract_word
= true,
97 .max_unroll_iterations
= 32,
100 struct brw_compiler
*
101 brw_compiler_create(void *mem_ctx
, const struct gen_device_info
*devinfo
)
103 struct brw_compiler
*compiler
= rzalloc(mem_ctx
, struct brw_compiler
);
105 compiler
->devinfo
= devinfo
;
107 brw_fs_alloc_reg_sets(compiler
);
108 brw_vec4_alloc_reg_set(compiler
);
110 compiler
->precise_trig
= env_var_as_boolean("INTEL_PRECISE_TRIG", false);
112 compiler
->scalar_stage
[MESA_SHADER_VERTEX
] =
113 devinfo
->gen
>= 8 && !(INTEL_DEBUG
& DEBUG_VEC4VS
);
114 compiler
->scalar_stage
[MESA_SHADER_TESS_CTRL
] =
115 devinfo
->gen
>= 8 && env_var_as_boolean("INTEL_SCALAR_TCS", true);
116 compiler
->scalar_stage
[MESA_SHADER_TESS_EVAL
] =
117 devinfo
->gen
>= 8 && env_var_as_boolean("INTEL_SCALAR_TES", true);
118 compiler
->scalar_stage
[MESA_SHADER_GEOMETRY
] =
119 devinfo
->gen
>= 8 && env_var_as_boolean("INTEL_SCALAR_GS", true);
120 compiler
->scalar_stage
[MESA_SHADER_FRAGMENT
] = true;
121 compiler
->scalar_stage
[MESA_SHADER_COMPUTE
] = true;
123 /* We want the GLSL compiler to emit code that uses condition codes */
124 for (int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
125 compiler
->glsl_compiler_options
[i
].MaxUnrollIterations
= 0;
126 compiler
->glsl_compiler_options
[i
].MaxIfDepth
=
127 devinfo
->gen
< 6 ? 16 : UINT_MAX
;
129 compiler
->glsl_compiler_options
[i
].EmitNoIndirectInput
= true;
130 compiler
->glsl_compiler_options
[i
].EmitNoIndirectUniform
= false;
132 bool is_scalar
= compiler
->scalar_stage
[i
];
134 compiler
->glsl_compiler_options
[i
].EmitNoIndirectOutput
= is_scalar
;
135 compiler
->glsl_compiler_options
[i
].EmitNoIndirectTemp
= is_scalar
;
136 compiler
->glsl_compiler_options
[i
].OptimizeForAOS
= !is_scalar
;
139 compiler
->glsl_compiler_options
[i
].NirOptions
= &scalar_nir_options
;
141 compiler
->glsl_compiler_options
[i
].NirOptions
=
142 devinfo
->gen
< 6 ? &vector_nir_options
: &vector_nir_options_gen6
;
145 compiler
->glsl_compiler_options
[i
].LowerBufferInterfaceBlocks
= true;
146 compiler
->glsl_compiler_options
[i
].ClampBlockIndicesToArrayBounds
= true;
149 compiler
->glsl_compiler_options
[MESA_SHADER_TESS_CTRL
].EmitNoIndirectInput
= false;
150 compiler
->glsl_compiler_options
[MESA_SHADER_TESS_EVAL
].EmitNoIndirectInput
= false;
151 compiler
->glsl_compiler_options
[MESA_SHADER_TESS_CTRL
].EmitNoIndirectOutput
= false;
153 if (compiler
->scalar_stage
[MESA_SHADER_GEOMETRY
])
154 compiler
->glsl_compiler_options
[MESA_SHADER_GEOMETRY
].EmitNoIndirectInput
= false;