2e75b8a47c698fac2241b45e7d3bfd71ae9d4473
[mesa.git] / src / mesa / drivers / dri / i965 / brw_link.cpp
1 /*
2 * Copyright © 2015 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_context.h"
25 #include "compiler/brw_nir.h"
26 #include "brw_program.h"
27 #include "compiler/glsl/ir.h"
28 #include "compiler/glsl/ir_optimization.h"
29 #include "compiler/glsl/program.h"
30 #include "program/program.h"
31 #include "main/shaderapi.h"
32 #include "main/shaderobj.h"
33 #include "main/uniforms.h"
34
35 /**
36 * Performs a compile of the shader stages even when we don't know
37 * what non-orthogonal state will be set, in the hope that it reflects
38 * the eventual NOS used, and thus allows us to produce link failures.
39 */
40 static bool
41 brw_shader_precompile(struct gl_context *ctx,
42 struct gl_shader_program *sh_prog)
43 {
44 struct gl_linked_shader *vs = sh_prog->_LinkedShaders[MESA_SHADER_VERTEX];
45 struct gl_linked_shader *tcs = sh_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
46 struct gl_linked_shader *tes = sh_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
47 struct gl_linked_shader *gs = sh_prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
48 struct gl_linked_shader *fs = sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
49 struct gl_linked_shader *cs = sh_prog->_LinkedShaders[MESA_SHADER_COMPUTE];
50
51 if (fs && !brw_fs_precompile(ctx, fs->Program))
52 return false;
53
54 if (gs && !brw_gs_precompile(ctx, gs->Program))
55 return false;
56
57 if (tes && !brw_tes_precompile(ctx, sh_prog, tes->Program))
58 return false;
59
60 if (tcs && !brw_tcs_precompile(ctx, sh_prog, tcs->Program))
61 return false;
62
63 if (vs && !brw_vs_precompile(ctx, vs->Program))
64 return false;
65
66 if (cs && !brw_cs_precompile(ctx, cs->Program))
67 return false;
68
69 return true;
70 }
71
72 static void
73 brw_lower_packing_builtins(struct brw_context *brw,
74 exec_list *ir)
75 {
76 /* Gens < 7 don't have instructions to convert to or from half-precision,
77 * and Gens < 6 don't expose that functionality.
78 */
79 if (brw->gen != 6)
80 return;
81
82 lower_packing_builtins(ir, LOWER_PACK_HALF_2x16 | LOWER_UNPACK_HALF_2x16);
83 }
84
85 static void
86 process_glsl_ir(struct brw_context *brw,
87 struct gl_shader_program *shader_prog,
88 struct gl_linked_shader *shader)
89 {
90 struct gl_context *ctx = &brw->ctx;
91 const struct gl_shader_compiler_options *options =
92 &ctx->Const.ShaderCompilerOptions[shader->Stage];
93
94 /* Temporary memory context for any new IR. */
95 void *mem_ctx = ralloc_context(NULL);
96
97 ralloc_adopt(mem_ctx, shader->ir);
98
99 lower_blend_equation_advanced(shader);
100
101 /* lower_packing_builtins() inserts arithmetic instructions, so it
102 * must precede lower_instructions().
103 */
104 brw_lower_packing_builtins(brw, shader->ir);
105 do_mat_op_to_vec(shader->ir);
106
107 unsigned instructions_to_lower = (DIV_TO_MUL_RCP |
108 SUB_TO_ADD_NEG |
109 EXP_TO_EXP2 |
110 LOG_TO_LOG2 |
111 DFREXP_DLDEXP_TO_ARITH);
112 if (brw->gen < 7) {
113 instructions_to_lower |= BIT_COUNT_TO_MATH |
114 EXTRACT_TO_SHIFTS |
115 INSERT_TO_SHIFTS |
116 REVERSE_TO_SHIFTS;
117 }
118
119 lower_instructions(shader->ir, instructions_to_lower);
120
121 /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
122 * if-statements need to be flattened.
123 */
124 if (brw->gen < 6)
125 lower_if_to_cond_assign(shader->Stage, shader->ir, 16);
126
127 do_lower_texture_projection(shader->ir);
128 do_vec_index_to_cond_assign(shader->ir);
129 lower_vector_insert(shader->ir, true);
130 lower_offset_arrays(shader->ir);
131 lower_noise(shader->ir);
132 lower_quadop_vector(shader->ir, false);
133
134 validate_ir_tree(shader->ir);
135
136 /* Now that we've finished altering the linked IR, reparent any live IR back
137 * to the permanent memory context, and free the temporary one (discarding any
138 * junk we optimized away).
139 */
140 reparent_ir(shader->ir, shader->ir);
141 ralloc_free(mem_ctx);
142
143 if (ctx->_Shader->Flags & GLSL_DUMP) {
144 fprintf(stderr, "\n");
145 if (shader->ir) {
146 fprintf(stderr, "GLSL IR for linked %s program %d:\n",
147 _mesa_shader_stage_to_string(shader->Stage),
148 shader_prog->Name);
149 _mesa_print_ir(stderr, shader->ir, NULL);
150 } else {
151 fprintf(stderr, "No GLSL IR for linked %s program %d (shader may be "
152 "from cache)\n", _mesa_shader_stage_to_string(shader->Stage),
153 shader_prog->Name);
154 }
155 fprintf(stderr, "\n");
156 }
157 }
158
159 static void
160 unify_interfaces(struct shader_info **infos)
161 {
162 struct shader_info *prev_info = NULL;
163
164 for (unsigned i = MESA_SHADER_VERTEX; i < MESA_SHADER_FRAGMENT; i++) {
165 if (!infos[i])
166 continue;
167
168 if (prev_info) {
169 prev_info->outputs_written |= infos[i]->inputs_read &
170 ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
171 infos[i]->inputs_read |= prev_info->outputs_written &
172 ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
173
174 prev_info->patch_outputs_written |= infos[i]->patch_inputs_read;
175 infos[i]->patch_inputs_read |= prev_info->patch_outputs_written;
176 }
177 prev_info = infos[i];
178 }
179 }
180
181 extern "C" GLboolean
182 brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
183 {
184 struct brw_context *brw = brw_context(ctx);
185 const struct brw_compiler *compiler = brw->screen->compiler;
186 unsigned int stage;
187 struct shader_info *infos[MESA_SHADER_STAGES] = { 0, };
188
189 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
190 struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
191 if (!shader)
192 continue;
193
194 struct gl_program *prog = shader->Program;
195 prog->Parameters = _mesa_new_parameter_list();
196
197 process_glsl_ir(brw, shProg, shader);
198
199 _mesa_copy_linked_program_data(shProg, shader);
200
201 prog->ShadowSamplers = shader->shadow_samplers;
202 _mesa_update_shader_textures_used(shProg, prog);
203
204 bool debug_enabled =
205 (INTEL_DEBUG & intel_debug_flag_for_shader_stage(shader->Stage));
206
207 if (debug_enabled && shader->ir) {
208 fprintf(stderr, "GLSL IR for native %s shader %d:\n",
209 _mesa_shader_stage_to_string(shader->Stage), shProg->Name);
210 _mesa_print_ir(stderr, shader->ir, NULL);
211 fprintf(stderr, "\n\n");
212 }
213
214 prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
215 compiler->scalar_stage[stage]);
216 infos[stage] = prog->nir->info;
217
218 /* Make a pass over the IR to add state references for any built-in
219 * uniforms that are used. This has to be done now (during linking).
220 * Code generation doesn't happen until the first time this shader is
221 * used for rendering. Waiting until then to generate the parameters is
222 * too late. At that point, the values for the built-in uniforms won't
223 * get sent to the shader.
224 */
225 nir_foreach_variable(var, &prog->nir->uniforms) {
226 if (strncmp(var->name, "gl_", 3) == 0) {
227 const nir_state_slot *const slots = var->state_slots;
228 assert(var->state_slots != NULL);
229
230 for (unsigned int i = 0; i < var->num_state_slots; i++) {
231 _mesa_add_state_reference(prog->Parameters,
232 (gl_state_index *)slots[i].tokens);
233 }
234 }
235 }
236 }
237
238 /* The linker tries to dead code eliminate unused varying components,
239 * and make sure interfaces match. But it isn't able to do so in all
240 * cases. So, explicitly make the interfaces match by OR'ing together
241 * the inputs_read/outputs_written bitfields of adjacent stages.
242 */
243 if (!shProg->SeparateShader)
244 unify_interfaces(infos);
245
246 if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) {
247 for (unsigned i = 0; i < shProg->NumShaders; i++) {
248 const struct gl_shader *sh = shProg->Shaders[i];
249 if (!sh)
250 continue;
251
252 fprintf(stderr, "GLSL %s shader %d source for linked program %d:\n",
253 _mesa_shader_stage_to_string(sh->Stage),
254 i, shProg->Name);
255 fprintf(stderr, "%s", sh->Source);
256 fprintf(stderr, "\n");
257 }
258 }
259
260 if (brw->precompile && !brw_shader_precompile(ctx, shProg))
261 return false;
262
263 build_program_resource_list(ctx, shProg);
264
265 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
266 struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
267 if (!shader)
268 continue;
269
270 /* The GLSL IR won't be needed anymore. */
271 ralloc_free(shader->ir);
272 shader->ir = NULL;
273 }
274
275 return true;
276 }