make: Remove duplicate occurence of driverfuncs.c
[mesa.git] / src / mesa / drivers / dri / i965 / brw_shader.cpp
1 /*
2 * Copyright © 2010 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 extern "C" {
25 #include "main/macros.h"
26 #include "brw_context.h"
27 #include "brw_vs.h"
28 }
29 #include "brw_fs.h"
30 #include "../glsl/ir_optimization.h"
31 #include "../glsl/ir_print_visitor.h"
32
33 struct gl_shader *
34 brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type)
35 {
36 struct brw_shader *shader;
37
38 shader = rzalloc(NULL, struct brw_shader);
39 if (shader) {
40 shader->base.Type = type;
41 shader->base.Name = name;
42 _mesa_init_shader(ctx, &shader->base);
43 }
44
45 return &shader->base;
46 }
47
48 struct gl_shader_program *
49 brw_new_shader_program(struct gl_context *ctx, GLuint name)
50 {
51 struct brw_shader_program *prog;
52 prog = rzalloc(NULL, struct brw_shader_program);
53 if (prog) {
54 prog->base.Name = name;
55 _mesa_init_shader_program(ctx, &prog->base);
56 }
57 return &prog->base;
58 }
59
60 /**
61 * Performs a compile of the shader stages even when we don't know
62 * what non-orthogonal state will be set, in the hope that it reflects
63 * the eventual NOS used, and thus allows us to produce link failures.
64 */
65 bool
66 brw_shader_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
67 {
68 if (!brw_fs_precompile(ctx, prog))
69 return false;
70
71 if (!brw_vs_precompile(ctx, prog))
72 return false;
73
74 return true;
75 }
76
77 GLboolean
78 brw_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
79 {
80 struct brw_context *brw = brw_context(ctx);
81 struct intel_context *intel = &brw->intel;
82 unsigned int stage;
83
84 for (stage = 0; stage < ARRAY_SIZE(prog->_LinkedShaders); stage++) {
85 struct brw_shader *shader =
86 (struct brw_shader *)prog->_LinkedShaders[stage];
87
88 if (!shader)
89 continue;
90
91 void *mem_ctx = ralloc_context(NULL);
92 bool progress;
93
94 if (shader->ir)
95 ralloc_free(shader->ir);
96 shader->ir = new(shader) exec_list;
97 clone_ir_list(mem_ctx, shader->ir, shader->base.ir);
98
99 do_mat_op_to_vec(shader->ir);
100 lower_instructions(shader->ir,
101 MOD_TO_FRACT |
102 DIV_TO_MUL_RCP |
103 SUB_TO_ADD_NEG |
104 EXP_TO_EXP2 |
105 LOG_TO_LOG2);
106
107 /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
108 * if-statements need to be flattened.
109 */
110 if (intel->gen < 6)
111 lower_if_to_cond_assign(shader->ir, 16);
112
113 do_lower_texture_projection(shader->ir);
114 do_vec_index_to_cond_assign(shader->ir);
115 brw_do_cubemap_normalize(shader->ir);
116 lower_noise(shader->ir);
117 lower_quadop_vector(shader->ir, false);
118
119 bool input = true;
120 bool output = stage == MESA_SHADER_FRAGMENT;
121 bool temp = stage == MESA_SHADER_FRAGMENT;
122 bool uniform = true;
123
124 lower_variable_index_to_cond_assign(shader->ir,
125 input, output, temp, uniform);
126
127 do {
128 progress = false;
129
130 if (stage == MESA_SHADER_FRAGMENT) {
131 brw_do_channel_expressions(shader->ir);
132 brw_do_vector_splitting(shader->ir);
133 }
134
135 progress = do_lower_jumps(shader->ir, true, true,
136 true, /* main return */
137 false, /* continue */
138 false /* loops */
139 ) || progress;
140
141 progress = do_common_optimization(shader->ir, true, 32) || progress;
142 } while (progress);
143
144 validate_ir_tree(shader->ir);
145
146 reparent_ir(shader->ir, shader->ir);
147 ralloc_free(mem_ctx);
148 }
149
150 if (!_mesa_ir_link_shader(ctx, prog))
151 return GL_FALSE;
152
153 if (!brw_shader_precompile(ctx, prog))
154 return GL_FALSE;
155
156 return GL_TRUE;
157 }
158
159
160 int
161 brw_type_for_base_type(const struct glsl_type *type)
162 {
163 switch (type->base_type) {
164 case GLSL_TYPE_FLOAT:
165 return BRW_REGISTER_TYPE_F;
166 case GLSL_TYPE_INT:
167 case GLSL_TYPE_BOOL:
168 return BRW_REGISTER_TYPE_D;
169 case GLSL_TYPE_UINT:
170 return BRW_REGISTER_TYPE_UD;
171 case GLSL_TYPE_ARRAY:
172 case GLSL_TYPE_STRUCT:
173 case GLSL_TYPE_SAMPLER:
174 /* These should be overridden with the type of the member when
175 * dereferenced into. BRW_REGISTER_TYPE_UD seems like a likely
176 * way to trip up if we don't.
177 */
178 return BRW_REGISTER_TYPE_UD;
179 default:
180 assert(!"not reached");
181 return BRW_REGISTER_TYPE_F;
182 }
183 }
184
185 uint32_t
186 brw_conditional_for_comparison(unsigned int op)
187 {
188 switch (op) {
189 case ir_binop_less:
190 return BRW_CONDITIONAL_L;
191 case ir_binop_greater:
192 return BRW_CONDITIONAL_G;
193 case ir_binop_lequal:
194 return BRW_CONDITIONAL_LE;
195 case ir_binop_gequal:
196 return BRW_CONDITIONAL_GE;
197 case ir_binop_equal:
198 case ir_binop_all_equal: /* same as equal for scalars */
199 return BRW_CONDITIONAL_Z;
200 case ir_binop_nequal:
201 case ir_binop_any_nequal: /* same as nequal for scalars */
202 return BRW_CONDITIONAL_NZ;
203 default:
204 assert(!"not reached: bad operation for comparison");
205 return BRW_CONDITIONAL_NZ;
206 }
207 }
208
209 uint32_t
210 brw_math_function(enum opcode op)
211 {
212 switch (op) {
213 case SHADER_OPCODE_RCP:
214 return BRW_MATH_FUNCTION_INV;
215 case SHADER_OPCODE_RSQ:
216 return BRW_MATH_FUNCTION_RSQ;
217 case SHADER_OPCODE_SQRT:
218 return BRW_MATH_FUNCTION_SQRT;
219 case SHADER_OPCODE_EXP2:
220 return BRW_MATH_FUNCTION_EXP;
221 case SHADER_OPCODE_LOG2:
222 return BRW_MATH_FUNCTION_LOG;
223 case SHADER_OPCODE_POW:
224 return BRW_MATH_FUNCTION_POW;
225 case SHADER_OPCODE_SIN:
226 return BRW_MATH_FUNCTION_SIN;
227 case SHADER_OPCODE_COS:
228 return BRW_MATH_FUNCTION_COS;
229 default:
230 assert(!"not reached: unknown math function");
231 return 0;
232 }
233 }