2 * Copyright © 2010 Intel Corporation
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:
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
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
25 #include "main/macros.h"
26 #include "brw_context.h"
30 #include "glsl/ir_optimization.h"
31 #include "glsl/ir_print_visitor.h"
34 brw_new_shader(struct gl_context
*ctx
, GLuint name
, GLuint type
)
36 struct brw_shader
*shader
;
38 shader
= rzalloc(NULL
, struct brw_shader
);
40 shader
->base
.Type
= type
;
41 shader
->base
.Name
= name
;
42 _mesa_init_shader(ctx
, &shader
->base
);
48 struct gl_shader_program
*
49 brw_new_shader_program(struct gl_context
*ctx
, GLuint name
)
51 struct brw_shader_program
*prog
;
52 prog
= rzalloc(NULL
, struct brw_shader_program
);
54 prog
->base
.Name
= name
;
55 _mesa_init_shader_program(ctx
, &prog
->base
);
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.
66 brw_shader_precompile(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
68 struct brw_context
*brw
= brw_context(ctx
);
70 if (brw
->precompile
&& !brw_fs_precompile(ctx
, prog
))
73 if (!brw_vs_precompile(ctx
, prog
))
80 brw_link_shader(struct gl_context
*ctx
, struct gl_shader_program
*shProg
)
82 struct brw_context
*brw
= brw_context(ctx
);
83 struct intel_context
*intel
= &brw
->intel
;
86 for (stage
= 0; stage
< ARRAY_SIZE(shProg
->_LinkedShaders
); stage
++) {
87 struct brw_shader
*shader
=
88 (struct brw_shader
*)shProg
->_LinkedShaders
[stage
];
89 static const GLenum targets
[] = {
90 GL_VERTEX_PROGRAM_ARB
,
91 GL_FRAGMENT_PROGRAM_ARB
,
92 GL_GEOMETRY_PROGRAM_NV
98 struct gl_program
*prog
=
99 ctx
->Driver
.NewProgram(ctx
, targets
[stage
], shader
->base
.Name
);
102 prog
->Parameters
= _mesa_new_parameter_list();
104 _mesa_generate_parameters_list_for_uniforms(shProg
, &shader
->base
,
108 struct gl_vertex_program
*vp
= (struct gl_vertex_program
*) prog
;
109 vp
->UsesClipDistance
= shProg
->Vert
.UsesClipDistance
;
113 class uses_kill_visitor
: public ir_hierarchical_visitor
{
115 uses_kill_visitor() : uses_kill(false)
120 virtual ir_visitor_status
visit_enter(class ir_discard
*ir
)
122 this->uses_kill
= true;
131 v
.run(shader
->base
.ir
);
133 struct gl_fragment_program
*fp
= (struct gl_fragment_program
*) prog
;
134 fp
->UsesKill
= v
.uses_kill
;
137 void *mem_ctx
= ralloc_context(NULL
);
141 ralloc_free(shader
->ir
);
142 shader
->ir
= new(shader
) exec_list
;
143 clone_ir_list(mem_ctx
, shader
->ir
, shader
->base
.ir
);
145 do_mat_op_to_vec(shader
->ir
);
146 lower_instructions(shader
->ir
,
153 /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
154 * if-statements need to be flattened.
157 lower_if_to_cond_assign(shader
->ir
, 16);
159 do_lower_texture_projection(shader
->ir
);
160 do_vec_index_to_cond_assign(shader
->ir
);
161 brw_do_cubemap_normalize(shader
->ir
);
162 lower_noise(shader
->ir
);
163 lower_quadop_vector(shader
->ir
, false);
166 bool output
= stage
== MESA_SHADER_FRAGMENT
;
167 bool temp
= stage
== MESA_SHADER_FRAGMENT
;
168 bool uniform
= stage
== MESA_SHADER_FRAGMENT
;
170 lower_variable_index_to_cond_assign(shader
->ir
,
171 input
, output
, temp
, uniform
);
176 if (stage
== MESA_SHADER_FRAGMENT
) {
177 brw_do_channel_expressions(shader
->ir
);
178 brw_do_vector_splitting(shader
->ir
);
181 progress
= do_lower_jumps(shader
->ir
, true, true,
182 true, /* main return */
183 false, /* continue */
187 progress
= do_common_optimization(shader
->ir
, true, true, 32)
191 /* Make a pass over the IR to add state references for any built-in
192 * uniforms that are used. This has to be done now (during linking).
193 * Code generation doesn't happen until the first time this shader is
194 * used for rendering. Waiting until then to generate the parameters is
195 * too late. At that point, the values for the built-in informs won't
196 * get sent to the shader.
198 foreach_list(node
, shader
->ir
) {
199 ir_variable
*var
= ((ir_instruction
*) node
)->as_variable();
201 if ((var
== NULL
) || (var
->mode
!= ir_var_uniform
)
202 || (strncmp(var
->name
, "gl_", 3) != 0))
205 const ir_state_slot
*const slots
= var
->state_slots
;
206 assert(var
->state_slots
!= NULL
);
208 for (unsigned int i
= 0; i
< var
->num_state_slots
; i
++) {
209 _mesa_add_state_reference(prog
->Parameters
,
210 (gl_state_index
*) slots
[i
].tokens
);
214 validate_ir_tree(shader
->ir
);
216 reparent_ir(shader
->ir
, shader
->ir
);
217 ralloc_free(mem_ctx
);
219 do_set_program_inouts(shader
->ir
, prog
,
220 shader
->base
.Type
== GL_FRAGMENT_SHADER
);
222 prog
->SamplersUsed
= shader
->base
.active_samplers
;
223 _mesa_update_shader_textures_used(shProg
, prog
);
225 _mesa_reference_program(ctx
, &shader
->base
.Program
, prog
);
227 /* This has to be done last. Any operation that can cause
228 * prog->ParameterValues to get reallocated (e.g., anything that adds a
229 * program constant) has to happen before creating this linkage.
231 _mesa_associate_uniform_storage(ctx
, shProg
, prog
->Parameters
);
234 if (!brw_shader_precompile(ctx
, shProg
))
242 brw_type_for_base_type(const struct glsl_type
*type
)
244 switch (type
->base_type
) {
245 case GLSL_TYPE_FLOAT
:
246 return BRW_REGISTER_TYPE_F
;
249 return BRW_REGISTER_TYPE_D
;
251 return BRW_REGISTER_TYPE_UD
;
252 case GLSL_TYPE_ARRAY
:
253 return brw_type_for_base_type(type
->fields
.array
);
254 case GLSL_TYPE_STRUCT
:
255 case GLSL_TYPE_SAMPLER
:
256 /* These should be overridden with the type of the member when
257 * dereferenced into. BRW_REGISTER_TYPE_UD seems like a likely
258 * way to trip up if we don't.
260 return BRW_REGISTER_TYPE_UD
;
262 assert(!"not reached");
263 return BRW_REGISTER_TYPE_F
;
268 brw_conditional_for_comparison(unsigned int op
)
272 return BRW_CONDITIONAL_L
;
273 case ir_binop_greater
:
274 return BRW_CONDITIONAL_G
;
275 case ir_binop_lequal
:
276 return BRW_CONDITIONAL_LE
;
277 case ir_binop_gequal
:
278 return BRW_CONDITIONAL_GE
;
280 case ir_binop_all_equal
: /* same as equal for scalars */
281 return BRW_CONDITIONAL_Z
;
282 case ir_binop_nequal
:
283 case ir_binop_any_nequal
: /* same as nequal for scalars */
284 return BRW_CONDITIONAL_NZ
;
286 assert(!"not reached: bad operation for comparison");
287 return BRW_CONDITIONAL_NZ
;
292 brw_math_function(enum opcode op
)
295 case SHADER_OPCODE_RCP
:
296 return BRW_MATH_FUNCTION_INV
;
297 case SHADER_OPCODE_RSQ
:
298 return BRW_MATH_FUNCTION_RSQ
;
299 case SHADER_OPCODE_SQRT
:
300 return BRW_MATH_FUNCTION_SQRT
;
301 case SHADER_OPCODE_EXP2
:
302 return BRW_MATH_FUNCTION_EXP
;
303 case SHADER_OPCODE_LOG2
:
304 return BRW_MATH_FUNCTION_LOG
;
305 case SHADER_OPCODE_POW
:
306 return BRW_MATH_FUNCTION_POW
;
307 case SHADER_OPCODE_SIN
:
308 return BRW_MATH_FUNCTION_SIN
;
309 case SHADER_OPCODE_COS
:
310 return BRW_MATH_FUNCTION_COS
;
311 case SHADER_OPCODE_INT_QUOTIENT
:
312 return BRW_MATH_FUNCTION_INT_DIV_QUOTIENT
;
313 case SHADER_OPCODE_INT_REMAINDER
:
314 return BRW_MATH_FUNCTION_INT_DIV_REMAINDER
;
316 assert(!"not reached: unknown math function");
322 brw_texture_offset(ir_constant
*offset
)
324 assert(offset
!= NULL
);
326 signed char offsets
[3];
327 for (unsigned i
= 0; i
< offset
->type
->vector_elements
; i
++)
328 offsets
[i
] = (signed char) offset
->value
.i
[i
];
330 /* Combine all three offsets into a single unsigned dword:
332 * bits 11:8 - U Offset (X component)
333 * bits 7:4 - V Offset (Y component)
334 * bits 3:0 - R Offset (Z component)
336 unsigned offset_bits
= 0;
337 for (unsigned i
= 0; i
< offset
->type
->vector_elements
; i
++) {
338 const unsigned shift
= 4 * (2 - i
);
339 offset_bits
|= (offsets
[i
] << shift
) & (0xF << shift
);