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 gl_shader_program
*prog
= rzalloc(NULL
, struct gl_shader_program
);
54 _mesa_init_shader_program(ctx
, prog
);
60 * Performs a compile of the shader stages even when we don't know
61 * what non-orthogonal state will be set, in the hope that it reflects
62 * the eventual NOS used, and thus allows us to produce link failures.
65 brw_shader_precompile(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
67 struct brw_context
*brw
= brw_context(ctx
);
69 if (brw
->precompile
&& !brw_fs_precompile(ctx
, prog
))
72 if (brw
->precompile
&& !brw_vs_precompile(ctx
, prog
))
79 brw_lower_packing_builtins(struct brw_context
*brw
,
80 gl_shader_type shader_type
,
83 int ops
= LOWER_PACK_SNORM_2x16
84 | LOWER_UNPACK_SNORM_2x16
85 | LOWER_PACK_UNORM_2x16
86 | LOWER_UNPACK_UNORM_2x16
87 | LOWER_PACK_SNORM_4x8
88 | LOWER_UNPACK_SNORM_4x8
89 | LOWER_PACK_UNORM_4x8
90 | LOWER_UNPACK_UNORM_4x8
;
92 if (brw
->intel
.gen
>= 7) {
93 /* Gen7 introduced the f32to16 and f16to32 instructions, which can be
94 * used to execute packHalf2x16 and unpackHalf2x16. For AOS code, no
95 * lowering is needed. For SOA code, the Half2x16 ops must be
98 if (shader_type
== MESA_SHADER_FRAGMENT
) {
99 ops
|= LOWER_PACK_HALF_2x16_TO_SPLIT
100 | LOWER_UNPACK_HALF_2x16_TO_SPLIT
;
103 ops
|= LOWER_PACK_HALF_2x16
104 | LOWER_UNPACK_HALF_2x16
;
107 lower_packing_builtins(ir
, ops
);
111 brw_link_shader(struct gl_context
*ctx
, struct gl_shader_program
*shProg
)
113 struct brw_context
*brw
= brw_context(ctx
);
114 struct intel_context
*intel
= &brw
->intel
;
117 for (stage
= 0; stage
< ARRAY_SIZE(shProg
->_LinkedShaders
); stage
++) {
118 struct brw_shader
*shader
=
119 (struct brw_shader
*)shProg
->_LinkedShaders
[stage
];
120 static const GLenum targets
[] = {
121 GL_VERTEX_PROGRAM_ARB
,
122 GL_FRAGMENT_PROGRAM_ARB
,
123 GL_GEOMETRY_PROGRAM_NV
129 struct gl_program
*prog
=
130 ctx
->Driver
.NewProgram(ctx
, targets
[stage
], shader
->base
.Name
);
133 prog
->Parameters
= _mesa_new_parameter_list();
136 struct gl_vertex_program
*vp
= (struct gl_vertex_program
*) prog
;
137 vp
->UsesClipDistance
= shProg
->Vert
.UsesClipDistance
;
140 void *mem_ctx
= ralloc_context(NULL
);
144 ralloc_free(shader
->ir
);
145 shader
->ir
= new(shader
) exec_list
;
146 clone_ir_list(mem_ctx
, shader
->ir
, shader
->base
.ir
);
148 /* lower_packing_builtins() inserts arithmetic instructions, so it
149 * must precede lower_instructions().
151 brw_lower_packing_builtins(brw
, (gl_shader_type
) stage
, shader
->ir
);
152 do_mat_op_to_vec(shader
->ir
);
153 const int lrp_to_arith
= (intel
->gen
< 6 || stage
!= MESA_SHADER_FRAGMENT
)
155 lower_instructions(shader
->ir
,
163 /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
164 * if-statements need to be flattened.
167 lower_if_to_cond_assign(shader
->ir
, 16);
169 do_lower_texture_projection(shader
->ir
);
170 if (intel
->gen
< 8 && !intel
->is_haswell
)
171 brw_lower_texture_gradients(shader
->ir
);
172 do_vec_index_to_cond_assign(shader
->ir
);
173 brw_do_cubemap_normalize(shader
->ir
);
174 lower_noise(shader
->ir
);
175 lower_quadop_vector(shader
->ir
, false);
178 bool output
= stage
== MESA_SHADER_FRAGMENT
;
179 bool temp
= stage
== MESA_SHADER_FRAGMENT
;
180 bool uniform
= false;
182 bool lowered_variable_indexing
=
183 lower_variable_index_to_cond_assign(shader
->ir
,
184 input
, output
, temp
, uniform
);
186 if (unlikely((intel
->perf_debug
) && lowered_variable_indexing
)) {
187 perf_debug("Unsupported form of variable indexing in FS; falling "
188 "back to very inefficient code generation\n");
191 /* FINISHME: Do this before the variable index lowering. */
192 lower_ubo_reference(&shader
->base
, shader
->ir
);
197 if (stage
== MESA_SHADER_FRAGMENT
) {
198 brw_do_channel_expressions(shader
->ir
);
199 brw_do_vector_splitting(shader
->ir
);
202 progress
= do_lower_jumps(shader
->ir
, true, true,
203 true, /* main return */
204 false, /* continue */
208 progress
= do_common_optimization(shader
->ir
, true, true, 32)
212 /* Make a pass over the IR to add state references for any built-in
213 * uniforms that are used. This has to be done now (during linking).
214 * Code generation doesn't happen until the first time this shader is
215 * used for rendering. Waiting until then to generate the parameters is
216 * too late. At that point, the values for the built-in uniforms won't
217 * get sent to the shader.
219 foreach_list(node
, shader
->ir
) {
220 ir_variable
*var
= ((ir_instruction
*) node
)->as_variable();
222 if ((var
== NULL
) || (var
->mode
!= ir_var_uniform
)
223 || (strncmp(var
->name
, "gl_", 3) != 0))
226 const ir_state_slot
*const slots
= var
->state_slots
;
227 assert(var
->state_slots
!= NULL
);
229 for (unsigned int i
= 0; i
< var
->num_state_slots
; i
++) {
230 _mesa_add_state_reference(prog
->Parameters
,
231 (gl_state_index
*) slots
[i
].tokens
);
235 validate_ir_tree(shader
->ir
);
237 reparent_ir(shader
->ir
, shader
->ir
);
238 ralloc_free(mem_ctx
);
240 do_set_program_inouts(shader
->ir
, prog
,
241 shader
->base
.Type
== GL_FRAGMENT_SHADER
);
243 prog
->SamplersUsed
= shader
->base
.active_samplers
;
244 _mesa_update_shader_textures_used(shProg
, prog
);
246 _mesa_reference_program(ctx
, &shader
->base
.Program
, prog
);
248 brw_add_texrect_params(prog
);
250 /* This has to be done last. Any operation that can cause
251 * prog->ParameterValues to get reallocated (e.g., anything that adds a
252 * program constant) has to happen before creating this linkage.
254 _mesa_associate_uniform_storage(ctx
, shProg
, prog
->Parameters
);
256 _mesa_reference_program(ctx
, &prog
, NULL
);
258 if (ctx
->Shader
.Flags
& GLSL_DUMP
) {
259 static const char *target_strings
[]
260 = { "vertex", "fragment", "geometry" };
262 printf("GLSL IR for linked %s program %d:\n", target_strings
[stage
],
264 _mesa_print_ir(shader
->base
.ir
, NULL
);
268 if (!brw_shader_precompile(ctx
, shProg
))
276 brw_type_for_base_type(const struct glsl_type
*type
)
278 switch (type
->base_type
) {
279 case GLSL_TYPE_FLOAT
:
280 return BRW_REGISTER_TYPE_F
;
283 return BRW_REGISTER_TYPE_D
;
285 return BRW_REGISTER_TYPE_UD
;
286 case GLSL_TYPE_ARRAY
:
287 return brw_type_for_base_type(type
->fields
.array
);
288 case GLSL_TYPE_STRUCT
:
289 case GLSL_TYPE_SAMPLER
:
290 /* These should be overridden with the type of the member when
291 * dereferenced into. BRW_REGISTER_TYPE_UD seems like a likely
292 * way to trip up if we don't.
294 return BRW_REGISTER_TYPE_UD
;
296 case GLSL_TYPE_ERROR
:
297 case GLSL_TYPE_INTERFACE
:
298 assert(!"not reached");
302 return BRW_REGISTER_TYPE_F
;
306 brw_conditional_for_comparison(unsigned int op
)
310 return BRW_CONDITIONAL_L
;
311 case ir_binop_greater
:
312 return BRW_CONDITIONAL_G
;
313 case ir_binop_lequal
:
314 return BRW_CONDITIONAL_LE
;
315 case ir_binop_gequal
:
316 return BRW_CONDITIONAL_GE
;
318 case ir_binop_all_equal
: /* same as equal for scalars */
319 return BRW_CONDITIONAL_Z
;
320 case ir_binop_nequal
:
321 case ir_binop_any_nequal
: /* same as nequal for scalars */
322 return BRW_CONDITIONAL_NZ
;
324 assert(!"not reached: bad operation for comparison");
325 return BRW_CONDITIONAL_NZ
;
330 brw_math_function(enum opcode op
)
333 case SHADER_OPCODE_RCP
:
334 return BRW_MATH_FUNCTION_INV
;
335 case SHADER_OPCODE_RSQ
:
336 return BRW_MATH_FUNCTION_RSQ
;
337 case SHADER_OPCODE_SQRT
:
338 return BRW_MATH_FUNCTION_SQRT
;
339 case SHADER_OPCODE_EXP2
:
340 return BRW_MATH_FUNCTION_EXP
;
341 case SHADER_OPCODE_LOG2
:
342 return BRW_MATH_FUNCTION_LOG
;
343 case SHADER_OPCODE_POW
:
344 return BRW_MATH_FUNCTION_POW
;
345 case SHADER_OPCODE_SIN
:
346 return BRW_MATH_FUNCTION_SIN
;
347 case SHADER_OPCODE_COS
:
348 return BRW_MATH_FUNCTION_COS
;
349 case SHADER_OPCODE_INT_QUOTIENT
:
350 return BRW_MATH_FUNCTION_INT_DIV_QUOTIENT
;
351 case SHADER_OPCODE_INT_REMAINDER
:
352 return BRW_MATH_FUNCTION_INT_DIV_REMAINDER
;
354 assert(!"not reached: unknown math function");
360 brw_texture_offset(ir_constant
*offset
)
362 assert(offset
!= NULL
);
364 signed char offsets
[3];
365 for (unsigned i
= 0; i
< offset
->type
->vector_elements
; i
++)
366 offsets
[i
] = (signed char) offset
->value
.i
[i
];
368 /* Combine all three offsets into a single unsigned dword:
370 * bits 11:8 - U Offset (X component)
371 * bits 7:4 - V Offset (Y component)
372 * bits 3:0 - R Offset (Z component)
374 unsigned offset_bits
= 0;
375 for (unsigned i
= 0; i
< offset
->type
->vector_elements
; i
++) {
376 const unsigned shift
= 4 * (2 - i
);
377 offset_bits
|= (offsets
[i
] << shift
) & (0xF << shift
);
383 brw_instruction_name(enum opcode op
)
387 if (op
< ARRAY_SIZE(opcode_descs
) && opcode_descs
[op
].name
)
388 return opcode_descs
[op
].name
;
391 case FS_OPCODE_FB_WRITE
:
394 case SHADER_OPCODE_RCP
:
396 case SHADER_OPCODE_RSQ
:
398 case SHADER_OPCODE_SQRT
:
400 case SHADER_OPCODE_EXP2
:
402 case SHADER_OPCODE_LOG2
:
404 case SHADER_OPCODE_POW
:
406 case SHADER_OPCODE_INT_QUOTIENT
:
408 case SHADER_OPCODE_INT_REMAINDER
:
410 case SHADER_OPCODE_SIN
:
412 case SHADER_OPCODE_COS
:
415 case SHADER_OPCODE_TEX
:
417 case SHADER_OPCODE_TXD
:
419 case SHADER_OPCODE_TXF
:
421 case SHADER_OPCODE_TXL
:
423 case SHADER_OPCODE_TXS
:
427 case SHADER_OPCODE_TXF_MS
:
435 case FS_OPCODE_PIXEL_X
:
437 case FS_OPCODE_PIXEL_Y
:
440 case FS_OPCODE_CINTERP
:
442 case FS_OPCODE_LINTERP
:
445 case FS_OPCODE_SPILL
:
447 case FS_OPCODE_UNSPILL
:
450 case FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD
:
451 return "uniform_pull_const";
452 case FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD_GEN7
:
453 return "uniform_pull_const_gen7";
454 case FS_OPCODE_VARYING_PULL_CONSTANT_LOAD
:
455 return "varying_pull_const";
456 case FS_OPCODE_VARYING_PULL_CONSTANT_LOAD_GEN7
:
457 return "varying_pull_const_gen7";
459 case FS_OPCODE_MOV_DISPATCH_TO_FLAGS
:
460 return "mov_dispatch_to_flags";
461 case FS_OPCODE_DISCARD_JUMP
:
462 return "discard_jump";
464 case FS_OPCODE_SET_SIMD4X2_OFFSET
:
465 return "set_simd4x2_offset";
467 case FS_OPCODE_PACK_HALF_2x16_SPLIT
:
468 return "pack_half_2x16_split";
469 case FS_OPCODE_UNPACK_HALF_2x16_SPLIT_X
:
470 return "unpack_half_2x16_split_x";
471 case FS_OPCODE_UNPACK_HALF_2x16_SPLIT_Y
:
472 return "unpack_half_2x16_split_y";
474 case VS_OPCODE_URB_WRITE
:
476 case VS_OPCODE_SCRATCH_READ
:
477 return "scratch_read";
478 case VS_OPCODE_SCRATCH_WRITE
:
479 return "scratch_write";
480 case VS_OPCODE_PULL_CONSTANT_LOAD
:
481 return "pull_constant_load";
484 /* Yes, this leaks. It's in debug code, it should never occur, and if
485 * it does, you should just add the case to the list above.
487 asprintf(&fallback
, "op%d", op
);