i965: Remove brw_shader_program wrapper struct.
[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 gl_shader_program *prog = rzalloc(NULL, struct gl_shader_program);
52 if (prog) {
53 prog->Name = name;
54 _mesa_init_shader_program(ctx, prog);
55 }
56 return prog;
57 }
58
59 /**
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.
63 */
64 static bool
65 brw_shader_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
66 {
67 struct brw_context *brw = brw_context(ctx);
68
69 if (brw->precompile && !brw_fs_precompile(ctx, prog))
70 return false;
71
72 if (brw->precompile && !brw_vs_precompile(ctx, prog))
73 return false;
74
75 return true;
76 }
77
78 GLboolean
79 brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
80 {
81 struct brw_context *brw = brw_context(ctx);
82 struct intel_context *intel = &brw->intel;
83 unsigned int stage;
84
85 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
86 struct brw_shader *shader =
87 (struct brw_shader *)shProg->_LinkedShaders[stage];
88 static const GLenum targets[] = {
89 GL_VERTEX_PROGRAM_ARB,
90 GL_FRAGMENT_PROGRAM_ARB,
91 GL_GEOMETRY_PROGRAM_NV
92 };
93
94 if (!shader)
95 continue;
96
97 struct gl_program *prog =
98 ctx->Driver.NewProgram(ctx, targets[stage], shader->base.Name);
99 if (!prog)
100 return false;
101 prog->Parameters = _mesa_new_parameter_list();
102
103 _mesa_generate_parameters_list_for_uniforms(shProg, &shader->base,
104 prog->Parameters);
105
106 if (stage == 0) {
107 struct gl_vertex_program *vp = (struct gl_vertex_program *) prog;
108 vp->UsesClipDistance = shProg->Vert.UsesClipDistance;
109 }
110
111 void *mem_ctx = ralloc_context(NULL);
112 bool progress;
113
114 if (shader->ir)
115 ralloc_free(shader->ir);
116 shader->ir = new(shader) exec_list;
117 clone_ir_list(mem_ctx, shader->ir, shader->base.ir);
118
119 do_mat_op_to_vec(shader->ir);
120 lower_instructions(shader->ir,
121 MOD_TO_FRACT |
122 DIV_TO_MUL_RCP |
123 SUB_TO_ADD_NEG |
124 EXP_TO_EXP2 |
125 LOG_TO_LOG2);
126
127 /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
128 * if-statements need to be flattened.
129 */
130 if (intel->gen < 6)
131 lower_if_to_cond_assign(shader->ir, 16);
132
133 do_lower_texture_projection(shader->ir);
134 brw_lower_texture_gradients(shader->ir);
135 do_vec_index_to_cond_assign(shader->ir);
136 brw_do_cubemap_normalize(shader->ir);
137 lower_noise(shader->ir);
138 lower_quadop_vector(shader->ir, false);
139
140 bool input = true;
141 bool output = stage == MESA_SHADER_FRAGMENT;
142 bool temp = stage == MESA_SHADER_FRAGMENT;
143 bool uniform = stage == MESA_SHADER_FRAGMENT;
144
145 bool lowered_variable_indexing =
146 lower_variable_index_to_cond_assign(shader->ir,
147 input, output, temp, uniform);
148
149 if (unlikely((INTEL_DEBUG & DEBUG_PERF) && lowered_variable_indexing)) {
150 perf_debug("Unsupported form of variable indexing in FS; falling "
151 "back to very inefficient code generation\n");
152 }
153
154 /* FINISHME: Do this before the variable index lowering. */
155 lower_ubo_reference(&shader->base, shader->ir);
156
157 do {
158 progress = false;
159
160 if (stage == MESA_SHADER_FRAGMENT) {
161 brw_do_channel_expressions(shader->ir);
162 brw_do_vector_splitting(shader->ir);
163 }
164
165 progress = do_lower_jumps(shader->ir, true, true,
166 true, /* main return */
167 false, /* continue */
168 false /* loops */
169 ) || progress;
170
171 progress = do_common_optimization(shader->ir, true, true, 32)
172 || progress;
173 } while (progress);
174
175 /* Make a pass over the IR to add state references for any built-in
176 * uniforms that are used. This has to be done now (during linking).
177 * Code generation doesn't happen until the first time this shader is
178 * used for rendering. Waiting until then to generate the parameters is
179 * too late. At that point, the values for the built-in informs won't
180 * get sent to the shader.
181 */
182 foreach_list(node, shader->ir) {
183 ir_variable *var = ((ir_instruction *) node)->as_variable();
184
185 if ((var == NULL) || (var->mode != ir_var_uniform)
186 || (strncmp(var->name, "gl_", 3) != 0))
187 continue;
188
189 const ir_state_slot *const slots = var->state_slots;
190 assert(var->state_slots != NULL);
191
192 for (unsigned int i = 0; i < var->num_state_slots; i++) {
193 _mesa_add_state_reference(prog->Parameters,
194 (gl_state_index *) slots[i].tokens);
195 }
196 }
197
198 validate_ir_tree(shader->ir);
199
200 reparent_ir(shader->ir, shader->ir);
201 ralloc_free(mem_ctx);
202
203 do_set_program_inouts(shader->ir, prog,
204 shader->base.Type == GL_FRAGMENT_SHADER);
205
206 prog->SamplersUsed = shader->base.active_samplers;
207 _mesa_update_shader_textures_used(shProg, prog);
208
209 _mesa_reference_program(ctx, &shader->base.Program, prog);
210
211 /* This has to be done last. Any operation that can cause
212 * prog->ParameterValues to get reallocated (e.g., anything that adds a
213 * program constant) has to happen before creating this linkage.
214 */
215 _mesa_associate_uniform_storage(ctx, shProg, prog->Parameters);
216
217 _mesa_reference_program(ctx, &prog, NULL);
218
219 if (ctx->Shader.Flags & GLSL_DUMP) {
220 static const char *target_strings[]
221 = { "vertex", "fragment", "geometry" };
222 printf("\n");
223 printf("GLSL IR for linked %s program %d:\n", target_strings[stage],
224 shProg->Name);
225 _mesa_print_ir(shader->base.ir, NULL);
226 }
227 }
228
229 if (!brw_shader_precompile(ctx, shProg))
230 return false;
231
232 return true;
233 }
234
235
236 int
237 brw_type_for_base_type(const struct glsl_type *type)
238 {
239 switch (type->base_type) {
240 case GLSL_TYPE_FLOAT:
241 return BRW_REGISTER_TYPE_F;
242 case GLSL_TYPE_INT:
243 case GLSL_TYPE_BOOL:
244 return BRW_REGISTER_TYPE_D;
245 case GLSL_TYPE_UINT:
246 return BRW_REGISTER_TYPE_UD;
247 case GLSL_TYPE_ARRAY:
248 return brw_type_for_base_type(type->fields.array);
249 case GLSL_TYPE_STRUCT:
250 case GLSL_TYPE_SAMPLER:
251 /* These should be overridden with the type of the member when
252 * dereferenced into. BRW_REGISTER_TYPE_UD seems like a likely
253 * way to trip up if we don't.
254 */
255 return BRW_REGISTER_TYPE_UD;
256 default:
257 assert(!"not reached");
258 return BRW_REGISTER_TYPE_F;
259 }
260 }
261
262 uint32_t
263 brw_conditional_for_comparison(unsigned int op)
264 {
265 switch (op) {
266 case ir_binop_less:
267 return BRW_CONDITIONAL_L;
268 case ir_binop_greater:
269 return BRW_CONDITIONAL_G;
270 case ir_binop_lequal:
271 return BRW_CONDITIONAL_LE;
272 case ir_binop_gequal:
273 return BRW_CONDITIONAL_GE;
274 case ir_binop_equal:
275 case ir_binop_all_equal: /* same as equal for scalars */
276 return BRW_CONDITIONAL_Z;
277 case ir_binop_nequal:
278 case ir_binop_any_nequal: /* same as nequal for scalars */
279 return BRW_CONDITIONAL_NZ;
280 default:
281 assert(!"not reached: bad operation for comparison");
282 return BRW_CONDITIONAL_NZ;
283 }
284 }
285
286 uint32_t
287 brw_math_function(enum opcode op)
288 {
289 switch (op) {
290 case SHADER_OPCODE_RCP:
291 return BRW_MATH_FUNCTION_INV;
292 case SHADER_OPCODE_RSQ:
293 return BRW_MATH_FUNCTION_RSQ;
294 case SHADER_OPCODE_SQRT:
295 return BRW_MATH_FUNCTION_SQRT;
296 case SHADER_OPCODE_EXP2:
297 return BRW_MATH_FUNCTION_EXP;
298 case SHADER_OPCODE_LOG2:
299 return BRW_MATH_FUNCTION_LOG;
300 case SHADER_OPCODE_POW:
301 return BRW_MATH_FUNCTION_POW;
302 case SHADER_OPCODE_SIN:
303 return BRW_MATH_FUNCTION_SIN;
304 case SHADER_OPCODE_COS:
305 return BRW_MATH_FUNCTION_COS;
306 case SHADER_OPCODE_INT_QUOTIENT:
307 return BRW_MATH_FUNCTION_INT_DIV_QUOTIENT;
308 case SHADER_OPCODE_INT_REMAINDER:
309 return BRW_MATH_FUNCTION_INT_DIV_REMAINDER;
310 default:
311 assert(!"not reached: unknown math function");
312 return 0;
313 }
314 }
315
316 uint32_t
317 brw_texture_offset(ir_constant *offset)
318 {
319 assert(offset != NULL);
320
321 signed char offsets[3];
322 for (unsigned i = 0; i < offset->type->vector_elements; i++)
323 offsets[i] = (signed char) offset->value.i[i];
324
325 /* Combine all three offsets into a single unsigned dword:
326 *
327 * bits 11:8 - U Offset (X component)
328 * bits 7:4 - V Offset (Y component)
329 * bits 3:0 - R Offset (Z component)
330 */
331 unsigned offset_bits = 0;
332 for (unsigned i = 0; i < offset->type->vector_elements; i++) {
333 const unsigned shift = 4 * (2 - i);
334 offset_bits |= (offsets[i] << shift) & (0xF << shift);
335 }
336 return offset_bits;
337 }