*/
#include "brw_context.h"
-#include "brw_shader.h"
-#include "brw_fs.h"
-#include "brw_nir.h"
+#include "compiler/brw_nir.h"
#include "brw_program.h"
+#include "compiler/glsl/gl_nir.h"
+#include "compiler/glsl/gl_nir_linker.h"
#include "compiler/glsl/ir.h"
#include "compiler/glsl/ir_optimization.h"
#include "compiler/glsl/program.h"
+#include "compiler/nir/nir_serialize.h"
#include "program/program.h"
+#include "main/glspirv.h"
+#include "main/mtypes.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
#include "main/uniforms.h"
struct gl_linked_shader *fs = sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
struct gl_linked_shader *cs = sh_prog->_LinkedShaders[MESA_SHADER_COMPUTE];
- if (fs && !brw_fs_precompile(ctx, sh_prog, fs->Program))
+ if (fs && !brw_fs_precompile(ctx, fs->Program))
return false;
- if (gs && !brw_gs_precompile(ctx, sh_prog, gs->Program))
+ if (gs && !brw_gs_precompile(ctx, gs->Program))
return false;
if (tes && !brw_tes_precompile(ctx, sh_prog, tes->Program))
if (tcs && !brw_tcs_precompile(ctx, sh_prog, tcs->Program))
return false;
- if (vs && !brw_vs_precompile(ctx, sh_prog, vs->Program))
+ if (vs && !brw_vs_precompile(ctx, vs->Program))
return false;
- if (cs && !brw_cs_precompile(ctx, sh_prog, cs->Program))
+ if (cs && !brw_cs_precompile(ctx, cs->Program))
return false;
return true;
brw_lower_packing_builtins(struct brw_context *brw,
exec_list *ir)
{
+ const struct gen_device_info *devinfo = &brw->screen->devinfo;
+
/* Gens < 7 don't have instructions to convert to or from half-precision,
* and Gens < 6 don't expose that functionality.
*/
- if (brw->gen != 6)
+ if (devinfo->gen != 6)
return;
lower_packing_builtins(ir, LOWER_PACK_HALF_2x16 | LOWER_UNPACK_HALF_2x16);
struct gl_shader_program *shader_prog,
struct gl_linked_shader *shader)
{
+ const struct gen_device_info *devinfo = &brw->screen->devinfo;
struct gl_context *ctx = &brw->ctx;
- const struct brw_compiler *compiler = brw->screen->compiler;
- const struct gl_shader_compiler_options *options =
- &ctx->Const.ShaderCompilerOptions[shader->Stage];
/* Temporary memory context for any new IR. */
void *mem_ctx = ralloc_context(NULL);
ralloc_adopt(mem_ctx, shader->ir);
- lower_blend_equation_advanced(shader);
+ lower_blend_equation_advanced(
+ shader, ctx->Extensions.KHR_blend_equation_advanced_coherent);
/* lower_packing_builtins() inserts arithmetic instructions, so it
* must precede lower_instructions().
EXP_TO_EXP2 |
LOG_TO_LOG2 |
DFREXP_DLDEXP_TO_ARITH);
- if (brw->gen < 7) {
+ if (devinfo->gen < 7) {
instructions_to_lower |= BIT_COUNT_TO_MATH |
EXTRACT_TO_SHIFTS |
INSERT_TO_SHIFTS |
/* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
* if-statements need to be flattened.
*/
- if (brw->gen < 6)
+ if (devinfo->gen < 6)
lower_if_to_cond_assign(shader->Stage, shader->ir, 16);
do_lower_texture_projection(shader->ir);
lower_noise(shader->ir);
lower_quadop_vector(shader->ir, false);
- bool progress;
- do {
- progress = false;
-
- if (compiler->scalar_stage[shader->Stage]) {
- if (shader->Stage == MESA_SHADER_VERTEX ||
- shader->Stage == MESA_SHADER_FRAGMENT)
- brw_do_channel_expressions(shader->ir);
- brw_do_vector_splitting(shader->ir);
- }
-
- progress = do_common_optimization(shader->ir, true, true,
- options, ctx->Const.NativeIntegers) || progress;
- } while (progress);
-
validate_ir_tree(shader->ir);
/* Now that we've finished altering the linked IR, reparent any live IR back
}
}
-extern "C" struct gl_linked_shader *
-brw_new_shader(gl_shader_stage stage)
-{
- struct brw_shader *shader;
-
- shader = rzalloc(NULL, struct brw_shader);
- if (shader) {
- shader->base.Stage = stage;
- }
-
- return &shader->base;
-}
-
static void
unify_interfaces(struct shader_info **infos)
{
continue;
if (prev_info) {
- prev_info->outputs_written |= infos[i]->inputs_read;
+ prev_info->outputs_written |= infos[i]->inputs_read &
+ ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
+ infos[i]->inputs_read |= prev_info->outputs_written &
+ ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
+
prev_info->patch_outputs_written |= infos[i]->patch_inputs_read;
- infos[i]->inputs_read |= prev_info->outputs_written;
infos[i]->patch_inputs_read |= prev_info->patch_outputs_written;
}
prev_info = infos[i];
}
}
+static void
+update_xfb_info(struct gl_transform_feedback_info *xfb_info,
+ struct shader_info *info)
+{
+ if (!xfb_info)
+ return;
+
+ for (unsigned i = 0; i < xfb_info->NumOutputs; i++) {
+ struct gl_transform_feedback_output *output = &xfb_info->Outputs[i];
+
+ /* The VUE header contains three scalar fields packed together:
+ * - gl_PointSize is stored in VARYING_SLOT_PSIZ.w
+ * - gl_Layer is stored in VARYING_SLOT_PSIZ.y
+ * - gl_ViewportIndex is stored in VARYING_SLOT_PSIZ.z
+ */
+ switch (output->OutputRegister) {
+ case VARYING_SLOT_LAYER:
+ assert(output->NumComponents == 1);
+ output->OutputRegister = VARYING_SLOT_PSIZ;
+ output->ComponentOffset = 1;
+ break;
+ case VARYING_SLOT_VIEWPORT:
+ assert(output->NumComponents == 1);
+ output->OutputRegister = VARYING_SLOT_PSIZ;
+ output->ComponentOffset = 2;
+ break;
+ case VARYING_SLOT_PSIZ:
+ assert(output->NumComponents == 1);
+ output->ComponentOffset = 3;
+ break;
+ }
+
+ info->outputs_written |= 1ull << output->OutputRegister;
+ }
+}
+
extern "C" GLboolean
brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
{
unsigned int stage;
struct shader_info *infos[MESA_SHADER_STAGES] = { 0, };
+ if (shProg->data->LinkStatus == LINKING_SKIPPED)
+ return GL_TRUE;
+
for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
if (!shader)
struct gl_program *prog = shader->Program;
prog->Parameters = _mesa_new_parameter_list();
- process_glsl_ir(brw, shProg, shader);
+ if (!shader->spirv_data)
+ process_glsl_ir(brw, shProg, shader);
_mesa_copy_linked_program_data(shProg, shader);
- prog->SamplersUsed = shader->active_samplers;
prog->ShadowSamplers = shader->shadow_samplers;
- _mesa_update_shader_textures_used(shProg, prog);
-
- brw_add_texrect_params(prog);
bool debug_enabled =
(INTEL_DEBUG & intel_debug_flag_for_shader_stage(shader->Stage));
prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
compiler->scalar_stage[stage]);
- infos[stage] = prog->nir->info;
+ }
+
+ /* TODO: Verify if its feasible to split up the NIR linking work into a
+ * per-stage part (that fill out information we need for the passes) and a
+ * actual linking part, so that we could fold back brw_nir_lower_resources
+ * back into brw_create_nir.
+ */
+
+ /* SPIR-V programs use a NIR linker */
+ if (shProg->data->spirv) {
+ if (!gl_nir_link_uniform_blocks(ctx, shProg)) {
+ return GL_FALSE;
+ }
+
+ if (!gl_nir_link_uniforms(ctx, shProg))
+ return GL_FALSE;
+
+ gl_nir_link_assign_atomic_counter_resources(ctx, shProg);
+ gl_nir_link_assign_xfb_resources(ctx, shProg);
+ }
+
+ for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
+ struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
+ if (!shader)
+ continue;
+
+ struct gl_program *prog = shader->Program;
+
+ brw_nir_lower_resources(prog->nir, shProg, prog, &brw->screen->devinfo);
+
+ NIR_PASS_V(prog->nir, brw_nir_lower_gl_images, prog);
+ }
+
+ /* Determine first and last stage. */
+ unsigned first = MESA_SHADER_STAGES;
+ unsigned last = 0;
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (!shProg->_LinkedShaders[i])
+ continue;
+ if (first == MESA_SHADER_STAGES)
+ first = i;
+ last = i;
+ }
+
+ /* Linking the stages in the opposite order (from fragment to vertex)
+ * ensures that inter-shader outputs written to in an earlier stage
+ * are eliminated if they are (transitively) not used in a later
+ * stage.
+ *
+ * TODO: Look into Shadow of Mordor regressions on HSW and enable this for
+ * all platforms. See: https://bugs.freedesktop.org/show_bug.cgi?id=103537
+ */
+ if (first != last && brw->screen->devinfo.gen >= 8) {
+ int next = last;
+ for (int i = next - 1; i >= 0; i--) {
+ if (shProg->_LinkedShaders[i] == NULL)
+ continue;
+
+ brw_nir_link_shaders(compiler,
+ shProg->_LinkedShaders[i]->Program->nir,
+ shProg->_LinkedShaders[next]->Program->nir);
+ next = i;
+ }
+ }
+
+ for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
+ struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
+ if (!shader)
+ continue;
+
+ struct gl_program *prog = shader->Program;
+
+ _mesa_update_shader_textures_used(shProg, prog);
+
+ brw_shader_gather_info(prog->nir, prog);
+
+ NIR_PASS_V(prog->nir, gl_nir_lower_atomics, shProg, false);
+ NIR_PASS_V(prog->nir, nir_lower_atomics_to_ssbo,
+ prog->nir->info.num_abos);
+
+ nir_sweep(prog->nir);
+
+ infos[stage] = &prog->nir->info;
+
+ update_xfb_info(prog->sh.LinkedTransformFeedback, infos[stage]);
/* Make a pass over the IR to add state references for any built-in
* uniforms that are used. This has to be done now (during linking).
* get sent to the shader.
*/
nir_foreach_variable(var, &prog->nir->uniforms) {
- if (strncmp(var->name, "gl_", 3) == 0) {
- const nir_state_slot *const slots = var->state_slots;
- assert(var->state_slots != NULL);
-
- for (unsigned int i = 0; i < var->num_state_slots; i++) {
- _mesa_add_state_reference(prog->Parameters,
- (gl_state_index *)slots[i].tokens);
- }
+ const nir_state_slot *const slots = var->state_slots;
+ for (unsigned int i = 0; i < var->num_state_slots; i++) {
+ assert(slots != NULL);
+ _mesa_add_state_reference(prog->Parameters, slots[i].tokens);
}
}
}
}
if (brw->precompile && !brw_shader_precompile(ctx, shProg))
- return false;
+ return GL_FALSE;
- build_program_resource_list(ctx, shProg);
+ /* SPIR-V programs build its resource list from linked NIR shaders. */
+ if (!shProg->data->spirv)
+ build_program_resource_list(ctx, shProg);
+ else
+ nir_build_program_resource_list(ctx, shProg);
for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
shader->ir = NULL;
}
- return true;
+ return GL_TRUE;
}