i965: stop passing stage as a function parameter
[mesa.git] / src / mesa / drivers / dri / i965 / brw_link.cpp
index 14421d421b6f6ef6d2d2f70567b9099d0f74c1a6..e528411f75635db0a8966b0da628e1aef8d65156 100644 (file)
  * IN THE SOFTWARE.
  */
 
-#include "main/macros.h"
 #include "brw_context.h"
-#include "brw_vs.h"
-#include "brw_gs.h"
+#include "brw_shader.h"
 #include "brw_fs.h"
-#include "brw_cfg.h"
 #include "brw_nir.h"
-#include "glsl/ir_optimization.h"
-#include "glsl/glsl_parser_extras.h"
+#include "brw_program.h"
+#include "compiler/glsl/ir.h"
+#include "compiler/glsl/ir_optimization.h"
+#include "compiler/glsl/program.h"
+#include "program/program.h"
 #include "main/shaderapi.h"
+#include "main/shaderobj.h"
+#include "main/uniforms.h"
 
 /**
  * Performs a compile of the shader stages even when we don't know
@@ -41,10 +43,12 @@ static bool
 brw_shader_precompile(struct gl_context *ctx,
                       struct gl_shader_program *sh_prog)
 {
-   struct gl_shader *vs = sh_prog->_LinkedShaders[MESA_SHADER_VERTEX];
-   struct gl_shader *gs = sh_prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
-   struct gl_shader *fs = sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
-   struct gl_shader *cs = sh_prog->_LinkedShaders[MESA_SHADER_COMPUTE];
+   struct gl_linked_shader *vs = sh_prog->_LinkedShaders[MESA_SHADER_VERTEX];
+   struct gl_linked_shader *tcs = sh_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
+   struct gl_linked_shader *tes = sh_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
+   struct gl_linked_shader *gs = sh_prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
+   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))
       return false;
@@ -52,6 +56,12 @@ brw_shader_precompile(struct gl_context *ctx,
    if (gs && !brw_gs_precompile(ctx, sh_prog, gs->Program))
       return false;
 
+   if (tes && !brw_tes_precompile(ctx, sh_prog, tes->Program))
+      return false;
+
+   if (tcs && !brw_tcs_precompile(ctx, sh_prog, tcs->Program))
+      return false;
+
    if (vs && !brw_vs_precompile(ctx, sh_prog, vs->Program))
       return false;
 
@@ -66,46 +76,22 @@ brw_lower_packing_builtins(struct brw_context *brw,
                            gl_shader_stage shader_type,
                            exec_list *ir)
 {
-   const struct brw_compiler *compiler = brw->intelScreen->compiler;
-
-   int ops = LOWER_PACK_SNORM_2x16
-           | LOWER_UNPACK_SNORM_2x16
-           | LOWER_PACK_UNORM_2x16
-           | LOWER_UNPACK_UNORM_2x16;
-
-   if (compiler->scalar_stage[shader_type]) {
-      ops |= LOWER_UNPACK_UNORM_4x8
-           | LOWER_UNPACK_SNORM_4x8
-           | LOWER_PACK_UNORM_4x8
-           | LOWER_PACK_SNORM_4x8;
-   }
-
-   if (brw->gen >= 7) {
-      /* Gen7 introduced the f32to16 and f16to32 instructions, which can be
-       * used to execute packHalf2x16 and unpackHalf2x16. For AOS code, no
-       * lowering is needed. For SOA code, the Half2x16 ops must be
-       * scalarized.
-       */
-      if (compiler->scalar_stage[shader_type]) {
-         ops |= LOWER_PACK_HALF_2x16_TO_SPLIT
-             |  LOWER_UNPACK_HALF_2x16_TO_SPLIT;
-      }
-   } else {
-      ops |= LOWER_PACK_HALF_2x16
-          |  LOWER_UNPACK_HALF_2x16;
-   }
+   /* 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)
+      return;
 
-   lower_packing_builtins(ir, ops);
+   lower_packing_builtins(ir, LOWER_PACK_HALF_2x16 | LOWER_UNPACK_HALF_2x16);
 }
 
 static void
-process_glsl_ir(gl_shader_stage stage,
-                struct brw_context *brw,
+process_glsl_ir(struct brw_context *brw,
                 struct gl_shader_program *shader_prog,
-                struct gl_shader *shader)
+                struct gl_linked_shader *shader)
 {
    struct gl_context *ctx = &brw->ctx;
-   const struct brw_compiler *compiler = brw->intelScreen->compiler;
+   const struct brw_compiler *compiler = brw->screen->compiler;
    const struct gl_shader_compiler_options *options =
       &ctx->Const.ShaderCompilerOptions[shader->Stage];
 
@@ -114,22 +100,27 @@ process_glsl_ir(gl_shader_stage stage,
 
    ralloc_adopt(mem_ctx, shader->ir);
 
+   lower_blend_equation_advanced(shader);
+
    /* lower_packing_builtins() inserts arithmetic instructions, so it
     * must precede lower_instructions().
     */
    brw_lower_packing_builtins(brw, shader->Stage, shader->ir);
    do_mat_op_to_vec(shader->ir);
-   const int bitfield_insert = brw->gen >= 7 ? BITFIELD_INSERT_TO_BFM_BFI : 0;
-   lower_instructions(shader->ir,
-                      MOD_TO_FLOOR |
-                      DIV_TO_MUL_RCP |
-                      SUB_TO_ADD_NEG |
-                      EXP_TO_EXP2 |
-                      LOG_TO_LOG2 |
-                      bitfield_insert |
-                      LDEXP_TO_ARITH |
-                      CARRY_TO_ARITH |
-                      BORROW_TO_ARITH);
+
+   unsigned instructions_to_lower = (DIV_TO_MUL_RCP |
+                                     SUB_TO_ADD_NEG |
+                                     EXP_TO_EXP2 |
+                                     LOG_TO_LOG2 |
+                                     DFREXP_DLDEXP_TO_ARITH);
+   if (brw->gen < 7) {
+      instructions_to_lower |= BIT_COUNT_TO_MATH |
+                               EXTRACT_TO_SHIFTS |
+                               INSERT_TO_SHIFTS |
+                               REVERSE_TO_SHIFTS;
+   }
+
+   lower_instructions(shader->ir, instructions_to_lower);
 
    /* Pre-gen6 HW can only nest if-statements 16 deep.  Beyond this,
     * if-statements need to be flattened.
@@ -142,13 +133,13 @@ process_glsl_ir(gl_shader_stage stage,
    do_vec_index_to_cond_assign(shader->ir);
    lower_vector_insert(shader->ir, true);
    lower_offset_arrays(shader->ir);
-   brw_do_lower_unnormalized_offset(shader->ir);
    lower_noise(shader->ir);
    lower_quadop_vector(shader->ir, false);
 
+   do_copy_propagation(shader->ir);
+
    bool lowered_variable_indexing =
-      lower_variable_index_to_cond_assign((gl_shader_stage)stage,
-                                          shader->ir,
+      lower_variable_index_to_cond_assign(shader->Stage, shader->ir,
                                           options->EmitNoIndirectInput,
                                           options->EmitNoIndirectOutput,
                                           options->EmitNoIndirectTemp,
@@ -165,7 +156,9 @@ process_glsl_ir(gl_shader_stage stage,
       progress = false;
 
       if (compiler->scalar_stage[shader->Stage]) {
-         brw_do_channel_expressions(shader->ir);
+         if (shader->Stage == MESA_SHADER_VERTEX ||
+             shader->Stage == MESA_SHADER_FRAGMENT)
+            brw_do_channel_expressions(shader->ir);
          brw_do_vector_splitting(shader->ir);
       }
 
@@ -198,28 +191,41 @@ process_glsl_ir(gl_shader_stage stage,
    }
 }
 
-GLboolean
+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;
+}
+
+extern "C" GLboolean
 brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
 {
    struct brw_context *brw = brw_context(ctx);
-   const struct brw_compiler *compiler = brw->intelScreen->compiler;
+   const struct brw_compiler *compiler = brw->screen->compiler;
    unsigned int stage;
 
    for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
-      struct gl_shader *shader = shProg->_LinkedShaders[stage];
+      struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
       if (!shader)
-        continue;
+         continue;
 
       struct gl_program *prog =
-        ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
-                                shader->Name);
+         ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
+                                0);
       if (!prog)
-       return false;
+        return false;
       prog->Parameters = _mesa_new_parameter_list();
 
       _mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog);
 
-      process_glsl_ir((gl_shader_stage) stage, brw, shProg, shader);
+      process_glsl_ir(brw, shProg, shader);
 
       /* 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).
@@ -229,19 +235,19 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
        * get sent to the shader.
        */
       foreach_in_list(ir_instruction, node, shader->ir) {
-        ir_variable *var = node->as_variable();
+         ir_variable *var = node->as_variable();
 
-        if ((var == NULL) || (var->data.mode != ir_var_uniform)
-            || (strncmp(var->name, "gl_", 3) != 0))
-           continue;
+         if ((var == NULL) || (var->data.mode != ir_var_uniform)
+             || (strncmp(var->name, "gl_", 3) != 0))
+            continue;
 
-        const ir_state_slot *const slots = var->get_state_slots();
-        assert(slots != NULL);
+         const ir_state_slot *const slots = var->get_state_slots();
+         assert(slots != NULL);
 
-        for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
-           _mesa_add_state_reference(prog->Parameters,
-                                     (gl_state_index *) slots[i].tokens);
-        }
+         for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
+            _mesa_add_state_reference(prog->Parameters,
+                                      (gl_state_index *) slots[i].tokens);
+         }
       }
 
       do_set_program_inouts(shader->ir, prog, shader->Stage);
@@ -277,5 +283,17 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
    if (brw->precompile && !brw_shader_precompile(ctx, shProg))
       return false;
 
+   build_program_resource_list(ctx, shProg);
+
+   for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
+      struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
+      if (!shader)
+         continue;
+
+      /* The GLSL IR won't be needed anymore. */
+      ralloc_free(shader->ir);
+      shader->ir = NULL;
+   }
+
    return true;
 }