* 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
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;
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;
gl_shader_stage shader_type,
exec_list *ir)
{
- int ops = LOWER_PACK_SNORM_2x16
- | LOWER_UNPACK_SNORM_2x16
- | LOWER_PACK_UNORM_2x16
- | LOWER_UNPACK_UNORM_2x16;
-
- if (is_scalar_shader_stage(brw->intelScreen->compiler, 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 (is_scalar_shader_stage(brw->intelScreen->compiler, 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->screen->compiler;
const struct gl_shader_compiler_options *options =
&ctx->Const.ShaderCompilerOptions[shader->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.
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,
_mesa_shader_stage_to_abbrev(shader->Stage));
}
- lower_ubo_reference(shader, shader->ir);
-
bool progress;
do {
progress = false;
- if (is_scalar_shader_stage(brw->intelScreen->compiler, shader->Stage)) {
- brw_do_channel_expressions(shader->ir);
+ 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);
}
}
}
-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).
* 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);
brw_add_texrect_params(prog);
prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
- is_scalar_shader_stage(compiler, stage));
+ compiler->scalar_stage[stage]);
_mesa_reference_program(ctx, &prog, NULL);
}
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;
}