i965: Move brw_link_shader() and friends to new file brw_link.cpp
authorKristian Høgsberg Kristensen <krh@bitplanet.net>
Mon, 5 Oct 2015 21:22:23 +0000 (14:22 -0700)
committerKristian Høgsberg Kristensen <krh@bitplanet.net>
Thu, 8 Oct 2015 19:14:44 +0000 (12:14 -0700)
We want to use the rest of brw_shader.cpp with the rest of the compiler
without pulling in the GLSL linking code.

Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
src/mesa/drivers/dri/i965/Makefile.sources
src/mesa/drivers/dri/i965/brw_link.cpp [new file with mode: 0644]
src/mesa/drivers/dri/i965/brw_shader.cpp
src/mesa/drivers/dri/i965/brw_shader.h

index 6f97f735addbb0aac6bb38945a8fa95849ffc3cd..7e1586ffbbd47564d039039c94cbb8c57a574f68 100644 (file)
@@ -73,6 +73,7 @@ i965_FILES = \
        brw_ir_allocator.h \
        brw_ir_fs.h \
        brw_ir_vec4.h \
+       brw_link.cpp \
        brw_lower_texture_gradients.cpp \
        brw_lower_unnormalized_offset.cpp \
        brw_meta_fast_clear.c \
diff --git a/src/mesa/drivers/dri/i965/brw_link.cpp b/src/mesa/drivers/dri/i965/brw_link.cpp
new file mode 100644 (file)
index 0000000..fc9bee4
--- /dev/null
@@ -0,0 +1,280 @@
+/*
+ * Copyright © 2015 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#include "main/macros.h"
+#include "brw_context.h"
+#include "brw_vs.h"
+#include "brw_gs.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 "main/shaderapi.h"
+
+/**
+ * Performs a compile of the shader stages even when we don't know
+ * what non-orthogonal state will be set, in the hope that it reflects
+ * the eventual NOS used, and thus allows us to produce link failures.
+ */
+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];
+
+   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 (vs && !brw_vs_precompile(ctx, sh_prog, vs->Program))
+      return false;
+
+   if (cs && !brw_cs_precompile(ctx, sh_prog, cs->Program))
+      return false;
+
+   return true;
+}
+
+static void
+brw_lower_packing_builtins(struct brw_context *brw,
+                           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;
+   }
+
+   lower_packing_builtins(ir, ops);
+}
+
+static void
+process_glsl_ir(gl_shader_stage stage,
+                struct brw_context *brw,
+                struct gl_shader_program *shader_prog,
+                struct gl_shader *shader)
+{
+   struct gl_context *ctx = &brw->ctx;
+   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_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);
+
+   /* Pre-gen6 HW can only nest if-statements 16 deep.  Beyond this,
+    * if-statements need to be flattened.
+    */
+   if (brw->gen < 6)
+      lower_if_to_cond_assign(shader->ir, 16);
+
+   do_lower_texture_projection(shader->ir);
+   brw_lower_texture_gradients(brw, shader->ir);
+   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);
+
+   bool lowered_variable_indexing =
+      lower_variable_index_to_cond_assign((gl_shader_stage)stage,
+                                          shader->ir,
+                                          options->EmitNoIndirectInput,
+                                          options->EmitNoIndirectOutput,
+                                          options->EmitNoIndirectTemp,
+                                          options->EmitNoIndirectUniform);
+
+   if (unlikely(brw->perf_debug && lowered_variable_indexing)) {
+      perf_debug("Unsupported form of variable indexing in %s; falling "
+                 "back to very inefficient code generation\n",
+                 _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);
+         brw_do_vector_splitting(shader->ir);
+      }
+
+      progress = do_lower_jumps(shader->ir, true, true,
+                                true, /* main return */
+                                false, /* continue */
+                                false /* loops */
+                                ) || progress;
+
+      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
+    * to the permanent memory context, and free the temporary one (discarding any
+    * junk we optimized away).
+    */
+   reparent_ir(shader->ir, shader->ir);
+   ralloc_free(mem_ctx);
+
+   if (ctx->_Shader->Flags & GLSL_DUMP) {
+      fprintf(stderr, "\n");
+      fprintf(stderr, "GLSL IR for linked %s program %d:\n",
+              _mesa_shader_stage_to_string(shader->Stage),
+              shader_prog->Name);
+      _mesa_print_ir(stderr, shader->ir, NULL);
+      fprintf(stderr, "\n");
+   }
+}
+
+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;
+   unsigned int stage;
+
+   for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
+      struct gl_shader *shader = shProg->_LinkedShaders[stage];
+      if (!shader)
+        continue;
+
+      struct gl_program *prog =
+        ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
+                                shader->Name);
+      if (!prog)
+       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);
+
+      /* 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).
+       * Code generation doesn't happen until the first time this shader is
+       * used for rendering.  Waiting until then to generate the parameters is
+       * too late.  At that point, the values for the built-in uniforms won't
+       * get sent to the shader.
+       */
+      foreach_in_list(ir_instruction, node, shader->ir) {
+        ir_variable *var = node->as_variable();
+
+        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);
+
+        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);
+
+      prog->SamplersUsed = shader->active_samplers;
+      prog->ShadowSamplers = shader->shadow_samplers;
+      _mesa_update_shader_textures_used(shProg, prog);
+
+      _mesa_reference_program(ctx, &shader->Program, prog);
+
+      brw_add_texrect_params(prog);
+
+      prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
+                                 is_scalar_shader_stage(compiler, stage));
+
+      _mesa_reference_program(ctx, &prog, NULL);
+   }
+
+   if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) {
+      for (unsigned i = 0; i < shProg->NumShaders; i++) {
+         const struct gl_shader *sh = shProg->Shaders[i];
+         if (!sh)
+            continue;
+
+         fprintf(stderr, "GLSL %s shader %d source for linked program %d:\n",
+                 _mesa_shader_stage_to_string(sh->Stage),
+                 i, shProg->Name);
+         fprintf(stderr, "%s", sh->Source);
+         fprintf(stderr, "\n");
+      }
+   }
+
+   if (brw->precompile && !brw_shader_precompile(ctx, shProg))
+      return false;
+
+   return true;
+}
index 7bc080b082e30cfdd6501a023028b3b6df8a1a72..9ad7f3c3e9ad4dd17cfc3c23509dd14b6e5b407c 100644 (file)
@@ -72,7 +72,7 @@ shader_perf_log_mesa(void *data, const char *fmt, ...)
    va_end(args);
 }
 
-static bool
+bool
 is_scalar_shader_stage(const struct brw_compiler *compiler, int stage)
 {
    switch (stage) {
@@ -164,254 +164,6 @@ brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type)
    return &shader->base;
 }
 
-/**
- * Performs a compile of the shader stages even when we don't know
- * what non-orthogonal state will be set, in the hope that it reflects
- * the eventual NOS used, and thus allows us to produce link failures.
- */
-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];
-
-   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 (vs && !brw_vs_precompile(ctx, sh_prog, vs->Program))
-      return false;
-
-   if (cs && !brw_cs_precompile(ctx, sh_prog, cs->Program))
-      return false;
-
-   return true;
-}
-
-static void
-brw_lower_packing_builtins(struct brw_context *brw,
-                           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;
-   }
-
-   lower_packing_builtins(ir, ops);
-}
-
-static void
-process_glsl_ir(gl_shader_stage stage,
-                struct brw_context *brw,
-                struct gl_shader_program *shader_prog,
-                struct gl_shader *shader)
-{
-   struct gl_context *ctx = &brw->ctx;
-   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_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);
-
-   /* Pre-gen6 HW can only nest if-statements 16 deep.  Beyond this,
-    * if-statements need to be flattened.
-    */
-   if (brw->gen < 6)
-      lower_if_to_cond_assign(shader->ir, 16);
-
-   do_lower_texture_projection(shader->ir);
-   brw_lower_texture_gradients(brw, shader->ir);
-   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);
-
-   bool lowered_variable_indexing =
-      lower_variable_index_to_cond_assign((gl_shader_stage)stage,
-                                          shader->ir,
-                                          options->EmitNoIndirectInput,
-                                          options->EmitNoIndirectOutput,
-                                          options->EmitNoIndirectTemp,
-                                          options->EmitNoIndirectUniform);
-
-   if (unlikely(brw->perf_debug && lowered_variable_indexing)) {
-      perf_debug("Unsupported form of variable indexing in %s; falling "
-                 "back to very inefficient code generation\n",
-                 _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);
-         brw_do_vector_splitting(shader->ir);
-      }
-
-      progress = do_lower_jumps(shader->ir, true, true,
-                                true, /* main return */
-                                false, /* continue */
-                                false /* loops */
-                                ) || progress;
-
-      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
-    * to the permanent memory context, and free the temporary one (discarding any
-    * junk we optimized away).
-    */
-   reparent_ir(shader->ir, shader->ir);
-   ralloc_free(mem_ctx);
-
-   if (ctx->_Shader->Flags & GLSL_DUMP) {
-      fprintf(stderr, "\n");
-      fprintf(stderr, "GLSL IR for linked %s program %d:\n",
-              _mesa_shader_stage_to_string(shader->Stage),
-              shader_prog->Name);
-      _mesa_print_ir(stderr, shader->ir, NULL);
-      fprintf(stderr, "\n");
-   }
-}
-
-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;
-   unsigned int stage;
-
-   for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
-      struct gl_shader *shader = shProg->_LinkedShaders[stage];
-      if (!shader)
-        continue;
-
-      struct gl_program *prog =
-        ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
-                                shader->Name);
-      if (!prog)
-       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);
-
-      /* 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).
-       * Code generation doesn't happen until the first time this shader is
-       * used for rendering.  Waiting until then to generate the parameters is
-       * too late.  At that point, the values for the built-in uniforms won't
-       * get sent to the shader.
-       */
-      foreach_in_list(ir_instruction, node, shader->ir) {
-        ir_variable *var = node->as_variable();
-
-        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);
-
-        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);
-
-      prog->SamplersUsed = shader->active_samplers;
-      prog->ShadowSamplers = shader->shadow_samplers;
-      _mesa_update_shader_textures_used(shProg, prog);
-
-      _mesa_reference_program(ctx, &shader->Program, prog);
-
-      brw_add_texrect_params(prog);
-
-      prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
-                                 is_scalar_shader_stage(compiler, stage));
-
-      _mesa_reference_program(ctx, &prog, NULL);
-   }
-
-   if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) {
-      for (unsigned i = 0; i < shProg->NumShaders; i++) {
-         const struct gl_shader *sh = shProg->Shaders[i];
-         if (!sh)
-            continue;
-
-         fprintf(stderr, "GLSL %s shader %d source for linked program %d:\n",
-                 _mesa_shader_stage_to_string(sh->Stage),
-                 i, shProg->Name);
-         fprintf(stderr, "%s", sh->Source);
-         fprintf(stderr, "\n");
-      }
-   }
-
-   if (brw->precompile && !brw_shader_precompile(ctx, shProg))
-      return false;
-
-   return true;
-}
-
-
 enum brw_reg_type
 brw_type_for_base_type(const struct glsl_type *type)
 {
index b6c070ef4c79794329074b99b7faea00eee8bcb8..ad2de5eae2d5d999c904238c4b8c15fbe357b985 100644 (file)
@@ -318,6 +318,8 @@ bool brw_cs_precompile(struct gl_context *ctx,
 int type_size_scalar(const struct glsl_type *type);
 int type_size_vec4(const struct glsl_type *type);
 
+bool is_scalar_shader_stage(const struct brw_compiler *compiler, int stage);
+
 #ifdef __cplusplus
 }
 #endif