i965: Add compiler options to brw_compiler
authorJason Ekstrand <jason.ekstrand@intel.com>
Thu, 16 Apr 2015 22:28:17 +0000 (15:28 -0700)
committerJason Ekstrand <jason.ekstrand@intel.com>
Tue, 23 Jun 2015 21:28:09 +0000 (14:28 -0700)
This creates the options at screen cration time and then we just copy them
into the context at context creation time.  We also move is_scalar to the
brw_compiler structure.

We also end up manually setting some values that the core would have set by
default for us.  Fortunately, there are only two non-zero shader compiler
option defaults that we aren't overriding anyway so this isn't a big deal.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
src/mesa/drivers/dri/i965/brw_context.c
src/mesa/drivers/dri/i965/brw_context.h
src/mesa/drivers/dri/i965/brw_shader.cpp
src/mesa/drivers/dri/i965/brw_shader.h
src/mesa/drivers/dri/i965/brw_vec4.cpp
src/mesa/drivers/dri/i965/intel_screen.c

index c0097df3e97b1aa74dc8f2df2be62a59ac1bfd39..cf4088306209ac459fc9ff1c42fd9a8ef65bfeed 100644 (file)
@@ -50,6 +50,7 @@
 
 #include "brw_context.h"
 #include "brw_defines.h"
+#include "brw_shader.h"
 #include "brw_draw.h"
 #include "brw_state.h"
 
@@ -68,8 +69,6 @@
 #include "tnl/t_pipeline.h"
 #include "util/ralloc.h"
 
-#include "glsl/nir/nir.h"
-
 /***************************************
  * Mesa's Driver Functions
  ***************************************/
@@ -558,48 +557,12 @@ brw_initialize_context_constants(struct brw_context *brw)
       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 128;
    }
 
-   static const nir_shader_compiler_options nir_options = {
-      .native_integers = true,
-      /* In order to help allow for better CSE at the NIR level we tell NIR
-       * to split all ffma instructions during opt_algebraic and we then
-       * re-combine them as a later step.
-       */
-      .lower_ffma = true,
-      .lower_sub = true,
-   };
-
    /* We want the GLSL compiler to emit code that uses condition codes */
    for (int i = 0; i < MESA_SHADER_STAGES; i++) {
-      ctx->Const.ShaderCompilerOptions[i].MaxIfDepth = brw->gen < 6 ? 16 : UINT_MAX;
-      ctx->Const.ShaderCompilerOptions[i].EmitCondCodes = true;
-      ctx->Const.ShaderCompilerOptions[i].EmitNoNoise = true;
-      ctx->Const.ShaderCompilerOptions[i].EmitNoMainReturn = true;
-      ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectInput = true;
-      ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectOutput =
-        (i == MESA_SHADER_FRAGMENT);
-      ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectTemp =
-        (i == MESA_SHADER_FRAGMENT);
-      ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectUniform = false;
-      ctx->Const.ShaderCompilerOptions[i].LowerClipDistance = true;
+      ctx->Const.ShaderCompilerOptions[i] =
+         brw->intelScreen->compiler->glsl_compiler_options[i];
    }
 
-   ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = true;
-   ctx->Const.ShaderCompilerOptions[MESA_SHADER_GEOMETRY].OptimizeForAOS = true;
-
-   if (brw->scalar_vs) {
-      /* If we're using the scalar backend for vertex shaders, we need to
-       * configure these accordingly.
-       */
-      ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoIndirectOutput = true;
-      ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoIndirectTemp = true;
-      ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = false;
-
-      ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].NirOptions = &nir_options;
-   }
-
-   ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT].NirOptions = &nir_options;
-   ctx->Const.ShaderCompilerOptions[MESA_SHADER_COMPUTE].NirOptions = &nir_options;
-
    /* ARB_viewport_array */
    if (brw->gen >= 6 && ctx->API == API_OPENGL_CORE) {
       ctx->Const.MaxViewports = GEN6_NUM_VIEWPORTS;
@@ -826,9 +789,6 @@ brwCreateContext(gl_api api,
    if (INTEL_DEBUG & DEBUG_PERF)
       brw->perf_debug = true;
 
-   if (brw->gen >= 8 && !(INTEL_DEBUG & DEBUG_VEC4VS))
-      brw->scalar_vs = true;
-
    brw_initialize_context_constants(brw);
 
    ctx->Const.ResetStrategy = notify_reset
index 58119ee5c5e4781be78e6f2933c3ce87b426b631..d8fcfffcd10cd530f5379f791ef87ef999541bb2 100644 (file)
@@ -1137,7 +1137,6 @@ struct brw_context
    bool has_pln;
    bool no_simd8;
    bool use_rep_send;
-   bool scalar_vs;
 
    /**
     * Some versions of Gen hardware don't do centroid interpolation correctly
index 42d6236e6fdb00c9ad612c81e618f5efbaac12f0..6e6a2580d1dd16810a90163757e6047a30f63b93 100644 (file)
@@ -84,6 +84,54 @@ brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo)
    brw_fs_alloc_reg_sets(compiler);
    brw_vec4_alloc_reg_set(compiler);
 
+   if (devinfo->gen >= 8 && !(INTEL_DEBUG & DEBUG_VEC4VS))
+      compiler->scalar_vs = true;
+
+   nir_shader_compiler_options *nir_options =
+      rzalloc(compiler, nir_shader_compiler_options);
+   nir_options->native_integers = true;
+   /* In order to help allow for better CSE at the NIR level we tell NIR
+    * to split all ffma instructions during opt_algebraic and we then
+    * re-combine them as a later step.
+    */
+   nir_options->lower_ffma = true;
+   nir_options->lower_sub = true;
+
+   /* We want the GLSL compiler to emit code that uses condition codes */
+   for (int i = 0; i < MESA_SHADER_STAGES; i++) {
+      compiler->glsl_compiler_options[i].MaxUnrollIterations = 32;
+      compiler->glsl_compiler_options[i].MaxIfDepth =
+         devinfo->gen < 6 ? 16 : UINT_MAX;
+
+      compiler->glsl_compiler_options[i].EmitCondCodes = true;
+      compiler->glsl_compiler_options[i].EmitNoNoise = true;
+      compiler->glsl_compiler_options[i].EmitNoMainReturn = true;
+      compiler->glsl_compiler_options[i].EmitNoIndirectInput = true;
+      compiler->glsl_compiler_options[i].EmitNoIndirectOutput =
+        (i == MESA_SHADER_FRAGMENT);
+      compiler->glsl_compiler_options[i].EmitNoIndirectTemp =
+        (i == MESA_SHADER_FRAGMENT);
+      compiler->glsl_compiler_options[i].EmitNoIndirectUniform = false;
+      compiler->glsl_compiler_options[i].LowerClipDistance = true;
+   }
+
+   compiler->glsl_compiler_options[MESA_SHADER_VERTEX].OptimizeForAOS = true;
+   compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].OptimizeForAOS = true;
+
+   if (compiler->scalar_vs) {
+      /* If we're using the scalar backend for vertex shaders, we need to
+       * configure these accordingly.
+       */
+      compiler->glsl_compiler_options[MESA_SHADER_VERTEX].EmitNoIndirectOutput = true;
+      compiler->glsl_compiler_options[MESA_SHADER_VERTEX].EmitNoIndirectTemp = true;
+      compiler->glsl_compiler_options[MESA_SHADER_VERTEX].OptimizeForAOS = false;
+
+      compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions = nir_options;
+   }
+
+   compiler->glsl_compiler_options[MESA_SHADER_FRAGMENT].NirOptions = nir_options;
+   compiler->glsl_compiler_options[MESA_SHADER_COMPUTE].NirOptions = nir_options;
+
    return compiler;
 }
 
@@ -139,7 +187,7 @@ is_scalar_shader_stage(struct brw_context *brw, int stage)
    case MESA_SHADER_FRAGMENT:
       return true;
    case MESA_SHADER_VERTEX:
-      return brw->scalar_vs;
+      return brw->intelScreen->compiler->scalar_vs;
    default:
       return false;
    }
index fe510e7f7c49e41e37a68b1ecdc78c88e69b0a3d..ac4df738009e52dad970d60b416b6386a5abdb44 100644 (file)
@@ -89,6 +89,9 @@ struct brw_compiler {
 
    void (*shader_debug_log)(void *, const char *str, ...) PRINTFLIKE(2, 3);
    void (*shader_perf_log)(void *, const char *str, ...) PRINTFLIKE(2, 3);
+
+   bool scalar_vs;
+   struct gl_shader_compiler_options glsl_compiler_options[MESA_SHADER_STAGES];
 };
 
 enum PACKED register_file {
index 572bc174986e95cd12a38dbe222d792e10f0efe0..82f055f229eafabead52aa3f8cfe3ab44f532201 100644 (file)
@@ -1882,7 +1882,7 @@ brw_vs_emit(struct brw_context *brw,
    if (unlikely(INTEL_DEBUG & DEBUG_VS))
       brw_dump_ir("vertex", prog, &shader->base, &c->vp->program.Base);
 
-   if (brw->scalar_vs) {
+   if (brw->intelScreen->compiler->scalar_vs) {
       if (!c->vp->program.Base.nir) {
          /* Normally we generate NIR in LinkShader() or
           * ProgramStringNotify(), but Mesa's fixed-function vertex program
index 3ba75d8278b61add0aeed78930650fc865ed4209..f9398d7859e936ced92733312dd905782bb21182 100644 (file)
@@ -39,6 +39,7 @@
 #include "swrast/s_renderbuffer.h"
 #include "util/ralloc.h"
 #include "brw_shader.h"
+#include "glsl/nir/nir.h"
 
 #include "utils.h"
 #include "xmlpool.h"