i965: Move brw_link_shader's GLSL IR transformations into a helper.
authorKenneth Graunke <kenneth@whitecape.org>
Tue, 7 Apr 2015 23:28:10 +0000 (16:28 -0700)
committerKenneth Graunke <kenneth@whitecape.org>
Fri, 10 Apr 2015 09:16:37 +0000 (02:16 -0700)
This function was getting a bit large and unwieldy.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
src/mesa/drivers/dri/i965/brw_shader.cpp

index 9fad02cbbee32b12e43c4cb6aa6ed8fc9c3a4df6..bf9aceb99238bf411eb41aab07806da541fd6992 100644 (file)
@@ -120,6 +120,104 @@ brw_lower_packing_builtins(struct brw_context *brw,
    lower_packing_builtins(ir, ops);
 }
 
+static void
+process_glsl_ir(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);
+
+   /* 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);
+   if (options->NirOptions == NULL)
+      brw_do_cubemap_normalize(shader->ir);
+   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(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 FS; falling "
+                 "back to very inefficient code generation\n");
+   }
+
+   lower_ubo_reference(shader, shader->ir);
+
+   bool progress;
+   do {
+      progress = false;
+
+      if (is_scalar_shader_stage(brw, 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)
 {
@@ -127,8 +225,6 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
    unsigned int stage;
 
    for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
-      const struct gl_shader_compiler_options *options =
-         &ctx->Const.ShaderCompilerOptions[stage];
       struct gl_shader *shader = shProg->_LinkedShaders[stage];
 
       if (!shader)
@@ -143,79 +239,7 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
 
       _mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog);
 
-      /* Temporary memory context for any new IR. */
-      void *mem_ctx = ralloc_context(NULL);
-
-      ralloc_adopt(mem_ctx, shader->ir);
-
-      bool progress;
-
-      /* lower_packing_builtins() inserts arithmetic instructions, so it
-       * must precede lower_instructions().
-       */
-      brw_lower_packing_builtins(brw, (gl_shader_stage) 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);
-
-      /* 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);
-      if (options->NirOptions == NULL)
-         brw_do_cubemap_normalize(shader->ir);
-      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(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 FS; falling "
-                    "back to very inefficient code generation\n");
-      }
-
-      lower_ubo_reference(shader, shader->ir);
-
-      do {
-        progress = false;
-
-        if (is_scalar_shader_stage(brw, 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);
+      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).
@@ -240,8 +264,6 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
         }
       }
 
-      validate_ir_tree(shader->ir);
-
       do_set_program_inouts(shader->ir, prog, shader->Stage);
 
       prog->SamplersUsed = shader->active_samplers;
@@ -253,22 +275,6 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
       brw_add_texrect_params(prog);
 
       _mesa_reference_program(ctx, &prog, NULL);
-
-      /* 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),
-                 shProg->Name);
-         _mesa_print_ir(stderr, shader->ir, NULL);
-         fprintf(stderr, "\n");
-      }
    }
 
    if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) {