--- /dev/null
+/*
+ * Copyright © 2015-2016 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 "brw_compiler.h"
+#include "brw_context.h"
+#include "glsl/nir/nir.h"
+#include "main/errors.h"
+#include "util/debug.h"
+
+static void
+shader_debug_log_mesa(void *data, const char *fmt, ...)
+{
+ struct brw_context *brw = (struct brw_context *)data;
+ va_list args;
+
+ va_start(args, fmt);
+ GLuint msg_id = 0;
+ _mesa_gl_vdebug(&brw->ctx, &msg_id,
+ MESA_DEBUG_SOURCE_SHADER_COMPILER,
+ MESA_DEBUG_TYPE_OTHER,
+ MESA_DEBUG_SEVERITY_NOTIFICATION, fmt, args);
+ va_end(args);
+}
+
+static void
+shader_perf_log_mesa(void *data, const char *fmt, ...)
+{
+ struct brw_context *brw = (struct brw_context *)data;
+
+ va_list args;
+ va_start(args, fmt);
+
+ if (unlikely(INTEL_DEBUG & DEBUG_PERF)) {
+ va_list args_copy;
+ va_copy(args_copy, args);
+ vfprintf(stderr, fmt, args_copy);
+ va_end(args_copy);
+ }
+
+ if (brw->perf_debug) {
+ GLuint msg_id = 0;
+ _mesa_gl_vdebug(&brw->ctx, &msg_id,
+ MESA_DEBUG_SOURCE_SHADER_COMPILER,
+ MESA_DEBUG_TYPE_PERFORMANCE,
+ MESA_DEBUG_SEVERITY_MEDIUM, fmt, args);
+ }
+ va_end(args);
+}
+
+struct brw_compiler *
+brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo)
+{
+ struct brw_compiler *compiler = rzalloc(mem_ctx, struct brw_compiler);
+
+ compiler->devinfo = devinfo;
+ compiler->shader_debug_log = shader_debug_log_mesa;
+ compiler->shader_perf_log = shader_perf_log_mesa;
+
+ brw_fs_alloc_reg_sets(compiler);
+ brw_vec4_alloc_reg_set(compiler);
+
+ compiler->scalar_stage[MESA_SHADER_VERTEX] =
+ devinfo->gen >= 8 && !(INTEL_DEBUG & DEBUG_VEC4VS);
+ compiler->scalar_stage[MESA_SHADER_TESS_CTRL] = false;
+ compiler->scalar_stage[MESA_SHADER_TESS_EVAL] =
+ devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_TES", true);
+ compiler->scalar_stage[MESA_SHADER_GEOMETRY] =
+ devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_GS", false);
+ compiler->scalar_stage[MESA_SHADER_FRAGMENT] = true;
+ compiler->scalar_stage[MESA_SHADER_COMPUTE] = true;
+
+ nir_shader_compiler_options *nir_options =
+ rzalloc(compiler, nir_shader_compiler_options);
+ nir_options->native_integers = true;
+ nir_options->lower_fdiv = 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;
+ nir_options->lower_fdiv = true;
+ nir_options->lower_scmp = true;
+ nir_options->lower_fmod = true;
+ nir_options->lower_bitfield_extract = true;
+ nir_options->lower_bitfield_insert = true;
+ nir_options->lower_uadd_carry = true;
+ nir_options->lower_usub_borrow = true;
+
+ /* In the vec4 backend, our dpN instruction replicates its result to all
+ * the components of a vec4. We would like NIR to give us replicated fdot
+ * instructions because it can optimize better for us.
+ *
+ * For the FS backend, it should be lowered away by the scalarizing pass so
+ * we should never see fdot anyway.
+ */
+ nir_options->fdot_replicates = 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].EmitNoIndirectUniform = false;
+ compiler->glsl_compiler_options[i].LowerClipDistance = true;
+
+ bool is_scalar = compiler->scalar_stage[i];
+
+ compiler->glsl_compiler_options[i].EmitNoIndirectOutput = is_scalar;
+ compiler->glsl_compiler_options[i].EmitNoIndirectTemp = is_scalar;
+ compiler->glsl_compiler_options[i].OptimizeForAOS = !is_scalar;
+
+ /* !ARB_gpu_shader5 */
+ if (devinfo->gen < 7)
+ compiler->glsl_compiler_options[i].EmitNoIndirectSampler = true;
+
+ compiler->glsl_compiler_options[i].NirOptions = nir_options;
+
+ compiler->glsl_compiler_options[i].LowerBufferInterfaceBlocks = true;
+ }
+
+ compiler->glsl_compiler_options[MESA_SHADER_TESS_CTRL].EmitNoIndirectInput = false;
+ compiler->glsl_compiler_options[MESA_SHADER_TESS_EVAL].EmitNoIndirectInput = false;
+
+ if (compiler->scalar_stage[MESA_SHADER_GEOMETRY])
+ compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].EmitNoIndirectInput = false;
+
+ compiler->glsl_compiler_options[MESA_SHADER_COMPUTE]
+ .LowerShaderSharedVariables = true;
+
+ return compiler;
+}
#include "brw_vec4_tes.h"
#include "main/shaderobj.h"
#include "main/uniforms.h"
-#include "util/debug.h"
-
-static void
-shader_debug_log_mesa(void *data, const char *fmt, ...)
-{
- struct brw_context *brw = (struct brw_context *)data;
- va_list args;
-
- va_start(args, fmt);
- GLuint msg_id = 0;
- _mesa_gl_vdebug(&brw->ctx, &msg_id,
- MESA_DEBUG_SOURCE_SHADER_COMPILER,
- MESA_DEBUG_TYPE_OTHER,
- MESA_DEBUG_SEVERITY_NOTIFICATION, fmt, args);
- va_end(args);
-}
-
-static void
-shader_perf_log_mesa(void *data, const char *fmt, ...)
-{
- struct brw_context *brw = (struct brw_context *)data;
-
- va_list args;
- va_start(args, fmt);
-
- if (unlikely(INTEL_DEBUG & DEBUG_PERF)) {
- va_list args_copy;
- va_copy(args_copy, args);
- vfprintf(stderr, fmt, args_copy);
- va_end(args_copy);
- }
-
- if (brw->perf_debug) {
- GLuint msg_id = 0;
- _mesa_gl_vdebug(&brw->ctx, &msg_id,
- MESA_DEBUG_SOURCE_SHADER_COMPILER,
- MESA_DEBUG_TYPE_PERFORMANCE,
- MESA_DEBUG_SEVERITY_MEDIUM, fmt, args);
- }
- va_end(args);
-}
-
-struct brw_compiler *
-brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo)
-{
- struct brw_compiler *compiler = rzalloc(mem_ctx, struct brw_compiler);
-
- compiler->devinfo = devinfo;
- compiler->shader_debug_log = shader_debug_log_mesa;
- compiler->shader_perf_log = shader_perf_log_mesa;
-
- brw_fs_alloc_reg_sets(compiler);
- brw_vec4_alloc_reg_set(compiler);
-
- compiler->scalar_stage[MESA_SHADER_VERTEX] =
- devinfo->gen >= 8 && !(INTEL_DEBUG & DEBUG_VEC4VS);
- compiler->scalar_stage[MESA_SHADER_TESS_CTRL] = false;
- compiler->scalar_stage[MESA_SHADER_TESS_EVAL] =
- devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_TES", true);
- compiler->scalar_stage[MESA_SHADER_GEOMETRY] =
- devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_GS", false);
- compiler->scalar_stage[MESA_SHADER_FRAGMENT] = true;
- compiler->scalar_stage[MESA_SHADER_COMPUTE] = true;
-
- nir_shader_compiler_options *nir_options =
- rzalloc(compiler, nir_shader_compiler_options);
- nir_options->native_integers = true;
- nir_options->lower_fdiv = 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;
- nir_options->lower_fdiv = true;
- nir_options->lower_scmp = true;
- nir_options->lower_fmod = true;
- nir_options->lower_bitfield_extract = true;
- nir_options->lower_bitfield_insert = true;
- nir_options->lower_uadd_carry = true;
- nir_options->lower_usub_borrow = true;
-
- /* In the vec4 backend, our dpN instruction replicates its result to all
- * the components of a vec4. We would like NIR to give us replicated fdot
- * instructions because it can optimize better for us.
- *
- * For the FS backend, it should be lowered away by the scalarizing pass so
- * we should never see fdot anyway.
- */
- nir_options->fdot_replicates = 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].EmitNoIndirectUniform = false;
- compiler->glsl_compiler_options[i].LowerClipDistance = true;
-
- bool is_scalar = compiler->scalar_stage[i];
-
- compiler->glsl_compiler_options[i].EmitNoIndirectOutput = is_scalar;
- compiler->glsl_compiler_options[i].EmitNoIndirectTemp = is_scalar;
- compiler->glsl_compiler_options[i].OptimizeForAOS = !is_scalar;
-
- /* !ARB_gpu_shader5 */
- if (devinfo->gen < 7)
- compiler->glsl_compiler_options[i].EmitNoIndirectSampler = true;
-
- compiler->glsl_compiler_options[i].NirOptions = nir_options;
-
- compiler->glsl_compiler_options[i].LowerBufferInterfaceBlocks = true;
- }
-
- compiler->glsl_compiler_options[MESA_SHADER_TESS_CTRL].EmitNoIndirectInput = false;
- compiler->glsl_compiler_options[MESA_SHADER_TESS_EVAL].EmitNoIndirectInput = false;
-
- if (compiler->scalar_stage[MESA_SHADER_GEOMETRY])
- compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].EmitNoIndirectInput = false;
-
- compiler->glsl_compiler_options[MESA_SHADER_COMPUTE]
- .LowerShaderSharedVariables = true;
-
- return compiler;
-}
extern "C" struct gl_shader *
brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type)