i965: Push down inclusion of brw_program.h.
[mesa.git] / src / mesa / drivers / dri / i965 / brw_link.cpp
1 /*
2 * Copyright © 2015 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "main/macros.h"
25 #include "brw_context.h"
26 #include "brw_vs.h"
27 #include "brw_gs.h"
28 #include "brw_fs.h"
29 #include "brw_cfg.h"
30 #include "brw_nir.h"
31 #include "brw_program.h"
32 #include "glsl/ir_optimization.h"
33 #include "glsl/glsl_parser_extras.h"
34 #include "main/shaderapi.h"
35
36 /**
37 * Performs a compile of the shader stages even when we don't know
38 * what non-orthogonal state will be set, in the hope that it reflects
39 * the eventual NOS used, and thus allows us to produce link failures.
40 */
41 static bool
42 brw_shader_precompile(struct gl_context *ctx,
43 struct gl_shader_program *sh_prog)
44 {
45 struct gl_shader *vs = sh_prog->_LinkedShaders[MESA_SHADER_VERTEX];
46 struct gl_shader *gs = sh_prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
47 struct gl_shader *fs = sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
48 struct gl_shader *cs = sh_prog->_LinkedShaders[MESA_SHADER_COMPUTE];
49
50 if (fs && !brw_fs_precompile(ctx, sh_prog, fs->Program))
51 return false;
52
53 if (gs && !brw_gs_precompile(ctx, sh_prog, gs->Program))
54 return false;
55
56 if (vs && !brw_vs_precompile(ctx, sh_prog, vs->Program))
57 return false;
58
59 if (cs && !brw_cs_precompile(ctx, sh_prog, cs->Program))
60 return false;
61
62 return true;
63 }
64
65 static void
66 brw_lower_packing_builtins(struct brw_context *brw,
67 gl_shader_stage shader_type,
68 exec_list *ir)
69 {
70 const struct brw_compiler *compiler = brw->intelScreen->compiler;
71
72 int ops = LOWER_PACK_SNORM_2x16
73 | LOWER_UNPACK_SNORM_2x16
74 | LOWER_PACK_UNORM_2x16
75 | LOWER_UNPACK_UNORM_2x16;
76
77 if (compiler->scalar_stage[shader_type]) {
78 ops |= LOWER_UNPACK_UNORM_4x8
79 | LOWER_UNPACK_SNORM_4x8
80 | LOWER_PACK_UNORM_4x8
81 | LOWER_PACK_SNORM_4x8;
82 }
83
84 if (brw->gen >= 7) {
85 /* Gen7 introduced the f32to16 and f16to32 instructions, which can be
86 * used to execute packHalf2x16 and unpackHalf2x16. For AOS code, no
87 * lowering is needed. For SOA code, the Half2x16 ops must be
88 * scalarized.
89 */
90 if (compiler->scalar_stage[shader_type]) {
91 ops |= LOWER_PACK_HALF_2x16_TO_SPLIT
92 | LOWER_UNPACK_HALF_2x16_TO_SPLIT;
93 }
94 } else {
95 ops |= LOWER_PACK_HALF_2x16
96 | LOWER_UNPACK_HALF_2x16;
97 }
98
99 lower_packing_builtins(ir, ops);
100 }
101
102 static void
103 process_glsl_ir(gl_shader_stage stage,
104 struct brw_context *brw,
105 struct gl_shader_program *shader_prog,
106 struct gl_shader *shader)
107 {
108 struct gl_context *ctx = &brw->ctx;
109 const struct brw_compiler *compiler = brw->intelScreen->compiler;
110 const struct gl_shader_compiler_options *options =
111 &ctx->Const.ShaderCompilerOptions[shader->Stage];
112
113 /* Temporary memory context for any new IR. */
114 void *mem_ctx = ralloc_context(NULL);
115
116 ralloc_adopt(mem_ctx, shader->ir);
117
118 /* lower_packing_builtins() inserts arithmetic instructions, so it
119 * must precede lower_instructions().
120 */
121 brw_lower_packing_builtins(brw, shader->Stage, shader->ir);
122 do_mat_op_to_vec(shader->ir);
123 const int bitfield_insert = brw->gen >= 7 ? BITFIELD_INSERT_TO_BFM_BFI : 0;
124 lower_instructions(shader->ir,
125 MOD_TO_FLOOR |
126 DIV_TO_MUL_RCP |
127 SUB_TO_ADD_NEG |
128 EXP_TO_EXP2 |
129 LOG_TO_LOG2 |
130 bitfield_insert |
131 LDEXP_TO_ARITH |
132 CARRY_TO_ARITH |
133 BORROW_TO_ARITH);
134
135 /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
136 * if-statements need to be flattened.
137 */
138 if (brw->gen < 6)
139 lower_if_to_cond_assign(shader->ir, 16);
140
141 do_lower_texture_projection(shader->ir);
142 brw_lower_texture_gradients(brw, shader->ir);
143 do_vec_index_to_cond_assign(shader->ir);
144 lower_vector_insert(shader->ir, true);
145 lower_offset_arrays(shader->ir);
146 brw_do_lower_unnormalized_offset(shader->ir);
147 lower_noise(shader->ir);
148 lower_quadop_vector(shader->ir, false);
149
150 bool lowered_variable_indexing =
151 lower_variable_index_to_cond_assign((gl_shader_stage)stage,
152 shader->ir,
153 options->EmitNoIndirectInput,
154 options->EmitNoIndirectOutput,
155 options->EmitNoIndirectTemp,
156 options->EmitNoIndirectUniform);
157
158 if (unlikely(brw->perf_debug && lowered_variable_indexing)) {
159 perf_debug("Unsupported form of variable indexing in %s; falling "
160 "back to very inefficient code generation\n",
161 _mesa_shader_stage_to_abbrev(shader->Stage));
162 }
163
164 bool progress;
165 do {
166 progress = false;
167
168 if (compiler->scalar_stage[shader->Stage]) {
169 brw_do_channel_expressions(shader->ir);
170 brw_do_vector_splitting(shader->ir);
171 }
172
173 progress = do_lower_jumps(shader->ir, true, true,
174 true, /* main return */
175 false, /* continue */
176 false /* loops */
177 ) || progress;
178
179 progress = do_common_optimization(shader->ir, true, true,
180 options, ctx->Const.NativeIntegers) || progress;
181 } while (progress);
182
183 validate_ir_tree(shader->ir);
184
185 /* Now that we've finished altering the linked IR, reparent any live IR back
186 * to the permanent memory context, and free the temporary one (discarding any
187 * junk we optimized away).
188 */
189 reparent_ir(shader->ir, shader->ir);
190 ralloc_free(mem_ctx);
191
192 if (ctx->_Shader->Flags & GLSL_DUMP) {
193 fprintf(stderr, "\n");
194 fprintf(stderr, "GLSL IR for linked %s program %d:\n",
195 _mesa_shader_stage_to_string(shader->Stage),
196 shader_prog->Name);
197 _mesa_print_ir(stderr, shader->ir, NULL);
198 fprintf(stderr, "\n");
199 }
200 }
201
202 extern "C" GLboolean
203 brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
204 {
205 struct brw_context *brw = brw_context(ctx);
206 const struct brw_compiler *compiler = brw->intelScreen->compiler;
207 unsigned int stage;
208
209 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
210 struct gl_shader *shader = shProg->_LinkedShaders[stage];
211 if (!shader)
212 continue;
213
214 struct gl_program *prog =
215 ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
216 shader->Name);
217 if (!prog)
218 return false;
219 prog->Parameters = _mesa_new_parameter_list();
220
221 _mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog);
222
223 process_glsl_ir((gl_shader_stage) stage, brw, shProg, shader);
224
225 /* Make a pass over the IR to add state references for any built-in
226 * uniforms that are used. This has to be done now (during linking).
227 * Code generation doesn't happen until the first time this shader is
228 * used for rendering. Waiting until then to generate the parameters is
229 * too late. At that point, the values for the built-in uniforms won't
230 * get sent to the shader.
231 */
232 foreach_in_list(ir_instruction, node, shader->ir) {
233 ir_variable *var = node->as_variable();
234
235 if ((var == NULL) || (var->data.mode != ir_var_uniform)
236 || (strncmp(var->name, "gl_", 3) != 0))
237 continue;
238
239 const ir_state_slot *const slots = var->get_state_slots();
240 assert(slots != NULL);
241
242 for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
243 _mesa_add_state_reference(prog->Parameters,
244 (gl_state_index *) slots[i].tokens);
245 }
246 }
247
248 do_set_program_inouts(shader->ir, prog, shader->Stage);
249
250 prog->SamplersUsed = shader->active_samplers;
251 prog->ShadowSamplers = shader->shadow_samplers;
252 _mesa_update_shader_textures_used(shProg, prog);
253
254 _mesa_reference_program(ctx, &shader->Program, prog);
255
256 brw_add_texrect_params(prog);
257
258 prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
259 compiler->scalar_stage[stage]);
260
261 _mesa_reference_program(ctx, &prog, NULL);
262 }
263
264 if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) {
265 for (unsigned i = 0; i < shProg->NumShaders; i++) {
266 const struct gl_shader *sh = shProg->Shaders[i];
267 if (!sh)
268 continue;
269
270 fprintf(stderr, "GLSL %s shader %d source for linked program %d:\n",
271 _mesa_shader_stage_to_string(sh->Stage),
272 i, shProg->Name);
273 fprintf(stderr, "%s", sh->Source);
274 fprintf(stderr, "\n");
275 }
276 }
277
278 if (brw->precompile && !brw_shader_precompile(ctx, shProg))
279 return false;
280
281 return true;
282 }