glsl: Drop exec_list argument to lower_ubo_reference
[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 "glsl/ir_optimization.h"
32 #include "glsl/glsl_parser_extras.h"
33 #include "main/shaderapi.h"
34
35 /**
36 * Performs a compile of the shader stages even when we don't know
37 * what non-orthogonal state will be set, in the hope that it reflects
38 * the eventual NOS used, and thus allows us to produce link failures.
39 */
40 static bool
41 brw_shader_precompile(struct gl_context *ctx,
42 struct gl_shader_program *sh_prog)
43 {
44 struct gl_shader *vs = sh_prog->_LinkedShaders[MESA_SHADER_VERTEX];
45 struct gl_shader *gs = sh_prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
46 struct gl_shader *fs = sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
47 struct gl_shader *cs = sh_prog->_LinkedShaders[MESA_SHADER_COMPUTE];
48
49 if (fs && !brw_fs_precompile(ctx, sh_prog, fs->Program))
50 return false;
51
52 if (gs && !brw_gs_precompile(ctx, sh_prog, gs->Program))
53 return false;
54
55 if (vs && !brw_vs_precompile(ctx, sh_prog, vs->Program))
56 return false;
57
58 if (cs && !brw_cs_precompile(ctx, sh_prog, cs->Program))
59 return false;
60
61 return true;
62 }
63
64 static void
65 brw_lower_packing_builtins(struct brw_context *brw,
66 gl_shader_stage shader_type,
67 exec_list *ir)
68 {
69 int ops = LOWER_PACK_SNORM_2x16
70 | LOWER_UNPACK_SNORM_2x16
71 | LOWER_PACK_UNORM_2x16
72 | LOWER_UNPACK_UNORM_2x16;
73
74 if (is_scalar_shader_stage(brw->intelScreen->compiler, shader_type)) {
75 ops |= LOWER_UNPACK_UNORM_4x8
76 | LOWER_UNPACK_SNORM_4x8
77 | LOWER_PACK_UNORM_4x8
78 | LOWER_PACK_SNORM_4x8;
79 }
80
81 if (brw->gen >= 7) {
82 /* Gen7 introduced the f32to16 and f16to32 instructions, which can be
83 * used to execute packHalf2x16 and unpackHalf2x16. For AOS code, no
84 * lowering is needed. For SOA code, the Half2x16 ops must be
85 * scalarized.
86 */
87 if (is_scalar_shader_stage(brw->intelScreen->compiler, shader_type)) {
88 ops |= LOWER_PACK_HALF_2x16_TO_SPLIT
89 | LOWER_UNPACK_HALF_2x16_TO_SPLIT;
90 }
91 } else {
92 ops |= LOWER_PACK_HALF_2x16
93 | LOWER_UNPACK_HALF_2x16;
94 }
95
96 lower_packing_builtins(ir, ops);
97 }
98
99 static void
100 process_glsl_ir(gl_shader_stage stage,
101 struct brw_context *brw,
102 struct gl_shader_program *shader_prog,
103 struct gl_shader *shader)
104 {
105 struct gl_context *ctx = &brw->ctx;
106 const struct gl_shader_compiler_options *options =
107 &ctx->Const.ShaderCompilerOptions[shader->Stage];
108
109 /* Temporary memory context for any new IR. */
110 void *mem_ctx = ralloc_context(NULL);
111
112 ralloc_adopt(mem_ctx, shader->ir);
113
114 /* lower_packing_builtins() inserts arithmetic instructions, so it
115 * must precede lower_instructions().
116 */
117 brw_lower_packing_builtins(brw, shader->Stage, shader->ir);
118 do_mat_op_to_vec(shader->ir);
119 const int bitfield_insert = brw->gen >= 7 ? BITFIELD_INSERT_TO_BFM_BFI : 0;
120 lower_instructions(shader->ir,
121 MOD_TO_FLOOR |
122 DIV_TO_MUL_RCP |
123 SUB_TO_ADD_NEG |
124 EXP_TO_EXP2 |
125 LOG_TO_LOG2 |
126 bitfield_insert |
127 LDEXP_TO_ARITH |
128 CARRY_TO_ARITH |
129 BORROW_TO_ARITH);
130
131 /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
132 * if-statements need to be flattened.
133 */
134 if (brw->gen < 6)
135 lower_if_to_cond_assign(shader->ir, 16);
136
137 do_lower_texture_projection(shader->ir);
138 brw_lower_texture_gradients(brw, shader->ir);
139 do_vec_index_to_cond_assign(shader->ir);
140 lower_vector_insert(shader->ir, true);
141 lower_offset_arrays(shader->ir);
142 brw_do_lower_unnormalized_offset(shader->ir);
143 lower_noise(shader->ir);
144 lower_quadop_vector(shader->ir, false);
145
146 bool lowered_variable_indexing =
147 lower_variable_index_to_cond_assign((gl_shader_stage)stage,
148 shader->ir,
149 options->EmitNoIndirectInput,
150 options->EmitNoIndirectOutput,
151 options->EmitNoIndirectTemp,
152 options->EmitNoIndirectUniform);
153
154 if (unlikely(brw->perf_debug && lowered_variable_indexing)) {
155 perf_debug("Unsupported form of variable indexing in %s; falling "
156 "back to very inefficient code generation\n",
157 _mesa_shader_stage_to_abbrev(shader->Stage));
158 }
159
160 lower_ubo_reference(shader);
161
162 bool progress;
163 do {
164 progress = false;
165
166 if (is_scalar_shader_stage(brw->intelScreen->compiler, shader->Stage)) {
167 brw_do_channel_expressions(shader->ir);
168 brw_do_vector_splitting(shader->ir);
169 }
170
171 progress = do_lower_jumps(shader->ir, true, true,
172 true, /* main return */
173 false, /* continue */
174 false /* loops */
175 ) || progress;
176
177 progress = do_common_optimization(shader->ir, true, true,
178 options, ctx->Const.NativeIntegers) || progress;
179 } while (progress);
180
181 validate_ir_tree(shader->ir);
182
183 /* Now that we've finished altering the linked IR, reparent any live IR back
184 * to the permanent memory context, and free the temporary one (discarding any
185 * junk we optimized away).
186 */
187 reparent_ir(shader->ir, shader->ir);
188 ralloc_free(mem_ctx);
189
190 if (ctx->_Shader->Flags & GLSL_DUMP) {
191 fprintf(stderr, "\n");
192 fprintf(stderr, "GLSL IR for linked %s program %d:\n",
193 _mesa_shader_stage_to_string(shader->Stage),
194 shader_prog->Name);
195 _mesa_print_ir(stderr, shader->ir, NULL);
196 fprintf(stderr, "\n");
197 }
198 }
199
200 GLboolean
201 brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
202 {
203 struct brw_context *brw = brw_context(ctx);
204 const struct brw_compiler *compiler = brw->intelScreen->compiler;
205 unsigned int stage;
206
207 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
208 struct gl_shader *shader = shProg->_LinkedShaders[stage];
209 if (!shader)
210 continue;
211
212 struct gl_program *prog =
213 ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
214 shader->Name);
215 if (!prog)
216 return false;
217 prog->Parameters = _mesa_new_parameter_list();
218
219 _mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog);
220
221 process_glsl_ir((gl_shader_stage) stage, brw, shProg, shader);
222
223 /* Make a pass over the IR to add state references for any built-in
224 * uniforms that are used. This has to be done now (during linking).
225 * Code generation doesn't happen until the first time this shader is
226 * used for rendering. Waiting until then to generate the parameters is
227 * too late. At that point, the values for the built-in uniforms won't
228 * get sent to the shader.
229 */
230 foreach_in_list(ir_instruction, node, shader->ir) {
231 ir_variable *var = node->as_variable();
232
233 if ((var == NULL) || (var->data.mode != ir_var_uniform)
234 || (strncmp(var->name, "gl_", 3) != 0))
235 continue;
236
237 const ir_state_slot *const slots = var->get_state_slots();
238 assert(slots != NULL);
239
240 for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
241 _mesa_add_state_reference(prog->Parameters,
242 (gl_state_index *) slots[i].tokens);
243 }
244 }
245
246 do_set_program_inouts(shader->ir, prog, shader->Stage);
247
248 prog->SamplersUsed = shader->active_samplers;
249 prog->ShadowSamplers = shader->shadow_samplers;
250 _mesa_update_shader_textures_used(shProg, prog);
251
252 _mesa_reference_program(ctx, &shader->Program, prog);
253
254 brw_add_texrect_params(prog);
255
256 prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
257 is_scalar_shader_stage(compiler, stage));
258
259 _mesa_reference_program(ctx, &prog, NULL);
260 }
261
262 if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) {
263 for (unsigned i = 0; i < shProg->NumShaders; i++) {
264 const struct gl_shader *sh = shProg->Shaders[i];
265 if (!sh)
266 continue;
267
268 fprintf(stderr, "GLSL %s shader %d source for linked program %d:\n",
269 _mesa_shader_stage_to_string(sh->Stage),
270 i, shProg->Name);
271 fprintf(stderr, "%s", sh->Source);
272 fprintf(stderr, "\n");
273 }
274 }
275
276 if (brw->precompile && !brw_shader_precompile(ctx, shProg))
277 return false;
278
279 return true;
280 }