Merge remote-tracking branch 'mesa-public/master' into vulkan
[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 bool progress;
161 do {
162 progress = false;
163
164 if (is_scalar_shader_stage(brw->intelScreen->compiler, shader->Stage)) {
165 brw_do_channel_expressions(shader->ir);
166 brw_do_vector_splitting(shader->ir);
167 }
168
169 progress = do_lower_jumps(shader->ir, true, true,
170 true, /* main return */
171 false, /* continue */
172 false /* loops */
173 ) || progress;
174
175 progress = do_common_optimization(shader->ir, true, true,
176 options, ctx->Const.NativeIntegers) || progress;
177 } while (progress);
178
179 validate_ir_tree(shader->ir);
180
181 /* Now that we've finished altering the linked IR, reparent any live IR back
182 * to the permanent memory context, and free the temporary one (discarding any
183 * junk we optimized away).
184 */
185 reparent_ir(shader->ir, shader->ir);
186 ralloc_free(mem_ctx);
187
188 if (ctx->_Shader->Flags & GLSL_DUMP) {
189 fprintf(stderr, "\n");
190 fprintf(stderr, "GLSL IR for linked %s program %d:\n",
191 _mesa_shader_stage_to_string(shader->Stage),
192 shader_prog->Name);
193 _mesa_print_ir(stderr, shader->ir, NULL);
194 fprintf(stderr, "\n");
195 }
196 }
197
198 GLboolean
199 brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
200 {
201 struct brw_context *brw = brw_context(ctx);
202 const struct brw_compiler *compiler = brw->intelScreen->compiler;
203 unsigned int stage;
204
205 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
206 struct gl_shader *shader = shProg->_LinkedShaders[stage];
207 if (!shader)
208 continue;
209
210 struct gl_program *prog =
211 ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
212 shader->Name);
213 if (!prog)
214 return false;
215 prog->Parameters = _mesa_new_parameter_list();
216
217 _mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog);
218
219 process_glsl_ir((gl_shader_stage) stage, brw, shProg, shader);
220
221 /* Make a pass over the IR to add state references for any built-in
222 * uniforms that are used. This has to be done now (during linking).
223 * Code generation doesn't happen until the first time this shader is
224 * used for rendering. Waiting until then to generate the parameters is
225 * too late. At that point, the values for the built-in uniforms won't
226 * get sent to the shader.
227 */
228 foreach_in_list(ir_instruction, node, shader->ir) {
229 ir_variable *var = node->as_variable();
230
231 if ((var == NULL) || (var->data.mode != ir_var_uniform)
232 || (strncmp(var->name, "gl_", 3) != 0))
233 continue;
234
235 const ir_state_slot *const slots = var->get_state_slots();
236 assert(slots != NULL);
237
238 for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
239 _mesa_add_state_reference(prog->Parameters,
240 (gl_state_index *) slots[i].tokens);
241 }
242 }
243
244 do_set_program_inouts(shader->ir, prog, shader->Stage);
245
246 prog->SamplersUsed = shader->active_samplers;
247 prog->ShadowSamplers = shader->shadow_samplers;
248 _mesa_update_shader_textures_used(shProg, prog);
249
250 _mesa_reference_program(ctx, &shader->Program, prog);
251
252 brw_add_texrect_params(prog);
253
254 prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
255 is_scalar_shader_stage(compiler, stage));
256
257 _mesa_reference_program(ctx, &prog, NULL);
258 }
259
260 if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) {
261 for (unsigned i = 0; i < shProg->NumShaders; i++) {
262 const struct gl_shader *sh = shProg->Shaders[i];
263 if (!sh)
264 continue;
265
266 fprintf(stderr, "GLSL %s shader %d source for linked program %d:\n",
267 _mesa_shader_stage_to_string(sh->Stage),
268 i, shProg->Name);
269 fprintf(stderr, "%s", sh->Source);
270 fprintf(stderr, "\n");
271 }
272 }
273
274 if (brw->precompile && !brw_shader_precompile(ctx, shProg))
275 return false;
276
277 return true;
278 }