mesa/glsl/i965: remove Driver.NewShader()
[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 "brw_context.h"
25 #include "brw_shader.h"
26 #include "brw_fs.h"
27 #include "brw_nir.h"
28 #include "brw_program.h"
29 #include "compiler/glsl/ir.h"
30 #include "compiler/glsl/ir_optimization.h"
31 #include "compiler/glsl/program.h"
32 #include "program/program.h"
33 #include "main/shaderapi.h"
34 #include "main/shaderobj.h"
35 #include "main/uniforms.h"
36
37 /**
38 * Performs a compile of the shader stages even when we don't know
39 * what non-orthogonal state will be set, in the hope that it reflects
40 * the eventual NOS used, and thus allows us to produce link failures.
41 */
42 static bool
43 brw_shader_precompile(struct gl_context *ctx,
44 struct gl_shader_program *sh_prog)
45 {
46 struct gl_linked_shader *vs = sh_prog->_LinkedShaders[MESA_SHADER_VERTEX];
47 struct gl_linked_shader *tcs = sh_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
48 struct gl_linked_shader *tes = sh_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
49 struct gl_linked_shader *gs = sh_prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
50 struct gl_linked_shader *fs = sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
51 struct gl_linked_shader *cs = sh_prog->_LinkedShaders[MESA_SHADER_COMPUTE];
52
53 if (fs && !brw_fs_precompile(ctx, sh_prog, fs->Program))
54 return false;
55
56 if (gs && !brw_gs_precompile(ctx, sh_prog, gs->Program))
57 return false;
58
59 if (tes && !brw_tes_precompile(ctx, sh_prog, tes->Program))
60 return false;
61
62 if (tcs && !brw_tcs_precompile(ctx, sh_prog, tcs->Program))
63 return false;
64
65 if (vs && !brw_vs_precompile(ctx, sh_prog, vs->Program))
66 return false;
67
68 if (cs && !brw_cs_precompile(ctx, sh_prog, cs->Program))
69 return false;
70
71 return true;
72 }
73
74 static void
75 brw_lower_packing_builtins(struct brw_context *brw,
76 exec_list *ir)
77 {
78 /* Gens < 7 don't have instructions to convert to or from half-precision,
79 * and Gens < 6 don't expose that functionality.
80 */
81 if (brw->gen != 6)
82 return;
83
84 lower_packing_builtins(ir, LOWER_PACK_HALF_2x16 | LOWER_UNPACK_HALF_2x16);
85 }
86
87 static void
88 process_glsl_ir(struct brw_context *brw,
89 struct gl_shader_program *shader_prog,
90 struct gl_linked_shader *shader)
91 {
92 struct gl_context *ctx = &brw->ctx;
93 const struct brw_compiler *compiler = brw->screen->compiler;
94 const struct gl_shader_compiler_options *options =
95 &ctx->Const.ShaderCompilerOptions[shader->Stage];
96
97 /* Temporary memory context for any new IR. */
98 void *mem_ctx = ralloc_context(NULL);
99
100 ralloc_adopt(mem_ctx, shader->ir);
101
102 lower_blend_equation_advanced(shader);
103
104 /* lower_packing_builtins() inserts arithmetic instructions, so it
105 * must precede lower_instructions().
106 */
107 brw_lower_packing_builtins(brw, shader->ir);
108 do_mat_op_to_vec(shader->ir);
109
110 unsigned instructions_to_lower = (DIV_TO_MUL_RCP |
111 SUB_TO_ADD_NEG |
112 EXP_TO_EXP2 |
113 LOG_TO_LOG2 |
114 DFREXP_DLDEXP_TO_ARITH);
115 if (brw->gen < 7) {
116 instructions_to_lower |= BIT_COUNT_TO_MATH |
117 EXTRACT_TO_SHIFTS |
118 INSERT_TO_SHIFTS |
119 REVERSE_TO_SHIFTS;
120 }
121
122 lower_instructions(shader->ir, instructions_to_lower);
123
124 /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
125 * if-statements need to be flattened.
126 */
127 if (brw->gen < 6)
128 lower_if_to_cond_assign(shader->Stage, shader->ir, 16);
129
130 do_lower_texture_projection(shader->ir);
131 do_vec_index_to_cond_assign(shader->ir);
132 lower_vector_insert(shader->ir, true);
133 lower_offset_arrays(shader->ir);
134 lower_noise(shader->ir);
135 lower_quadop_vector(shader->ir, false);
136
137 bool progress;
138 do {
139 progress = false;
140
141 if (compiler->scalar_stage[shader->Stage]) {
142 if (shader->Stage == MESA_SHADER_VERTEX ||
143 shader->Stage == MESA_SHADER_FRAGMENT)
144 brw_do_channel_expressions(shader->ir);
145 brw_do_vector_splitting(shader->ir);
146 }
147
148 progress = do_common_optimization(shader->ir, true, true,
149 options, ctx->Const.NativeIntegers) || progress;
150 } while (progress);
151
152 validate_ir_tree(shader->ir);
153
154 /* Now that we've finished altering the linked IR, reparent any live IR back
155 * to the permanent memory context, and free the temporary one (discarding any
156 * junk we optimized away).
157 */
158 reparent_ir(shader->ir, shader->ir);
159 ralloc_free(mem_ctx);
160
161 if (ctx->_Shader->Flags & GLSL_DUMP) {
162 fprintf(stderr, "\n");
163 if (shader->ir) {
164 fprintf(stderr, "GLSL IR for linked %s program %d:\n",
165 _mesa_shader_stage_to_string(shader->Stage),
166 shader_prog->Name);
167 _mesa_print_ir(stderr, shader->ir, NULL);
168 } else {
169 fprintf(stderr, "No GLSL IR for linked %s program %d (shader may be "
170 "from cache)\n", _mesa_shader_stage_to_string(shader->Stage),
171 shader_prog->Name);
172 }
173 fprintf(stderr, "\n");
174 }
175 }
176
177 static void
178 unify_interfaces(struct shader_info **infos)
179 {
180 struct shader_info *prev_info = NULL;
181
182 for (unsigned i = MESA_SHADER_VERTEX; i < MESA_SHADER_FRAGMENT; i++) {
183 if (!infos[i])
184 continue;
185
186 if (prev_info) {
187 prev_info->outputs_written |= infos[i]->inputs_read;
188 prev_info->patch_outputs_written |= infos[i]->patch_inputs_read;
189 infos[i]->inputs_read |= prev_info->outputs_written;
190 infos[i]->patch_inputs_read |= prev_info->patch_outputs_written;
191 }
192 prev_info = infos[i];
193 }
194 }
195
196 extern "C" GLboolean
197 brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
198 {
199 struct brw_context *brw = brw_context(ctx);
200 const struct brw_compiler *compiler = brw->screen->compiler;
201 unsigned int stage;
202 struct shader_info *infos[MESA_SHADER_STAGES] = { 0, };
203
204 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
205 struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
206 if (!shader)
207 continue;
208
209 struct gl_program *prog = shader->Program;
210 prog->Parameters = _mesa_new_parameter_list();
211
212 process_glsl_ir(brw, shProg, shader);
213
214 _mesa_copy_linked_program_data(shProg, shader);
215
216 prog->SamplersUsed = shader->active_samplers;
217 prog->ShadowSamplers = shader->shadow_samplers;
218 _mesa_update_shader_textures_used(shProg, prog);
219
220 brw_add_texrect_params(prog);
221
222 bool debug_enabled =
223 (INTEL_DEBUG & intel_debug_flag_for_shader_stage(shader->Stage));
224
225 if (debug_enabled && shader->ir) {
226 fprintf(stderr, "GLSL IR for native %s shader %d:\n",
227 _mesa_shader_stage_to_string(shader->Stage), shProg->Name);
228 _mesa_print_ir(stderr, shader->ir, NULL);
229 fprintf(stderr, "\n\n");
230 }
231
232 prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
233 compiler->scalar_stage[stage]);
234 infos[stage] = prog->nir->info;
235
236 /* Make a pass over the IR to add state references for any built-in
237 * uniforms that are used. This has to be done now (during linking).
238 * Code generation doesn't happen until the first time this shader is
239 * used for rendering. Waiting until then to generate the parameters is
240 * too late. At that point, the values for the built-in uniforms won't
241 * get sent to the shader.
242 */
243 nir_foreach_variable(var, &prog->nir->uniforms) {
244 if (strncmp(var->name, "gl_", 3) == 0) {
245 const nir_state_slot *const slots = var->state_slots;
246 assert(var->state_slots != NULL);
247
248 for (unsigned int i = 0; i < var->num_state_slots; i++) {
249 _mesa_add_state_reference(prog->Parameters,
250 (gl_state_index *)slots[i].tokens);
251 }
252 }
253 }
254 }
255
256 /* The linker tries to dead code eliminate unused varying components,
257 * and make sure interfaces match. But it isn't able to do so in all
258 * cases. So, explicitly make the interfaces match by OR'ing together
259 * the inputs_read/outputs_written bitfields of adjacent stages.
260 */
261 if (!shProg->SeparateShader)
262 unify_interfaces(infos);
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 build_program_resource_list(ctx, shProg);
282
283 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
284 struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
285 if (!shader)
286 continue;
287
288 /* The GLSL IR won't be needed anymore. */
289 ralloc_free(shader->ir);
290 shader->ir = NULL;
291 }
292
293 return true;
294 }