2 * Copyright © 2015 Intel Corporation
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:
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
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
24 #include "brw_context.h"
25 #include "brw_shader.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"
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.
43 brw_shader_precompile(struct gl_context
*ctx
,
44 struct gl_shader_program
*sh_prog
)
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
];
53 if (fs
&& !brw_fs_precompile(ctx
, sh_prog
, fs
->Program
))
56 if (gs
&& !brw_gs_precompile(ctx
, sh_prog
, gs
->Program
))
59 if (tes
&& !brw_tes_precompile(ctx
, sh_prog
, tes
->Program
))
62 if (tcs
&& !brw_tcs_precompile(ctx
, sh_prog
, tcs
->Program
))
65 if (vs
&& !brw_vs_precompile(ctx
, sh_prog
, vs
->Program
))
68 if (cs
&& !brw_cs_precompile(ctx
, sh_prog
, cs
->Program
))
75 brw_lower_packing_builtins(struct brw_context
*brw
,
78 /* Gens < 7 don't have instructions to convert to or from half-precision,
79 * and Gens < 6 don't expose that functionality.
84 lower_packing_builtins(ir
, LOWER_PACK_HALF_2x16
| LOWER_UNPACK_HALF_2x16
);
88 process_glsl_ir(struct brw_context
*brw
,
89 struct gl_shader_program
*shader_prog
,
90 struct gl_linked_shader
*shader
)
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
];
97 /* Temporary memory context for any new IR. */
98 void *mem_ctx
= ralloc_context(NULL
);
100 ralloc_adopt(mem_ctx
, shader
->ir
);
102 lower_blend_equation_advanced(shader
);
104 /* lower_packing_builtins() inserts arithmetic instructions, so it
105 * must precede lower_instructions().
107 brw_lower_packing_builtins(brw
, shader
->ir
);
108 do_mat_op_to_vec(shader
->ir
);
110 unsigned instructions_to_lower
= (DIV_TO_MUL_RCP
|
114 DFREXP_DLDEXP_TO_ARITH
);
116 instructions_to_lower
|= BIT_COUNT_TO_MATH
|
122 lower_instructions(shader
->ir
, instructions_to_lower
);
124 /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
125 * if-statements need to be flattened.
128 lower_if_to_cond_assign(shader
->Stage
, shader
->ir
, 16);
130 do_lower_texture_projection(shader
->ir
);
131 brw_lower_texture_gradients(brw
, shader
->ir
);
132 do_vec_index_to_cond_assign(shader
->ir
);
133 lower_vector_insert(shader
->ir
, true);
134 lower_offset_arrays(shader
->ir
);
135 lower_noise(shader
->ir
);
136 lower_quadop_vector(shader
->ir
, false);
138 do_copy_propagation(shader
->ir
);
140 bool lowered_variable_indexing
=
141 lower_variable_index_to_cond_assign(shader
->Stage
, shader
->ir
,
142 options
->EmitNoIndirectInput
,
143 options
->EmitNoIndirectOutput
,
144 options
->EmitNoIndirectTemp
,
145 options
->EmitNoIndirectUniform
);
147 if (unlikely(brw
->perf_debug
&& lowered_variable_indexing
)) {
148 perf_debug("Unsupported form of variable indexing in %s; falling "
149 "back to very inefficient code generation\n",
150 _mesa_shader_stage_to_abbrev(shader
->Stage
));
157 if (compiler
->scalar_stage
[shader
->Stage
]) {
158 if (shader
->Stage
== MESA_SHADER_VERTEX
||
159 shader
->Stage
== MESA_SHADER_FRAGMENT
)
160 brw_do_channel_expressions(shader
->ir
);
161 brw_do_vector_splitting(shader
->ir
);
164 progress
= do_lower_jumps(shader
->ir
, true, true,
165 true, /* main return */
166 false, /* continue */
170 progress
= do_common_optimization(shader
->ir
, true, true,
171 options
, ctx
->Const
.NativeIntegers
) || progress
;
174 validate_ir_tree(shader
->ir
);
176 /* Now that we've finished altering the linked IR, reparent any live IR back
177 * to the permanent memory context, and free the temporary one (discarding any
178 * junk we optimized away).
180 reparent_ir(shader
->ir
, shader
->ir
);
181 ralloc_free(mem_ctx
);
183 if (ctx
->_Shader
->Flags
& GLSL_DUMP
) {
184 fprintf(stderr
, "\n");
186 fprintf(stderr
, "GLSL IR for linked %s program %d:\n",
187 _mesa_shader_stage_to_string(shader
->Stage
),
189 _mesa_print_ir(stderr
, shader
->ir
, NULL
);
191 fprintf(stderr
, "No GLSL IR for linked %s program %d (shader may be "
192 "from cache)\n", _mesa_shader_stage_to_string(shader
->Stage
),
195 fprintf(stderr
, "\n");
199 extern "C" struct gl_linked_shader
*
200 brw_new_shader(gl_shader_stage stage
)
202 struct brw_shader
*shader
;
204 shader
= rzalloc(NULL
, struct brw_shader
);
206 shader
->base
.Stage
= stage
;
209 return &shader
->base
;
213 brw_link_shader(struct gl_context
*ctx
, struct gl_shader_program
*shProg
)
215 struct brw_context
*brw
= brw_context(ctx
);
216 const struct brw_compiler
*compiler
= brw
->screen
->compiler
;
219 for (stage
= 0; stage
< ARRAY_SIZE(shProg
->_LinkedShaders
); stage
++) {
220 struct gl_linked_shader
*shader
= shProg
->_LinkedShaders
[stage
];
224 struct gl_program
*prog
=
225 ctx
->Driver
.NewProgram(ctx
, _mesa_shader_stage_to_program(stage
),
230 /* Don't use _mesa_reference_program() just take ownership */
231 shader
->Program
= prog
;
233 prog
->Parameters
= _mesa_new_parameter_list();
235 process_glsl_ir(brw
, shProg
, shader
);
237 _mesa_copy_linked_program_data(shProg
, shader
);
239 /* Make a pass over the IR to add state references for any built-in
240 * uniforms that are used. This has to be done now (during linking).
241 * Code generation doesn't happen until the first time this shader is
242 * used for rendering. Waiting until then to generate the parameters is
243 * too late. At that point, the values for the built-in uniforms won't
244 * get sent to the shader.
246 foreach_in_list(ir_instruction
, node
, shader
->ir
) {
247 ir_variable
*var
= node
->as_variable();
249 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_uniform
)
250 || (strncmp(var
->name
, "gl_", 3) != 0))
253 const ir_state_slot
*const slots
= var
->get_state_slots();
254 assert(slots
!= NULL
);
256 for (unsigned int i
= 0; i
< var
->get_num_state_slots(); i
++) {
257 _mesa_add_state_reference(prog
->Parameters
,
258 (gl_state_index
*) slots
[i
].tokens
);
262 prog
->SamplersUsed
= shader
->active_samplers
;
263 prog
->ShadowSamplers
= shader
->shadow_samplers
;
264 _mesa_update_shader_textures_used(shProg
, prog
);
266 brw_add_texrect_params(prog
);
269 (INTEL_DEBUG
& intel_debug_flag_for_shader_stage(shader
->Stage
));
271 if (debug_enabled
&& shader
->ir
) {
272 fprintf(stderr
, "GLSL IR for native %s shader %d:\n",
273 _mesa_shader_stage_to_string(shader
->Stage
), shProg
->Name
);
274 _mesa_print_ir(stderr
, shader
->ir
, NULL
);
275 fprintf(stderr
, "\n\n");
278 prog
->nir
= brw_create_nir(brw
, shProg
, prog
, (gl_shader_stage
) stage
,
279 compiler
->scalar_stage
[stage
]);
282 if ((ctx
->_Shader
->Flags
& GLSL_DUMP
) && shProg
->Name
!= 0) {
283 for (unsigned i
= 0; i
< shProg
->NumShaders
; i
++) {
284 const struct gl_shader
*sh
= shProg
->Shaders
[i
];
288 fprintf(stderr
, "GLSL %s shader %d source for linked program %d:\n",
289 _mesa_shader_stage_to_string(sh
->Stage
),
291 fprintf(stderr
, "%s", sh
->Source
);
292 fprintf(stderr
, "\n");
296 if (brw
->precompile
&& !brw_shader_precompile(ctx
, shProg
))
299 build_program_resource_list(ctx
, shProg
);
301 for (stage
= 0; stage
< ARRAY_SIZE(shProg
->_LinkedShaders
); stage
++) {
302 struct gl_linked_shader
*shader
= shProg
->_LinkedShaders
[stage
];
306 /* The GLSL IR won't be needed anymore. */
307 ralloc_free(shader
->ir
);