i965: make use of nir linking
[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 "compiler/brw_nir.h"
26 #include "brw_program.h"
27 #include "compiler/glsl/ir.h"
28 #include "compiler/glsl/ir_optimization.h"
29 #include "compiler/glsl/program.h"
30 #include "program/program.h"
31 #include "main/mtypes.h"
32 #include "main/shaderapi.h"
33 #include "main/shaderobj.h"
34 #include "main/uniforms.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_linked_shader *vs = sh_prog->_LinkedShaders[MESA_SHADER_VERTEX];
46 struct gl_linked_shader *tcs = sh_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
47 struct gl_linked_shader *tes = sh_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
48 struct gl_linked_shader *gs = sh_prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
49 struct gl_linked_shader *fs = sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
50 struct gl_linked_shader *cs = sh_prog->_LinkedShaders[MESA_SHADER_COMPUTE];
51
52 if (fs && !brw_fs_precompile(ctx, fs->Program))
53 return false;
54
55 if (gs && !brw_gs_precompile(ctx, gs->Program))
56 return false;
57
58 if (tes && !brw_tes_precompile(ctx, sh_prog, tes->Program))
59 return false;
60
61 if (tcs && !brw_tcs_precompile(ctx, sh_prog, tcs->Program))
62 return false;
63
64 if (vs && !brw_vs_precompile(ctx, vs->Program))
65 return false;
66
67 if (cs && !brw_cs_precompile(ctx, cs->Program))
68 return false;
69
70 return true;
71 }
72
73 static void
74 brw_lower_packing_builtins(struct brw_context *brw,
75 exec_list *ir)
76 {
77 const struct gen_device_info *devinfo = &brw->screen->devinfo;
78
79 /* Gens < 7 don't have instructions to convert to or from half-precision,
80 * and Gens < 6 don't expose that functionality.
81 */
82 if (devinfo->gen != 6)
83 return;
84
85 lower_packing_builtins(ir, LOWER_PACK_HALF_2x16 | LOWER_UNPACK_HALF_2x16);
86 }
87
88 static void
89 process_glsl_ir(struct brw_context *brw,
90 struct gl_shader_program *shader_prog,
91 struct gl_linked_shader *shader)
92 {
93 const struct gen_device_info *devinfo = &brw->screen->devinfo;
94 struct gl_context *ctx = &brw->ctx;
95
96 /* Temporary memory context for any new IR. */
97 void *mem_ctx = ralloc_context(NULL);
98
99 ralloc_adopt(mem_ctx, shader->ir);
100
101 lower_blend_equation_advanced(shader);
102
103 /* lower_packing_builtins() inserts arithmetic instructions, so it
104 * must precede lower_instructions().
105 */
106 brw_lower_packing_builtins(brw, shader->ir);
107 do_mat_op_to_vec(shader->ir);
108
109 unsigned instructions_to_lower = (DIV_TO_MUL_RCP |
110 SUB_TO_ADD_NEG |
111 EXP_TO_EXP2 |
112 LOG_TO_LOG2 |
113 DFREXP_DLDEXP_TO_ARITH);
114 if (devinfo->gen < 7) {
115 instructions_to_lower |= BIT_COUNT_TO_MATH |
116 EXTRACT_TO_SHIFTS |
117 INSERT_TO_SHIFTS |
118 REVERSE_TO_SHIFTS;
119 }
120
121 lower_instructions(shader->ir, instructions_to_lower);
122
123 /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
124 * if-statements need to be flattened.
125 */
126 if (devinfo->gen < 6)
127 lower_if_to_cond_assign(shader->Stage, shader->ir, 16);
128
129 do_lower_texture_projection(shader->ir);
130 do_vec_index_to_cond_assign(shader->ir);
131 lower_vector_insert(shader->ir, true);
132 lower_offset_arrays(shader->ir);
133 lower_noise(shader->ir);
134 lower_quadop_vector(shader->ir, false);
135
136 validate_ir_tree(shader->ir);
137
138 /* Now that we've finished altering the linked IR, reparent any live IR back
139 * to the permanent memory context, and free the temporary one (discarding any
140 * junk we optimized away).
141 */
142 reparent_ir(shader->ir, shader->ir);
143 ralloc_free(mem_ctx);
144
145 if (ctx->_Shader->Flags & GLSL_DUMP) {
146 fprintf(stderr, "\n");
147 if (shader->ir) {
148 fprintf(stderr, "GLSL IR for linked %s program %d:\n",
149 _mesa_shader_stage_to_string(shader->Stage),
150 shader_prog->Name);
151 _mesa_print_ir(stderr, shader->ir, NULL);
152 } else {
153 fprintf(stderr, "No GLSL IR for linked %s program %d (shader may be "
154 "from cache)\n", _mesa_shader_stage_to_string(shader->Stage),
155 shader_prog->Name);
156 }
157 fprintf(stderr, "\n");
158 }
159 }
160
161 static void
162 unify_interfaces(struct shader_info **infos)
163 {
164 struct shader_info *prev_info = NULL;
165
166 for (unsigned i = MESA_SHADER_VERTEX; i < MESA_SHADER_FRAGMENT; i++) {
167 if (!infos[i])
168 continue;
169
170 if (prev_info) {
171 prev_info->outputs_written |= infos[i]->inputs_read &
172 ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
173 infos[i]->inputs_read |= prev_info->outputs_written &
174 ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
175
176 prev_info->patch_outputs_written |= infos[i]->patch_inputs_read;
177 infos[i]->patch_inputs_read |= prev_info->patch_outputs_written;
178 }
179 prev_info = infos[i];
180 }
181 }
182
183 static void
184 update_xfb_info(struct gl_transform_feedback_info *xfb_info,
185 struct shader_info *info)
186 {
187 if (!xfb_info)
188 return;
189
190 for (unsigned i = 0; i < xfb_info->NumOutputs; i++) {
191 struct gl_transform_feedback_output *output = &xfb_info->Outputs[i];
192
193 /* The VUE header contains three scalar fields packed together:
194 * - gl_PointSize is stored in VARYING_SLOT_PSIZ.w
195 * - gl_Layer is stored in VARYING_SLOT_PSIZ.y
196 * - gl_ViewportIndex is stored in VARYING_SLOT_PSIZ.z
197 */
198 switch (output->OutputRegister) {
199 case VARYING_SLOT_LAYER:
200 assert(output->NumComponents == 1);
201 output->OutputRegister = VARYING_SLOT_PSIZ;
202 output->ComponentOffset = 1;
203 break;
204 case VARYING_SLOT_VIEWPORT:
205 assert(output->NumComponents == 1);
206 output->OutputRegister = VARYING_SLOT_PSIZ;
207 output->ComponentOffset = 2;
208 break;
209 case VARYING_SLOT_PSIZ:
210 assert(output->NumComponents == 1);
211 output->ComponentOffset = 3;
212 break;
213 }
214
215 info->outputs_written |= 1ull << output->OutputRegister;
216 }
217 }
218
219 extern "C" GLboolean
220 brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
221 {
222 struct brw_context *brw = brw_context(ctx);
223 const struct brw_compiler *compiler = brw->screen->compiler;
224 unsigned int stage;
225 struct shader_info *infos[MESA_SHADER_STAGES] = { 0, };
226
227 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
228 struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
229 if (!shader)
230 continue;
231
232 struct gl_program *prog = shader->Program;
233 prog->Parameters = _mesa_new_parameter_list();
234
235 process_glsl_ir(brw, shProg, shader);
236
237 _mesa_copy_linked_program_data(shProg, shader);
238
239 prog->ShadowSamplers = shader->shadow_samplers;
240 _mesa_update_shader_textures_used(shProg, prog);
241
242 bool debug_enabled =
243 (INTEL_DEBUG & intel_debug_flag_for_shader_stage(shader->Stage));
244
245 if (debug_enabled && shader->ir) {
246 fprintf(stderr, "GLSL IR for native %s shader %d:\n",
247 _mesa_shader_stage_to_string(shader->Stage), shProg->Name);
248 _mesa_print_ir(stderr, shader->ir, NULL);
249 fprintf(stderr, "\n\n");
250 }
251
252 prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
253 compiler->scalar_stage[stage]);
254 }
255
256 /* Determine first and last stage. */
257 unsigned first = MESA_SHADER_STAGES;
258 unsigned last = 0;
259 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
260 if (!shProg->_LinkedShaders[i])
261 continue;
262 if (first == MESA_SHADER_STAGES)
263 first = i;
264 last = i;
265 }
266
267 /* Linking the stages in the opposite order (from fragment to vertex)
268 * ensures that inter-shader outputs written to in an earlier stage
269 * are eliminated if they are (transitively) not used in a later
270 * stage.
271 */
272 if (first != last) {
273 int next = last;
274 for (int i = next - 1; i >= 0; i--) {
275 if (shProg->_LinkedShaders[i] == NULL)
276 continue;
277
278 nir_shader *producer = shProg->_LinkedShaders[i]->Program->nir;
279 nir_shader *consumer = shProg->_LinkedShaders[next]->Program->nir;
280
281 nir_remove_dead_variables(producer, nir_var_shader_out);
282 nir_remove_dead_variables(consumer, nir_var_shader_in);
283
284 if (nir_remove_unused_varyings(producer, consumer)) {
285 nir_lower_global_vars_to_local(producer);
286 nir_lower_global_vars_to_local(consumer);
287
288 nir_variable_mode indirect_mask = (nir_variable_mode) 0;
289 if (compiler->glsl_compiler_options[i].EmitNoIndirectTemp)
290 indirect_mask = (nir_variable_mode) nir_var_local;
291
292 /* The backend might not be able to handle indirects on
293 * temporaries so we need to lower indirects on any of the
294 * varyings we have demoted here.
295 */
296 nir_lower_indirect_derefs(producer, indirect_mask);
297 nir_lower_indirect_derefs(consumer, indirect_mask);
298
299 const bool p_is_scalar = compiler->scalar_stage[producer->stage];
300 shProg->_LinkedShaders[i]->Program->nir =
301 brw_nir_optimize(producer, compiler, p_is_scalar);
302
303 const bool c_is_scalar = compiler->scalar_stage[producer->stage];
304 shProg->_LinkedShaders[next]->Program->nir =
305 brw_nir_optimize(consumer, compiler, c_is_scalar);
306 }
307
308 next = i;
309 }
310 }
311
312 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
313 struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
314 if (!shader)
315 continue;
316
317 struct gl_program *prog = shader->Program;
318 nir_shader *nir = shader->Program->nir;
319 brw_shader_gather_info(nir, prog);
320
321 NIR_PASS_V(nir, nir_lower_samplers, shProg);
322 NIR_PASS_V(nir, nir_lower_atomics, shProg);
323
324 infos[stage] = &prog->nir->info;
325
326 update_xfb_info(prog->sh.LinkedTransformFeedback, infos[stage]);
327
328 /* Make a pass over the IR to add state references for any built-in
329 * uniforms that are used. This has to be done now (during linking).
330 * Code generation doesn't happen until the first time this shader is
331 * used for rendering. Waiting until then to generate the parameters is
332 * too late. At that point, the values for the built-in uniforms won't
333 * get sent to the shader.
334 */
335 nir_foreach_variable(var, &prog->nir->uniforms) {
336 if (strncmp(var->name, "gl_", 3) == 0) {
337 const nir_state_slot *const slots = var->state_slots;
338 assert(var->state_slots != NULL);
339
340 for (unsigned int i = 0; i < var->num_state_slots; i++) {
341 _mesa_add_state_reference(prog->Parameters,
342 (gl_state_index *)slots[i].tokens);
343 }
344 }
345 }
346 }
347
348 /* The linker tries to dead code eliminate unused varying components,
349 * and make sure interfaces match. But it isn't able to do so in all
350 * cases. So, explicitly make the interfaces match by OR'ing together
351 * the inputs_read/outputs_written bitfields of adjacent stages.
352 */
353 if (!shProg->SeparateShader)
354 unify_interfaces(infos);
355
356 if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) {
357 for (unsigned i = 0; i < shProg->NumShaders; i++) {
358 const struct gl_shader *sh = shProg->Shaders[i];
359 if (!sh)
360 continue;
361
362 fprintf(stderr, "GLSL %s shader %d source for linked program %d:\n",
363 _mesa_shader_stage_to_string(sh->Stage),
364 i, shProg->Name);
365 fprintf(stderr, "%s", sh->Source);
366 fprintf(stderr, "\n");
367 }
368 }
369
370 if (brw->precompile && !brw_shader_precompile(ctx, shProg))
371 return false;
372
373 build_program_resource_list(ctx, shProg);
374
375 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
376 struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
377 if (!shader)
378 continue;
379
380 /* The GLSL IR won't be needed anymore. */
381 ralloc_free(shader->ir);
382 shader->ir = NULL;
383 }
384
385 return true;
386 }