glsl: don't crash when dumping shaders if some come from cache
[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 gl_shader_stage shader_type,
77 exec_list *ir)
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 (brw->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 struct gl_context *ctx = &brw->ctx;
94 const struct brw_compiler *compiler = brw->screen->compiler;
95 const struct gl_shader_compiler_options *options =
96 &ctx->Const.ShaderCompilerOptions[shader->Stage];
97
98 /* Temporary memory context for any new IR. */
99 void *mem_ctx = ralloc_context(NULL);
100
101 ralloc_adopt(mem_ctx, shader->ir);
102
103 lower_blend_equation_advanced(shader);
104
105 /* lower_packing_builtins() inserts arithmetic instructions, so it
106 * must precede lower_instructions().
107 */
108 brw_lower_packing_builtins(brw, shader->Stage, shader->ir);
109 do_mat_op_to_vec(shader->ir);
110
111 unsigned instructions_to_lower = (DIV_TO_MUL_RCP |
112 SUB_TO_ADD_NEG |
113 EXP_TO_EXP2 |
114 LOG_TO_LOG2 |
115 DFREXP_DLDEXP_TO_ARITH);
116 if (brw->gen < 7) {
117 instructions_to_lower |= BIT_COUNT_TO_MATH |
118 EXTRACT_TO_SHIFTS |
119 INSERT_TO_SHIFTS |
120 REVERSE_TO_SHIFTS;
121 }
122
123 lower_instructions(shader->ir, instructions_to_lower);
124
125 /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
126 * if-statements need to be flattened.
127 */
128 if (brw->gen < 6)
129 lower_if_to_cond_assign(shader->ir, 16);
130
131 do_lower_texture_projection(shader->ir);
132 brw_lower_texture_gradients(brw, shader->ir);
133 do_vec_index_to_cond_assign(shader->ir);
134 lower_vector_insert(shader->ir, true);
135 lower_offset_arrays(shader->ir);
136 lower_noise(shader->ir);
137 lower_quadop_vector(shader->ir, false);
138
139 do_copy_propagation(shader->ir);
140
141 bool lowered_variable_indexing =
142 lower_variable_index_to_cond_assign(shader->Stage, shader->ir,
143 options->EmitNoIndirectInput,
144 options->EmitNoIndirectOutput,
145 options->EmitNoIndirectTemp,
146 options->EmitNoIndirectUniform);
147
148 if (unlikely(brw->perf_debug && lowered_variable_indexing)) {
149 perf_debug("Unsupported form of variable indexing in %s; falling "
150 "back to very inefficient code generation\n",
151 _mesa_shader_stage_to_abbrev(shader->Stage));
152 }
153
154 bool progress;
155 do {
156 progress = false;
157
158 if (compiler->scalar_stage[shader->Stage]) {
159 if (shader->Stage == MESA_SHADER_VERTEX ||
160 shader->Stage == MESA_SHADER_FRAGMENT)
161 brw_do_channel_expressions(shader->ir);
162 brw_do_vector_splitting(shader->ir);
163 }
164
165 progress = do_lower_jumps(shader->ir, true, true,
166 true, /* main return */
167 false, /* continue */
168 false /* loops */
169 ) || progress;
170
171 progress = do_common_optimization(shader->ir, true, true,
172 options, ctx->Const.NativeIntegers) || progress;
173 } while (progress);
174
175 validate_ir_tree(shader->ir);
176
177 /* Now that we've finished altering the linked IR, reparent any live IR back
178 * to the permanent memory context, and free the temporary one (discarding any
179 * junk we optimized away).
180 */
181 reparent_ir(shader->ir, shader->ir);
182 ralloc_free(mem_ctx);
183
184 if (ctx->_Shader->Flags & GLSL_DUMP) {
185 fprintf(stderr, "\n");
186 if (shader->ir) {
187 fprintf(stderr, "GLSL IR for linked %s program %d:\n",
188 _mesa_shader_stage_to_string(shader->Stage),
189 shader_prog->Name);
190 _mesa_print_ir(stderr, shader->ir, NULL);
191 } else {
192 fprintf(stderr, "No GLSL IR for linked %s program %d (shader may be "
193 "from cache)\n", _mesa_shader_stage_to_string(shader->Stage),
194 shader_prog->Name);
195 }
196 fprintf(stderr, "\n");
197 }
198 }
199
200 extern "C" struct gl_linked_shader *
201 brw_new_shader(gl_shader_stage stage)
202 {
203 struct brw_shader *shader;
204
205 shader = rzalloc(NULL, struct brw_shader);
206 if (shader) {
207 shader->base.Stage = stage;
208 }
209
210 return &shader->base;
211 }
212
213 extern "C" GLboolean
214 brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
215 {
216 struct brw_context *brw = brw_context(ctx);
217 const struct brw_compiler *compiler = brw->screen->compiler;
218 unsigned int stage;
219
220 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
221 struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
222 if (!shader)
223 continue;
224
225 struct gl_program *prog =
226 ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
227 0);
228 if (!prog)
229 return false;
230 prog->Parameters = _mesa_new_parameter_list();
231
232 _mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog);
233
234 process_glsl_ir(brw, shProg, shader);
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 foreach_in_list(ir_instruction, node, shader->ir) {
244 ir_variable *var = node->as_variable();
245
246 if ((var == NULL) || (var->data.mode != ir_var_uniform)
247 || (strncmp(var->name, "gl_", 3) != 0))
248 continue;
249
250 const ir_state_slot *const slots = var->get_state_slots();
251 assert(slots != NULL);
252
253 for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
254 _mesa_add_state_reference(prog->Parameters,
255 (gl_state_index *) slots[i].tokens);
256 }
257 }
258
259 do_set_program_inouts(shader->ir, prog, shader->Stage);
260
261 prog->SamplersUsed = shader->active_samplers;
262 prog->ShadowSamplers = shader->shadow_samplers;
263 _mesa_update_shader_textures_used(shProg, prog);
264
265 _mesa_reference_program(ctx, &shader->Program, prog);
266
267 brw_add_texrect_params(prog);
268
269 prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
270 compiler->scalar_stage[stage]);
271
272 _mesa_reference_program(ctx, &prog, NULL);
273 }
274
275 if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) {
276 for (unsigned i = 0; i < shProg->NumShaders; i++) {
277 const struct gl_shader *sh = shProg->Shaders[i];
278 if (!sh)
279 continue;
280
281 fprintf(stderr, "GLSL %s shader %d source for linked program %d:\n",
282 _mesa_shader_stage_to_string(sh->Stage),
283 i, shProg->Name);
284 fprintf(stderr, "%s", sh->Source);
285 fprintf(stderr, "\n");
286 }
287 }
288
289 if (brw->precompile && !brw_shader_precompile(ctx, shProg))
290 return false;
291
292 build_program_resource_list(ctx, shProg);
293
294 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
295 struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
296 if (!shader)
297 continue;
298
299 /* The GLSL IR won't be needed anymore. */
300 ralloc_free(shader->ir);
301 shader->ir = NULL;
302 }
303
304 return true;
305 }