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 "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 "glsl/ir_optimization.h"
30 #include "glsl/glsl_parser_extras.h"
31 #include "program/program.h"
32 #include "main/shaderapi.h"
33 #include "main/uniforms.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 const struct brw_compiler *compiler = brw->intelScreen->compiler;
70
71 int ops = LOWER_PACK_SNORM_2x16
72 | LOWER_UNPACK_SNORM_2x16
73 | LOWER_PACK_UNORM_2x16
74 | LOWER_UNPACK_UNORM_2x16;
75
76 if (compiler->scalar_stage[shader_type]) {
77 ops |= LOWER_UNPACK_UNORM_4x8
78 | LOWER_UNPACK_SNORM_4x8
79 | LOWER_PACK_UNORM_4x8
80 | LOWER_PACK_SNORM_4x8;
81 }
82
83 if (brw->gen >= 7) {
84 /* Gen7 introduced the f32to16 and f16to32 instructions, which can be
85 * used to execute packHalf2x16 and unpackHalf2x16. For AOS code, no
86 * lowering is needed. For SOA code, the Half2x16 ops must be
87 * scalarized.
88 */
89 if (compiler->scalar_stage[shader_type]) {
90 ops |= LOWER_PACK_HALF_2x16_TO_SPLIT
91 | LOWER_UNPACK_HALF_2x16_TO_SPLIT;
92 }
93 } else {
94 ops |= LOWER_PACK_HALF_2x16
95 | LOWER_UNPACK_HALF_2x16;
96 }
97
98 lower_packing_builtins(ir, ops);
99 }
100
101 static void
102 process_glsl_ir(gl_shader_stage stage,
103 struct brw_context *brw,
104 struct gl_shader_program *shader_prog,
105 struct gl_shader *shader)
106 {
107 struct gl_context *ctx = &brw->ctx;
108 const struct brw_compiler *compiler = brw->intelScreen->compiler;
109 const struct gl_shader_compiler_options *options =
110 &ctx->Const.ShaderCompilerOptions[shader->Stage];
111
112 /* Temporary memory context for any new IR. */
113 void *mem_ctx = ralloc_context(NULL);
114
115 ralloc_adopt(mem_ctx, shader->ir);
116
117 /* lower_packing_builtins() inserts arithmetic instructions, so it
118 * must precede lower_instructions().
119 */
120 brw_lower_packing_builtins(brw, shader->Stage, shader->ir);
121 do_mat_op_to_vec(shader->ir);
122 const int bitfield_insert = brw->gen >= 7 ? BITFIELD_INSERT_TO_BFM_BFI : 0;
123 lower_instructions(shader->ir,
124 MOD_TO_FLOOR |
125 DIV_TO_MUL_RCP |
126 SUB_TO_ADD_NEG |
127 EXP_TO_EXP2 |
128 LOG_TO_LOG2 |
129 bitfield_insert |
130 LDEXP_TO_ARITH |
131 CARRY_TO_ARITH |
132 BORROW_TO_ARITH);
133
134 /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
135 * if-statements need to be flattened.
136 */
137 if (brw->gen < 6)
138 lower_if_to_cond_assign(shader->ir, 16);
139
140 do_lower_texture_projection(shader->ir);
141 brw_lower_texture_gradients(brw, shader->ir);
142 do_vec_index_to_cond_assign(shader->ir);
143 lower_vector_insert(shader->ir, true);
144 lower_offset_arrays(shader->ir);
145 brw_do_lower_unnormalized_offset(shader->ir);
146 lower_noise(shader->ir);
147 lower_quadop_vector(shader->ir, false);
148
149 bool lowered_variable_indexing =
150 lower_variable_index_to_cond_assign((gl_shader_stage)stage,
151 shader->ir,
152 options->EmitNoIndirectInput,
153 options->EmitNoIndirectOutput,
154 options->EmitNoIndirectTemp,
155 options->EmitNoIndirectUniform);
156
157 if (unlikely(brw->perf_debug && lowered_variable_indexing)) {
158 perf_debug("Unsupported form of variable indexing in %s; falling "
159 "back to very inefficient code generation\n",
160 _mesa_shader_stage_to_abbrev(shader->Stage));
161 }
162
163 bool progress;
164 do {
165 progress = false;
166
167 if (compiler->scalar_stage[shader->Stage]) {
168 brw_do_channel_expressions(shader->ir);
169 brw_do_vector_splitting(shader->ir);
170 }
171
172 progress = do_lower_jumps(shader->ir, true, true,
173 true, /* main return */
174 false, /* continue */
175 false /* loops */
176 ) || progress;
177
178 progress = do_common_optimization(shader->ir, true, true,
179 options, ctx->Const.NativeIntegers) || progress;
180 } while (progress);
181
182 validate_ir_tree(shader->ir);
183
184 /* Now that we've finished altering the linked IR, reparent any live IR back
185 * to the permanent memory context, and free the temporary one (discarding any
186 * junk we optimized away).
187 */
188 reparent_ir(shader->ir, shader->ir);
189 ralloc_free(mem_ctx);
190
191 if (ctx->_Shader->Flags & GLSL_DUMP) {
192 fprintf(stderr, "\n");
193 fprintf(stderr, "GLSL IR for linked %s program %d:\n",
194 _mesa_shader_stage_to_string(shader->Stage),
195 shader_prog->Name);
196 _mesa_print_ir(stderr, shader->ir, NULL);
197 fprintf(stderr, "\n");
198 }
199 }
200
201 extern "C" GLboolean
202 brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
203 {
204 struct brw_context *brw = brw_context(ctx);
205 const struct brw_compiler *compiler = brw->intelScreen->compiler;
206 unsigned int stage;
207
208 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
209 struct gl_shader *shader = shProg->_LinkedShaders[stage];
210 if (!shader)
211 continue;
212
213 struct gl_program *prog =
214 ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
215 shader->Name);
216 if (!prog)
217 return false;
218 prog->Parameters = _mesa_new_parameter_list();
219
220 _mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog);
221
222 process_glsl_ir((gl_shader_stage) stage, brw, shProg, shader);
223
224 /* Make a pass over the IR to add state references for any built-in
225 * uniforms that are used. This has to be done now (during linking).
226 * Code generation doesn't happen until the first time this shader is
227 * used for rendering. Waiting until then to generate the parameters is
228 * too late. At that point, the values for the built-in uniforms won't
229 * get sent to the shader.
230 */
231 foreach_in_list(ir_instruction, node, shader->ir) {
232 ir_variable *var = node->as_variable();
233
234 if ((var == NULL) || (var->data.mode != ir_var_uniform)
235 || (strncmp(var->name, "gl_", 3) != 0))
236 continue;
237
238 const ir_state_slot *const slots = var->get_state_slots();
239 assert(slots != NULL);
240
241 for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
242 _mesa_add_state_reference(prog->Parameters,
243 (gl_state_index *) slots[i].tokens);
244 }
245 }
246
247 do_set_program_inouts(shader->ir, prog, shader->Stage);
248
249 prog->SamplersUsed = shader->active_samplers;
250 prog->ShadowSamplers = shader->shadow_samplers;
251 _mesa_update_shader_textures_used(shProg, prog);
252
253 _mesa_reference_program(ctx, &shader->Program, prog);
254
255 brw_add_texrect_params(prog);
256
257 prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
258 compiler->scalar_stage[stage]);
259
260 _mesa_reference_program(ctx, &prog, NULL);
261 }
262
263 if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) {
264 for (unsigned i = 0; i < shProg->NumShaders; i++) {
265 const struct gl_shader *sh = shProg->Shaders[i];
266 if (!sh)
267 continue;
268
269 fprintf(stderr, "GLSL %s shader %d source for linked program %d:\n",
270 _mesa_shader_stage_to_string(sh->Stage),
271 i, shProg->Name);
272 fprintf(stderr, "%s", sh->Source);
273 fprintf(stderr, "\n");
274 }
275 }
276
277 if (brw->precompile && !brw_shader_precompile(ctx, shProg))
278 return false;
279
280 return true;
281 }