Merge ../mesa 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 "program/program.h"
31 #include "main/shaderapi.h"
32 #include "main/uniforms.h"
33
34 /**
35 * Performs a compile of the shader stages even when we don't know
36 * what non-orthogonal state will be set, in the hope that it reflects
37 * the eventual NOS used, and thus allows us to produce link failures.
38 */
39 static bool
40 brw_shader_precompile(struct gl_context *ctx,
41 struct gl_shader_program *sh_prog)
42 {
43 struct gl_shader *vs = sh_prog->_LinkedShaders[MESA_SHADER_VERTEX];
44 struct gl_shader *tcs = sh_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
45 struct gl_shader *tes = sh_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
46 struct gl_shader *gs = sh_prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
47 struct gl_shader *fs = sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
48 struct gl_shader *cs = sh_prog->_LinkedShaders[MESA_SHADER_COMPUTE];
49
50 if (fs && !brw_fs_precompile(ctx, sh_prog, fs->Program))
51 return false;
52
53 if (gs && !brw_gs_precompile(ctx, sh_prog, gs->Program))
54 return false;
55
56 if (tes && !brw_tes_precompile(ctx, sh_prog, tes->Program))
57 return false;
58
59 if (tcs && !brw_tcs_precompile(ctx, sh_prog, tcs->Program))
60 return false;
61
62 if (vs && !brw_vs_precompile(ctx, sh_prog, vs->Program))
63 return false;
64
65 if (cs && !brw_cs_precompile(ctx, sh_prog, cs->Program))
66 return false;
67
68 return true;
69 }
70
71 static void
72 brw_lower_packing_builtins(struct brw_context *brw,
73 gl_shader_stage shader_type,
74 exec_list *ir)
75 {
76 const struct brw_compiler *compiler = brw->intelScreen->compiler;
77
78 int ops = LOWER_PACK_SNORM_2x16
79 | LOWER_UNPACK_SNORM_2x16
80 | LOWER_PACK_UNORM_2x16
81 | LOWER_UNPACK_UNORM_2x16;
82
83 if (compiler->scalar_stage[shader_type]) {
84 ops |= LOWER_UNPACK_UNORM_4x8
85 | LOWER_UNPACK_SNORM_4x8
86 | LOWER_PACK_UNORM_4x8
87 | LOWER_PACK_SNORM_4x8;
88 }
89
90 if (brw->gen >= 7) {
91 /* Gen7 introduced the f32to16 and f16to32 instructions, which can be
92 * used to execute packHalf2x16 and unpackHalf2x16. For AOS code, no
93 * lowering is needed. For SOA code, the Half2x16 ops must be
94 * scalarized.
95 */
96 if (compiler->scalar_stage[shader_type]) {
97 ops |= LOWER_PACK_HALF_2x16_TO_SPLIT
98 | LOWER_UNPACK_HALF_2x16_TO_SPLIT;
99 }
100 } else {
101 ops |= LOWER_PACK_HALF_2x16
102 | LOWER_UNPACK_HALF_2x16;
103 }
104
105 lower_packing_builtins(ir, ops);
106 }
107
108 static void
109 process_glsl_ir(gl_shader_stage stage,
110 struct brw_context *brw,
111 struct gl_shader_program *shader_prog,
112 struct gl_shader *shader)
113 {
114 struct gl_context *ctx = &brw->ctx;
115 const struct brw_compiler *compiler = brw->intelScreen->compiler;
116 const struct gl_shader_compiler_options *options =
117 &ctx->Const.ShaderCompilerOptions[shader->Stage];
118
119 /* Temporary memory context for any new IR. */
120 void *mem_ctx = ralloc_context(NULL);
121
122 ralloc_adopt(mem_ctx, shader->ir);
123
124 /* lower_packing_builtins() inserts arithmetic instructions, so it
125 * must precede lower_instructions().
126 */
127 brw_lower_packing_builtins(brw, shader->Stage, shader->ir);
128 do_mat_op_to_vec(shader->ir);
129 const int bitfield_insert = brw->gen >= 7 ? BITFIELD_INSERT_TO_BFM_BFI : 0;
130 lower_instructions(shader->ir,
131 MOD_TO_FLOOR |
132 DIV_TO_MUL_RCP |
133 SUB_TO_ADD_NEG |
134 EXP_TO_EXP2 |
135 LOG_TO_LOG2 |
136 bitfield_insert |
137 LDEXP_TO_ARITH |
138 CARRY_TO_ARITH |
139 BORROW_TO_ARITH);
140
141 /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
142 * if-statements need to be flattened.
143 */
144 if (brw->gen < 6)
145 lower_if_to_cond_assign(shader->ir, 16);
146
147 do_lower_texture_projection(shader->ir);
148 brw_lower_texture_gradients(brw, shader->ir);
149 do_vec_index_to_cond_assign(shader->ir);
150 lower_vector_insert(shader->ir, true);
151 lower_offset_arrays(shader->ir);
152 brw_do_lower_unnormalized_offset(shader->ir);
153 lower_noise(shader->ir);
154 lower_quadop_vector(shader->ir, false);
155
156 bool lowered_variable_indexing =
157 lower_variable_index_to_cond_assign((gl_shader_stage)stage,
158 shader->ir,
159 options->EmitNoIndirectInput,
160 options->EmitNoIndirectOutput,
161 options->EmitNoIndirectTemp,
162 options->EmitNoIndirectUniform);
163
164 if (unlikely(brw->perf_debug && lowered_variable_indexing)) {
165 perf_debug("Unsupported form of variable indexing in %s; falling "
166 "back to very inefficient code generation\n",
167 _mesa_shader_stage_to_abbrev(shader->Stage));
168 }
169
170 bool progress;
171 do {
172 progress = false;
173
174 if (compiler->scalar_stage[shader->Stage]) {
175 brw_do_channel_expressions(shader->ir);
176 brw_do_vector_splitting(shader->ir);
177 }
178
179 progress = do_lower_jumps(shader->ir, true, true,
180 true, /* main return */
181 false, /* continue */
182 false /* loops */
183 ) || progress;
184
185 progress = do_common_optimization(shader->ir, true, true,
186 options, ctx->Const.NativeIntegers) || progress;
187 } while (progress);
188
189 validate_ir_tree(shader->ir);
190
191 /* Now that we've finished altering the linked IR, reparent any live IR back
192 * to the permanent memory context, and free the temporary one (discarding any
193 * junk we optimized away).
194 */
195 reparent_ir(shader->ir, shader->ir);
196 ralloc_free(mem_ctx);
197
198 if (ctx->_Shader->Flags & GLSL_DUMP) {
199 fprintf(stderr, "\n");
200 fprintf(stderr, "GLSL IR for linked %s program %d:\n",
201 _mesa_shader_stage_to_string(shader->Stage),
202 shader_prog->Name);
203 _mesa_print_ir(stderr, shader->ir, NULL);
204 fprintf(stderr, "\n");
205 }
206 }
207
208 extern "C" GLboolean
209 brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
210 {
211 struct brw_context *brw = brw_context(ctx);
212 const struct brw_compiler *compiler = brw->intelScreen->compiler;
213 unsigned int stage;
214
215 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
216 struct gl_shader *shader = shProg->_LinkedShaders[stage];
217 if (!shader)
218 continue;
219
220 struct gl_program *prog =
221 ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
222 shader->Name);
223 if (!prog)
224 return false;
225 prog->Parameters = _mesa_new_parameter_list();
226
227 _mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog);
228
229 process_glsl_ir((gl_shader_stage) stage, brw, shProg, shader);
230
231 /* Make a pass over the IR to add state references for any built-in
232 * uniforms that are used. This has to be done now (during linking).
233 * Code generation doesn't happen until the first time this shader is
234 * used for rendering. Waiting until then to generate the parameters is
235 * too late. At that point, the values for the built-in uniforms won't
236 * get sent to the shader.
237 */
238 foreach_in_list(ir_instruction, node, shader->ir) {
239 ir_variable *var = node->as_variable();
240
241 if ((var == NULL) || (var->data.mode != ir_var_uniform)
242 || (strncmp(var->name, "gl_", 3) != 0))
243 continue;
244
245 const ir_state_slot *const slots = var->get_state_slots();
246 assert(slots != NULL);
247
248 for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
249 _mesa_add_state_reference(prog->Parameters,
250 (gl_state_index *) slots[i].tokens);
251 }
252 }
253
254 do_set_program_inouts(shader->ir, prog, shader->Stage);
255
256 prog->SamplersUsed = shader->active_samplers;
257 prog->ShadowSamplers = shader->shadow_samplers;
258 _mesa_update_shader_textures_used(shProg, prog);
259
260 _mesa_reference_program(ctx, &shader->Program, prog);
261
262 brw_add_texrect_params(prog);
263
264 prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
265 compiler->scalar_stage[stage]);
266
267 _mesa_reference_program(ctx, &prog, NULL);
268 }
269
270 if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) {
271 for (unsigned i = 0; i < shProg->NumShaders; i++) {
272 const struct gl_shader *sh = shProg->Shaders[i];
273 if (!sh)
274 continue;
275
276 fprintf(stderr, "GLSL %s shader %d source for linked program %d:\n",
277 _mesa_shader_stage_to_string(sh->Stage),
278 i, shProg->Name);
279 fprintf(stderr, "%s", sh->Source);
280 fprintf(stderr, "\n");
281 }
282 }
283
284 if (brw->precompile && !brw_shader_precompile(ctx, shProg))
285 return false;
286
287 return true;
288 }