i965: Move brw_link_shader() and friends to new file brw_link.cpp

We want to use the rest of brw_shader.cpp with the rest of the compiler
without pulling in the GLSL linking code.

Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
This commit is contained in:
Kristian Høgsberg Kristensen 2015-10-05 14:22:23 -07:00
parent 99ca2256c1
commit 4f33700f5a
4 changed files with 284 additions and 249 deletions

View file

@ -73,6 +73,7 @@ i965_FILES = \
brw_ir_allocator.h \
brw_ir_fs.h \
brw_ir_vec4.h \
brw_link.cpp \
brw_lower_texture_gradients.cpp \
brw_lower_unnormalized_offset.cpp \
brw_meta_fast_clear.c \

View file

@ -0,0 +1,280 @@
/*
* Copyright © 2015 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "main/macros.h"
#include "brw_context.h"
#include "brw_vs.h"
#include "brw_gs.h"
#include "brw_fs.h"
#include "brw_cfg.h"
#include "brw_nir.h"
#include "glsl/ir_optimization.h"
#include "glsl/glsl_parser_extras.h"
#include "main/shaderapi.h"
/**
* Performs a compile of the shader stages even when we don't know
* what non-orthogonal state will be set, in the hope that it reflects
* the eventual NOS used, and thus allows us to produce link failures.
*/
static bool
brw_shader_precompile(struct gl_context *ctx,
struct gl_shader_program *sh_prog)
{
struct gl_shader *vs = sh_prog->_LinkedShaders[MESA_SHADER_VERTEX];
struct gl_shader *gs = sh_prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
struct gl_shader *fs = sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
struct gl_shader *cs = sh_prog->_LinkedShaders[MESA_SHADER_COMPUTE];
if (fs && !brw_fs_precompile(ctx, sh_prog, fs->Program))
return false;
if (gs && !brw_gs_precompile(ctx, sh_prog, gs->Program))
return false;
if (vs && !brw_vs_precompile(ctx, sh_prog, vs->Program))
return false;
if (cs && !brw_cs_precompile(ctx, sh_prog, cs->Program))
return false;
return true;
}
static void
brw_lower_packing_builtins(struct brw_context *brw,
gl_shader_stage shader_type,
exec_list *ir)
{
int ops = LOWER_PACK_SNORM_2x16
| LOWER_UNPACK_SNORM_2x16
| LOWER_PACK_UNORM_2x16
| LOWER_UNPACK_UNORM_2x16;
if (is_scalar_shader_stage(brw->intelScreen->compiler, shader_type)) {
ops |= LOWER_UNPACK_UNORM_4x8
| LOWER_UNPACK_SNORM_4x8
| LOWER_PACK_UNORM_4x8
| LOWER_PACK_SNORM_4x8;
}
if (brw->gen >= 7) {
/* Gen7 introduced the f32to16 and f16to32 instructions, which can be
* used to execute packHalf2x16 and unpackHalf2x16. For AOS code, no
* lowering is needed. For SOA code, the Half2x16 ops must be
* scalarized.
*/
if (is_scalar_shader_stage(brw->intelScreen->compiler, shader_type)) {
ops |= LOWER_PACK_HALF_2x16_TO_SPLIT
| LOWER_UNPACK_HALF_2x16_TO_SPLIT;
}
} else {
ops |= LOWER_PACK_HALF_2x16
| LOWER_UNPACK_HALF_2x16;
}
lower_packing_builtins(ir, ops);
}
static void
process_glsl_ir(gl_shader_stage stage,
struct brw_context *brw,
struct gl_shader_program *shader_prog,
struct gl_shader *shader)
{
struct gl_context *ctx = &brw->ctx;
const struct gl_shader_compiler_options *options =
&ctx->Const.ShaderCompilerOptions[shader->Stage];
/* Temporary memory context for any new IR. */
void *mem_ctx = ralloc_context(NULL);
ralloc_adopt(mem_ctx, shader->ir);
/* lower_packing_builtins() inserts arithmetic instructions, so it
* must precede lower_instructions().
*/
brw_lower_packing_builtins(brw, shader->Stage, shader->ir);
do_mat_op_to_vec(shader->ir);
const int bitfield_insert = brw->gen >= 7 ? BITFIELD_INSERT_TO_BFM_BFI : 0;
lower_instructions(shader->ir,
MOD_TO_FLOOR |
DIV_TO_MUL_RCP |
SUB_TO_ADD_NEG |
EXP_TO_EXP2 |
LOG_TO_LOG2 |
bitfield_insert |
LDEXP_TO_ARITH |
CARRY_TO_ARITH |
BORROW_TO_ARITH);
/* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
* if-statements need to be flattened.
*/
if (brw->gen < 6)
lower_if_to_cond_assign(shader->ir, 16);
do_lower_texture_projection(shader->ir);
brw_lower_texture_gradients(brw, shader->ir);
do_vec_index_to_cond_assign(shader->ir);
lower_vector_insert(shader->ir, true);
lower_offset_arrays(shader->ir);
brw_do_lower_unnormalized_offset(shader->ir);
lower_noise(shader->ir);
lower_quadop_vector(shader->ir, false);
bool lowered_variable_indexing =
lower_variable_index_to_cond_assign((gl_shader_stage)stage,
shader->ir,
options->EmitNoIndirectInput,
options->EmitNoIndirectOutput,
options->EmitNoIndirectTemp,
options->EmitNoIndirectUniform);
if (unlikely(brw->perf_debug && lowered_variable_indexing)) {
perf_debug("Unsupported form of variable indexing in %s; falling "
"back to very inefficient code generation\n",
_mesa_shader_stage_to_abbrev(shader->Stage));
}
lower_ubo_reference(shader, shader->ir);
bool progress;
do {
progress = false;
if (is_scalar_shader_stage(brw->intelScreen->compiler, shader->Stage)) {
brw_do_channel_expressions(shader->ir);
brw_do_vector_splitting(shader->ir);
}
progress = do_lower_jumps(shader->ir, true, true,
true, /* main return */
false, /* continue */
false /* loops */
) || progress;
progress = do_common_optimization(shader->ir, true, true,
options, ctx->Const.NativeIntegers) || progress;
} while (progress);
validate_ir_tree(shader->ir);
/* Now that we've finished altering the linked IR, reparent any live IR back
* to the permanent memory context, and free the temporary one (discarding any
* junk we optimized away).
*/
reparent_ir(shader->ir, shader->ir);
ralloc_free(mem_ctx);
if (ctx->_Shader->Flags & GLSL_DUMP) {
fprintf(stderr, "\n");
fprintf(stderr, "GLSL IR for linked %s program %d:\n",
_mesa_shader_stage_to_string(shader->Stage),
shader_prog->Name);
_mesa_print_ir(stderr, shader->ir, NULL);
fprintf(stderr, "\n");
}
}
GLboolean
brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
{
struct brw_context *brw = brw_context(ctx);
const struct brw_compiler *compiler = brw->intelScreen->compiler;
unsigned int stage;
for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
struct gl_shader *shader = shProg->_LinkedShaders[stage];
if (!shader)
continue;
struct gl_program *prog =
ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
shader->Name);
if (!prog)
return false;
prog->Parameters = _mesa_new_parameter_list();
_mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog);
process_glsl_ir((gl_shader_stage) stage, brw, shProg, shader);
/* Make a pass over the IR to add state references for any built-in
* uniforms that are used. This has to be done now (during linking).
* Code generation doesn't happen until the first time this shader is
* used for rendering. Waiting until then to generate the parameters is
* too late. At that point, the values for the built-in uniforms won't
* get sent to the shader.
*/
foreach_in_list(ir_instruction, node, shader->ir) {
ir_variable *var = node->as_variable();
if ((var == NULL) || (var->data.mode != ir_var_uniform)
|| (strncmp(var->name, "gl_", 3) != 0))
continue;
const ir_state_slot *const slots = var->get_state_slots();
assert(slots != NULL);
for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
_mesa_add_state_reference(prog->Parameters,
(gl_state_index *) slots[i].tokens);
}
}
do_set_program_inouts(shader->ir, prog, shader->Stage);
prog->SamplersUsed = shader->active_samplers;
prog->ShadowSamplers = shader->shadow_samplers;
_mesa_update_shader_textures_used(shProg, prog);
_mesa_reference_program(ctx, &shader->Program, prog);
brw_add_texrect_params(prog);
prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
is_scalar_shader_stage(compiler, stage));
_mesa_reference_program(ctx, &prog, NULL);
}
if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) {
for (unsigned i = 0; i < shProg->NumShaders; i++) {
const struct gl_shader *sh = shProg->Shaders[i];
if (!sh)
continue;
fprintf(stderr, "GLSL %s shader %d source for linked program %d:\n",
_mesa_shader_stage_to_string(sh->Stage),
i, shProg->Name);
fprintf(stderr, "%s", sh->Source);
fprintf(stderr, "\n");
}
}
if (brw->precompile && !brw_shader_precompile(ctx, shProg))
return false;
return true;
}

View file

@ -72,7 +72,7 @@ shader_perf_log_mesa(void *data, const char *fmt, ...)
va_end(args);
}
static bool
bool
is_scalar_shader_stage(const struct brw_compiler *compiler, int stage)
{
switch (stage) {
@ -164,254 +164,6 @@ brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type)
return &shader->base;
}
/**
* Performs a compile of the shader stages even when we don't know
* what non-orthogonal state will be set, in the hope that it reflects
* the eventual NOS used, and thus allows us to produce link failures.
*/
static bool
brw_shader_precompile(struct gl_context *ctx,
struct gl_shader_program *sh_prog)
{
struct gl_shader *vs = sh_prog->_LinkedShaders[MESA_SHADER_VERTEX];
struct gl_shader *gs = sh_prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
struct gl_shader *fs = sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
struct gl_shader *cs = sh_prog->_LinkedShaders[MESA_SHADER_COMPUTE];
if (fs && !brw_fs_precompile(ctx, sh_prog, fs->Program))
return false;
if (gs && !brw_gs_precompile(ctx, sh_prog, gs->Program))
return false;
if (vs && !brw_vs_precompile(ctx, sh_prog, vs->Program))
return false;
if (cs && !brw_cs_precompile(ctx, sh_prog, cs->Program))
return false;
return true;
}
static void
brw_lower_packing_builtins(struct brw_context *brw,
gl_shader_stage shader_type,
exec_list *ir)
{
int ops = LOWER_PACK_SNORM_2x16
| LOWER_UNPACK_SNORM_2x16
| LOWER_PACK_UNORM_2x16
| LOWER_UNPACK_UNORM_2x16;
if (is_scalar_shader_stage(brw->intelScreen->compiler, shader_type)) {
ops |= LOWER_UNPACK_UNORM_4x8
| LOWER_UNPACK_SNORM_4x8
| LOWER_PACK_UNORM_4x8
| LOWER_PACK_SNORM_4x8;
}
if (brw->gen >= 7) {
/* Gen7 introduced the f32to16 and f16to32 instructions, which can be
* used to execute packHalf2x16 and unpackHalf2x16. For AOS code, no
* lowering is needed. For SOA code, the Half2x16 ops must be
* scalarized.
*/
if (is_scalar_shader_stage(brw->intelScreen->compiler, shader_type)) {
ops |= LOWER_PACK_HALF_2x16_TO_SPLIT
| LOWER_UNPACK_HALF_2x16_TO_SPLIT;
}
} else {
ops |= LOWER_PACK_HALF_2x16
| LOWER_UNPACK_HALF_2x16;
}
lower_packing_builtins(ir, ops);
}
static void
process_glsl_ir(gl_shader_stage stage,
struct brw_context *brw,
struct gl_shader_program *shader_prog,
struct gl_shader *shader)
{
struct gl_context *ctx = &brw->ctx;
const struct gl_shader_compiler_options *options =
&ctx->Const.ShaderCompilerOptions[shader->Stage];
/* Temporary memory context for any new IR. */
void *mem_ctx = ralloc_context(NULL);
ralloc_adopt(mem_ctx, shader->ir);
/* lower_packing_builtins() inserts arithmetic instructions, so it
* must precede lower_instructions().
*/
brw_lower_packing_builtins(brw, shader->Stage, shader->ir);
do_mat_op_to_vec(shader->ir);
const int bitfield_insert = brw->gen >= 7 ? BITFIELD_INSERT_TO_BFM_BFI : 0;
lower_instructions(shader->ir,
MOD_TO_FLOOR |
DIV_TO_MUL_RCP |
SUB_TO_ADD_NEG |
EXP_TO_EXP2 |
LOG_TO_LOG2 |
bitfield_insert |
LDEXP_TO_ARITH |
CARRY_TO_ARITH |
BORROW_TO_ARITH);
/* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
* if-statements need to be flattened.
*/
if (brw->gen < 6)
lower_if_to_cond_assign(shader->ir, 16);
do_lower_texture_projection(shader->ir);
brw_lower_texture_gradients(brw, shader->ir);
do_vec_index_to_cond_assign(shader->ir);
lower_vector_insert(shader->ir, true);
lower_offset_arrays(shader->ir);
brw_do_lower_unnormalized_offset(shader->ir);
lower_noise(shader->ir);
lower_quadop_vector(shader->ir, false);
bool lowered_variable_indexing =
lower_variable_index_to_cond_assign((gl_shader_stage)stage,
shader->ir,
options->EmitNoIndirectInput,
options->EmitNoIndirectOutput,
options->EmitNoIndirectTemp,
options->EmitNoIndirectUniform);
if (unlikely(brw->perf_debug && lowered_variable_indexing)) {
perf_debug("Unsupported form of variable indexing in %s; falling "
"back to very inefficient code generation\n",
_mesa_shader_stage_to_abbrev(shader->Stage));
}
lower_ubo_reference(shader, shader->ir);
bool progress;
do {
progress = false;
if (is_scalar_shader_stage(brw->intelScreen->compiler, shader->Stage)) {
brw_do_channel_expressions(shader->ir);
brw_do_vector_splitting(shader->ir);
}
progress = do_lower_jumps(shader->ir, true, true,
true, /* main return */
false, /* continue */
false /* loops */
) || progress;
progress = do_common_optimization(shader->ir, true, true,
options, ctx->Const.NativeIntegers) || progress;
} while (progress);
validate_ir_tree(shader->ir);
/* Now that we've finished altering the linked IR, reparent any live IR back
* to the permanent memory context, and free the temporary one (discarding any
* junk we optimized away).
*/
reparent_ir(shader->ir, shader->ir);
ralloc_free(mem_ctx);
if (ctx->_Shader->Flags & GLSL_DUMP) {
fprintf(stderr, "\n");
fprintf(stderr, "GLSL IR for linked %s program %d:\n",
_mesa_shader_stage_to_string(shader->Stage),
shader_prog->Name);
_mesa_print_ir(stderr, shader->ir, NULL);
fprintf(stderr, "\n");
}
}
GLboolean
brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
{
struct brw_context *brw = brw_context(ctx);
const struct brw_compiler *compiler = brw->intelScreen->compiler;
unsigned int stage;
for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
struct gl_shader *shader = shProg->_LinkedShaders[stage];
if (!shader)
continue;
struct gl_program *prog =
ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
shader->Name);
if (!prog)
return false;
prog->Parameters = _mesa_new_parameter_list();
_mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog);
process_glsl_ir((gl_shader_stage) stage, brw, shProg, shader);
/* Make a pass over the IR to add state references for any built-in
* uniforms that are used. This has to be done now (during linking).
* Code generation doesn't happen until the first time this shader is
* used for rendering. Waiting until then to generate the parameters is
* too late. At that point, the values for the built-in uniforms won't
* get sent to the shader.
*/
foreach_in_list(ir_instruction, node, shader->ir) {
ir_variable *var = node->as_variable();
if ((var == NULL) || (var->data.mode != ir_var_uniform)
|| (strncmp(var->name, "gl_", 3) != 0))
continue;
const ir_state_slot *const slots = var->get_state_slots();
assert(slots != NULL);
for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
_mesa_add_state_reference(prog->Parameters,
(gl_state_index *) slots[i].tokens);
}
}
do_set_program_inouts(shader->ir, prog, shader->Stage);
prog->SamplersUsed = shader->active_samplers;
prog->ShadowSamplers = shader->shadow_samplers;
_mesa_update_shader_textures_used(shProg, prog);
_mesa_reference_program(ctx, &shader->Program, prog);
brw_add_texrect_params(prog);
prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
is_scalar_shader_stage(compiler, stage));
_mesa_reference_program(ctx, &prog, NULL);
}
if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) {
for (unsigned i = 0; i < shProg->NumShaders; i++) {
const struct gl_shader *sh = shProg->Shaders[i];
if (!sh)
continue;
fprintf(stderr, "GLSL %s shader %d source for linked program %d:\n",
_mesa_shader_stage_to_string(sh->Stage),
i, shProg->Name);
fprintf(stderr, "%s", sh->Source);
fprintf(stderr, "\n");
}
}
if (brw->precompile && !brw_shader_precompile(ctx, shProg))
return false;
return true;
}
enum brw_reg_type
brw_type_for_base_type(const struct glsl_type *type)
{

View file

@ -318,6 +318,8 @@ bool brw_cs_precompile(struct gl_context *ctx,
int type_size_scalar(const struct glsl_type *type);
int type_size_vec4(const struct glsl_type *type);
bool is_scalar_shader_stage(const struct brw_compiler *compiler, int stage);
#ifdef __cplusplus
}
#endif