i965: Add compiler options to brw_compiler

This creates the options at screen cration time and then we just copy them
into the context at context creation time.  We also move is_scalar to the
brw_compiler structure.

We also end up manually setting some values that the core would have set by
default for us.  Fortunately, there are only two non-zero shader compiler
option defaults that we aren't overriding anyway so this isn't a big deal.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
This commit is contained in:
Jason Ekstrand 2015-04-16 15:28:17 -07:00
parent 073294d3ef
commit 6e255a3299
6 changed files with 57 additions and 46 deletions

View file

@ -50,6 +50,7 @@
#include "brw_context.h"
#include "brw_defines.h"
#include "brw_shader.h"
#include "brw_draw.h"
#include "brw_state.h"
@ -68,8 +69,6 @@
#include "tnl/t_pipeline.h"
#include "util/ralloc.h"
#include "glsl/nir/nir.h"
/***************************************
* Mesa's Driver Functions
***************************************/
@ -558,48 +557,12 @@ brw_initialize_context_constants(struct brw_context *brw)
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 128;
}
static const nir_shader_compiler_options nir_options = {
.native_integers = true,
/* In order to help allow for better CSE at the NIR level we tell NIR
* to split all ffma instructions during opt_algebraic and we then
* re-combine them as a later step.
*/
.lower_ffma = true,
.lower_sub = true,
};
/* We want the GLSL compiler to emit code that uses condition codes */
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
ctx->Const.ShaderCompilerOptions[i].MaxIfDepth = brw->gen < 6 ? 16 : UINT_MAX;
ctx->Const.ShaderCompilerOptions[i].EmitCondCodes = true;
ctx->Const.ShaderCompilerOptions[i].EmitNoNoise = true;
ctx->Const.ShaderCompilerOptions[i].EmitNoMainReturn = true;
ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectInput = true;
ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectOutput =
(i == MESA_SHADER_FRAGMENT);
ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectTemp =
(i == MESA_SHADER_FRAGMENT);
ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectUniform = false;
ctx->Const.ShaderCompilerOptions[i].LowerClipDistance = true;
ctx->Const.ShaderCompilerOptions[i] =
brw->intelScreen->compiler->glsl_compiler_options[i];
}
ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = true;
ctx->Const.ShaderCompilerOptions[MESA_SHADER_GEOMETRY].OptimizeForAOS = true;
if (brw->scalar_vs) {
/* If we're using the scalar backend for vertex shaders, we need to
* configure these accordingly.
*/
ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoIndirectOutput = true;
ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoIndirectTemp = true;
ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = false;
ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].NirOptions = &nir_options;
}
ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT].NirOptions = &nir_options;
ctx->Const.ShaderCompilerOptions[MESA_SHADER_COMPUTE].NirOptions = &nir_options;
/* ARB_viewport_array */
if (brw->gen >= 6 && ctx->API == API_OPENGL_CORE) {
ctx->Const.MaxViewports = GEN6_NUM_VIEWPORTS;
@ -826,9 +789,6 @@ brwCreateContext(gl_api api,
if (INTEL_DEBUG & DEBUG_PERF)
brw->perf_debug = true;
if (brw->gen >= 8 && !(INTEL_DEBUG & DEBUG_VEC4VS))
brw->scalar_vs = true;
brw_initialize_context_constants(brw);
ctx->Const.ResetStrategy = notify_reset

View file

@ -1137,7 +1137,6 @@ struct brw_context
bool has_pln;
bool no_simd8;
bool use_rep_send;
bool scalar_vs;
/**
* Some versions of Gen hardware don't do centroid interpolation correctly

View file

@ -84,6 +84,54 @@ brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo)
brw_fs_alloc_reg_sets(compiler);
brw_vec4_alloc_reg_set(compiler);
if (devinfo->gen >= 8 && !(INTEL_DEBUG & DEBUG_VEC4VS))
compiler->scalar_vs = true;
nir_shader_compiler_options *nir_options =
rzalloc(compiler, nir_shader_compiler_options);
nir_options->native_integers = true;
/* In order to help allow for better CSE at the NIR level we tell NIR
* to split all ffma instructions during opt_algebraic and we then
* re-combine them as a later step.
*/
nir_options->lower_ffma = true;
nir_options->lower_sub = true;
/* We want the GLSL compiler to emit code that uses condition codes */
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
compiler->glsl_compiler_options[i].MaxUnrollIterations = 32;
compiler->glsl_compiler_options[i].MaxIfDepth =
devinfo->gen < 6 ? 16 : UINT_MAX;
compiler->glsl_compiler_options[i].EmitCondCodes = true;
compiler->glsl_compiler_options[i].EmitNoNoise = true;
compiler->glsl_compiler_options[i].EmitNoMainReturn = true;
compiler->glsl_compiler_options[i].EmitNoIndirectInput = true;
compiler->glsl_compiler_options[i].EmitNoIndirectOutput =
(i == MESA_SHADER_FRAGMENT);
compiler->glsl_compiler_options[i].EmitNoIndirectTemp =
(i == MESA_SHADER_FRAGMENT);
compiler->glsl_compiler_options[i].EmitNoIndirectUniform = false;
compiler->glsl_compiler_options[i].LowerClipDistance = true;
}
compiler->glsl_compiler_options[MESA_SHADER_VERTEX].OptimizeForAOS = true;
compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].OptimizeForAOS = true;
if (compiler->scalar_vs) {
/* If we're using the scalar backend for vertex shaders, we need to
* configure these accordingly.
*/
compiler->glsl_compiler_options[MESA_SHADER_VERTEX].EmitNoIndirectOutput = true;
compiler->glsl_compiler_options[MESA_SHADER_VERTEX].EmitNoIndirectTemp = true;
compiler->glsl_compiler_options[MESA_SHADER_VERTEX].OptimizeForAOS = false;
compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions = nir_options;
}
compiler->glsl_compiler_options[MESA_SHADER_FRAGMENT].NirOptions = nir_options;
compiler->glsl_compiler_options[MESA_SHADER_COMPUTE].NirOptions = nir_options;
return compiler;
}
@ -139,7 +187,7 @@ is_scalar_shader_stage(struct brw_context *brw, int stage)
case MESA_SHADER_FRAGMENT:
return true;
case MESA_SHADER_VERTEX:
return brw->scalar_vs;
return brw->intelScreen->compiler->scalar_vs;
default:
return false;
}

View file

@ -89,6 +89,9 @@ struct brw_compiler {
void (*shader_debug_log)(void *, const char *str, ...) PRINTFLIKE(2, 3);
void (*shader_perf_log)(void *, const char *str, ...) PRINTFLIKE(2, 3);
bool scalar_vs;
struct gl_shader_compiler_options glsl_compiler_options[MESA_SHADER_STAGES];
};
enum PACKED register_file {

View file

@ -1882,7 +1882,7 @@ brw_vs_emit(struct brw_context *brw,
if (unlikely(INTEL_DEBUG & DEBUG_VS))
brw_dump_ir("vertex", prog, &shader->base, &c->vp->program.Base);
if (brw->scalar_vs) {
if (brw->intelScreen->compiler->scalar_vs) {
if (!c->vp->program.Base.nir) {
/* Normally we generate NIR in LinkShader() or
* ProgramStringNotify(), but Mesa's fixed-function vertex program

View file

@ -39,6 +39,7 @@
#include "swrast/s_renderbuffer.h"
#include "util/ralloc.h"
#include "brw_shader.h"
#include "glsl/nir/nir.h"
#include "utils.h"
#include "xmlpool.h"