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i965: Move brw_compiler_create() to new brw_compiler.c.
A future patch will want to use designated initalizers, which aren't available in C++, but this is C.
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5 changed files with 161 additions and 133 deletions
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@ -1,6 +1,7 @@
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i965_compiler_FILES = \
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brw_cfg.cpp \
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brw_cfg.h \
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brw_compiler.c \
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brw_compiler.h \
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brw_dead_control_flow.cpp \
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brw_dead_control_flow.h \
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157
src/mesa/drivers/dri/i965/brw_compiler.c
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157
src/mesa/drivers/dri/i965/brw_compiler.c
Normal file
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@ -0,0 +1,157 @@
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/*
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* Copyright © 2015-2016 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "brw_compiler.h"
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#include "brw_context.h"
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#include "glsl/nir/nir.h"
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#include "main/errors.h"
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#include "util/debug.h"
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static void
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shader_debug_log_mesa(void *data, const char *fmt, ...)
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{
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struct brw_context *brw = (struct brw_context *)data;
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va_list args;
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va_start(args, fmt);
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GLuint msg_id = 0;
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_mesa_gl_vdebug(&brw->ctx, &msg_id,
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MESA_DEBUG_SOURCE_SHADER_COMPILER,
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MESA_DEBUG_TYPE_OTHER,
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MESA_DEBUG_SEVERITY_NOTIFICATION, fmt, args);
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va_end(args);
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}
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static void
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shader_perf_log_mesa(void *data, const char *fmt, ...)
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{
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struct brw_context *brw = (struct brw_context *)data;
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va_list args;
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va_start(args, fmt);
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if (unlikely(INTEL_DEBUG & DEBUG_PERF)) {
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va_list args_copy;
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va_copy(args_copy, args);
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vfprintf(stderr, fmt, args_copy);
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va_end(args_copy);
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}
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if (brw->perf_debug) {
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GLuint msg_id = 0;
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_mesa_gl_vdebug(&brw->ctx, &msg_id,
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MESA_DEBUG_SOURCE_SHADER_COMPILER,
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MESA_DEBUG_TYPE_PERFORMANCE,
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MESA_DEBUG_SEVERITY_MEDIUM, fmt, args);
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}
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va_end(args);
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}
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struct brw_compiler *
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brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo)
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{
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struct brw_compiler *compiler = rzalloc(mem_ctx, struct brw_compiler);
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compiler->devinfo = devinfo;
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compiler->shader_debug_log = shader_debug_log_mesa;
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compiler->shader_perf_log = shader_perf_log_mesa;
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brw_fs_alloc_reg_sets(compiler);
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brw_vec4_alloc_reg_set(compiler);
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compiler->scalar_stage[MESA_SHADER_VERTEX] =
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devinfo->gen >= 8 && !(INTEL_DEBUG & DEBUG_VEC4VS);
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compiler->scalar_stage[MESA_SHADER_TESS_CTRL] = false;
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compiler->scalar_stage[MESA_SHADER_TESS_EVAL] =
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devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_TES", true);
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compiler->scalar_stage[MESA_SHADER_GEOMETRY] =
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devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_GS", false);
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compiler->scalar_stage[MESA_SHADER_FRAGMENT] = true;
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compiler->scalar_stage[MESA_SHADER_COMPUTE] = true;
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nir_shader_compiler_options *nir_options =
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rzalloc(compiler, nir_shader_compiler_options);
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nir_options->native_integers = true;
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nir_options->lower_fdiv = true;
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/* In order to help allow for better CSE at the NIR level we tell NIR
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* to split all ffma instructions during opt_algebraic and we then
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* re-combine them as a later step.
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*/
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nir_options->lower_ffma = true;
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nir_options->lower_sub = true;
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nir_options->lower_fdiv = true;
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nir_options->lower_scmp = true;
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nir_options->lower_fmod = true;
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nir_options->lower_bitfield_extract = true;
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nir_options->lower_bitfield_insert = true;
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nir_options->lower_uadd_carry = true;
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nir_options->lower_usub_borrow = true;
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/* In the vec4 backend, our dpN instruction replicates its result to all
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* the components of a vec4. We would like NIR to give us replicated fdot
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* instructions because it can optimize better for us.
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*
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* For the FS backend, it should be lowered away by the scalarizing pass so
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* we should never see fdot anyway.
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*/
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nir_options->fdot_replicates = true;
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/* We want the GLSL compiler to emit code that uses condition codes */
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for (int i = 0; i < MESA_SHADER_STAGES; i++) {
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compiler->glsl_compiler_options[i].MaxUnrollIterations = 32;
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compiler->glsl_compiler_options[i].MaxIfDepth =
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devinfo->gen < 6 ? 16 : UINT_MAX;
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compiler->glsl_compiler_options[i].EmitCondCodes = true;
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compiler->glsl_compiler_options[i].EmitNoNoise = true;
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compiler->glsl_compiler_options[i].EmitNoMainReturn = true;
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compiler->glsl_compiler_options[i].EmitNoIndirectInput = true;
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compiler->glsl_compiler_options[i].EmitNoIndirectUniform = false;
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compiler->glsl_compiler_options[i].LowerClipDistance = true;
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bool is_scalar = compiler->scalar_stage[i];
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compiler->glsl_compiler_options[i].EmitNoIndirectOutput = is_scalar;
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compiler->glsl_compiler_options[i].EmitNoIndirectTemp = is_scalar;
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compiler->glsl_compiler_options[i].OptimizeForAOS = !is_scalar;
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/* !ARB_gpu_shader5 */
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if (devinfo->gen < 7)
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compiler->glsl_compiler_options[i].EmitNoIndirectSampler = true;
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compiler->glsl_compiler_options[i].NirOptions = nir_options;
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compiler->glsl_compiler_options[i].LowerBufferInterfaceBlocks = true;
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}
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compiler->glsl_compiler_options[MESA_SHADER_TESS_CTRL].EmitNoIndirectInput = false;
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compiler->glsl_compiler_options[MESA_SHADER_TESS_EVAL].EmitNoIndirectInput = false;
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if (compiler->scalar_stage[MESA_SHADER_GEOMETRY])
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compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].EmitNoIndirectInput = false;
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compiler->glsl_compiler_options[MESA_SHADER_COMPUTE]
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.LowerShaderSharedVariables = true;
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return compiler;
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}
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@ -686,6 +686,9 @@ struct brw_gs_prog_data
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/** @} */
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struct brw_compiler *
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brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo);
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/**
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* Compile a vertex shader.
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*
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@ -29,136 +29,6 @@
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#include "brw_vec4_tes.h"
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#include "main/shaderobj.h"
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#include "main/uniforms.h"
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#include "util/debug.h"
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static void
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shader_debug_log_mesa(void *data, const char *fmt, ...)
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{
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struct brw_context *brw = (struct brw_context *)data;
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va_list args;
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va_start(args, fmt);
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GLuint msg_id = 0;
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_mesa_gl_vdebug(&brw->ctx, &msg_id,
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MESA_DEBUG_SOURCE_SHADER_COMPILER,
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MESA_DEBUG_TYPE_OTHER,
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MESA_DEBUG_SEVERITY_NOTIFICATION, fmt, args);
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va_end(args);
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}
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static void
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shader_perf_log_mesa(void *data, const char *fmt, ...)
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{
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struct brw_context *brw = (struct brw_context *)data;
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va_list args;
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va_start(args, fmt);
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if (unlikely(INTEL_DEBUG & DEBUG_PERF)) {
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va_list args_copy;
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va_copy(args_copy, args);
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vfprintf(stderr, fmt, args_copy);
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va_end(args_copy);
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}
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if (brw->perf_debug) {
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GLuint msg_id = 0;
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_mesa_gl_vdebug(&brw->ctx, &msg_id,
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MESA_DEBUG_SOURCE_SHADER_COMPILER,
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MESA_DEBUG_TYPE_PERFORMANCE,
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MESA_DEBUG_SEVERITY_MEDIUM, fmt, args);
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}
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va_end(args);
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}
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struct brw_compiler *
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brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo)
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{
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struct brw_compiler *compiler = rzalloc(mem_ctx, struct brw_compiler);
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compiler->devinfo = devinfo;
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compiler->shader_debug_log = shader_debug_log_mesa;
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compiler->shader_perf_log = shader_perf_log_mesa;
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brw_fs_alloc_reg_sets(compiler);
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brw_vec4_alloc_reg_set(compiler);
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compiler->scalar_stage[MESA_SHADER_VERTEX] =
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devinfo->gen >= 8 && !(INTEL_DEBUG & DEBUG_VEC4VS);
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compiler->scalar_stage[MESA_SHADER_TESS_CTRL] = false;
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compiler->scalar_stage[MESA_SHADER_TESS_EVAL] =
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devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_TES", true);
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compiler->scalar_stage[MESA_SHADER_GEOMETRY] =
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devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_GS", false);
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compiler->scalar_stage[MESA_SHADER_FRAGMENT] = true;
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compiler->scalar_stage[MESA_SHADER_COMPUTE] = true;
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nir_shader_compiler_options *nir_options =
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rzalloc(compiler, nir_shader_compiler_options);
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nir_options->native_integers = true;
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nir_options->lower_fdiv = true;
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/* In order to help allow for better CSE at the NIR level we tell NIR
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* to split all ffma instructions during opt_algebraic and we then
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* re-combine them as a later step.
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*/
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nir_options->lower_ffma = true;
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nir_options->lower_sub = true;
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nir_options->lower_fdiv = true;
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nir_options->lower_scmp = true;
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nir_options->lower_fmod = true;
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nir_options->lower_bitfield_extract = true;
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nir_options->lower_bitfield_insert = true;
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nir_options->lower_uadd_carry = true;
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nir_options->lower_usub_borrow = true;
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/* In the vec4 backend, our dpN instruction replicates its result to all
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* the components of a vec4. We would like NIR to give us replicated fdot
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* instructions because it can optimize better for us.
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*
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* For the FS backend, it should be lowered away by the scalarizing pass so
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* we should never see fdot anyway.
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*/
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nir_options->fdot_replicates = true;
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/* We want the GLSL compiler to emit code that uses condition codes */
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for (int i = 0; i < MESA_SHADER_STAGES; i++) {
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compiler->glsl_compiler_options[i].MaxUnrollIterations = 32;
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compiler->glsl_compiler_options[i].MaxIfDepth =
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devinfo->gen < 6 ? 16 : UINT_MAX;
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compiler->glsl_compiler_options[i].EmitCondCodes = true;
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compiler->glsl_compiler_options[i].EmitNoNoise = true;
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compiler->glsl_compiler_options[i].EmitNoMainReturn = true;
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compiler->glsl_compiler_options[i].EmitNoIndirectInput = true;
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compiler->glsl_compiler_options[i].EmitNoIndirectUniform = false;
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compiler->glsl_compiler_options[i].LowerClipDistance = true;
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bool is_scalar = compiler->scalar_stage[i];
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compiler->glsl_compiler_options[i].EmitNoIndirectOutput = is_scalar;
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compiler->glsl_compiler_options[i].EmitNoIndirectTemp = is_scalar;
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compiler->glsl_compiler_options[i].OptimizeForAOS = !is_scalar;
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/* !ARB_gpu_shader5 */
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if (devinfo->gen < 7)
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compiler->glsl_compiler_options[i].EmitNoIndirectSampler = true;
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compiler->glsl_compiler_options[i].NirOptions = nir_options;
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compiler->glsl_compiler_options[i].LowerBufferInterfaceBlocks = true;
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}
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compiler->glsl_compiler_options[MESA_SHADER_TESS_CTRL].EmitNoIndirectInput = false;
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compiler->glsl_compiler_options[MESA_SHADER_TESS_EVAL].EmitNoIndirectInput = false;
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if (compiler->scalar_stage[MESA_SHADER_GEOMETRY])
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compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].EmitNoIndirectInput = false;
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compiler->glsl_compiler_options[MESA_SHADER_COMPUTE]
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.LowerShaderSharedVariables = true;
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return compiler;
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}
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extern "C" struct gl_shader *
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brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type)
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@ -259,9 +259,6 @@ struct brw_gs_compile
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unsigned control_data_header_size_bits;
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};
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struct brw_compiler *
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brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo);
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void
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brw_assign_common_binding_table_offsets(gl_shader_stage stage,
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const struct brw_device_info *devinfo,
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