/*
* Copyright © 2010 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.
*/
extern "C" {
#include "main/macros.h"
#include "brw_context.h"
#include "brw_vs.h"
}
#include "brw_fs.h"
#include "glsl/ir_optimization.h"
#include "glsl/glsl_parser_extras.h"
struct gl_shader *
brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type)
{
struct brw_shader *shader;
shader = rzalloc(NULL, struct brw_shader);
if (shader) {
shader->base.Type = type;
shader->base.Name = name;
_mesa_init_shader(ctx, &shader->base);
}
return &shader->base;
}
struct gl_shader_program *
brw_new_shader_program(struct gl_context *ctx, GLuint name)
{
struct gl_shader_program *prog = rzalloc(NULL, struct gl_shader_program);
if (prog) {
prog->Name = name;
_mesa_init_shader_program(ctx, prog);
}
return prog;
}
/**
* 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 *prog)
{
struct brw_context *brw = brw_context(ctx);
if (brw->precompile && !brw_fs_precompile(ctx, prog))
return false;
if (brw->precompile && !brw_vs_precompile(ctx, prog))
return false;
return true;
}
static void
brw_lower_packing_builtins(struct brw_context *brw,
gl_shader_type shader_type,
exec_list *ir)
{
int ops = LOWER_PACK_SNORM_2x16
| LOWER_UNPACK_SNORM_2x16
| LOWER_PACK_UNORM_2x16
| LOWER_UNPACK_UNORM_2x16
| LOWER_PACK_SNORM_4x8
| LOWER_UNPACK_SNORM_4x8
| LOWER_PACK_UNORM_4x8
| LOWER_UNPACK_UNORM_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 (shader_type == MESA_SHADER_FRAGMENT) {
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);
}
GLboolean
brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
{
struct brw_context *brw = brw_context(ctx);
unsigned int stage;
for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
struct brw_shader *shader =
(struct brw_shader *)shProg->_LinkedShaders[stage];
if (!shader)
continue;
struct gl_program *prog =
ctx->Driver.NewProgram(ctx, _mesa_program_index_to_target(stage),
shader->base.Name);
if (!prog)
return false;
prog->Parameters = _mesa_new_parameter_list();
if (stage == 0) {
struct gl_vertex_program *vp = (struct gl_vertex_program *) prog;
vp->UsesClipDistance = shProg->Vert.UsesClipDistance;
}
void *mem_ctx = ralloc_context(NULL);
bool progress;
if (shader->ir)
ralloc_free(shader->ir);
shader->ir = new(shader) exec_list;
clone_ir_list(mem_ctx, shader->ir, shader->base.ir);
/* lower_packing_builtins() inserts arithmetic instructions, so it
* must precede lower_instructions().
*/
brw_lower_packing_builtins(brw, (gl_shader_type) stage, shader->ir);
do_mat_op_to_vec(shader->ir);
const int bitfield_insert = brw->gen >= 7
? BITFIELD_INSERT_TO_BFM_BFI
: 0;
const int lrp_to_arith = brw->gen < 6 ? LRP_TO_ARITH : 0;
lower_instructions(shader->ir,
MOD_TO_FRACT |
DIV_TO_MUL_RCP |
SUB_TO_ADD_NEG |
EXP_TO_EXP2 |
LOG_TO_LOG2 |
bitfield_insert |
lrp_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);
brw_do_cubemap_normalize(shader->ir);
lower_noise(shader->ir);
lower_quadop_vector(shader->ir, false);
bool input = true;
bool output = stage == MESA_SHADER_FRAGMENT;
bool temp = stage == MESA_SHADER_FRAGMENT;
bool uniform = false;
bool lowered_variable_indexing =
lower_variable_index_to_cond_assign(shader->ir,
input, output, temp, uniform);
if (unlikely(brw->perf_debug && lowered_variable_indexing)) {
perf_debug("Unsupported form of variable indexing in FS; falling "
"back to very inefficient code generation\n");
}
/* FINISHME: Do this before the variable index lowering. */
lower_ubo_reference(&shader->base, shader->ir);
do {
progress = false;
if (stage == MESA_SHADER_FRAGMENT) {
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, 32,
&ctx->ShaderCompilerOptions[stage])
|| progress;
} while (progress);
/* 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_list(node, shader->ir) {
ir_variable *var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != ir_var_uniform)
|| (strncmp(var->name, "gl_", 3) != 0))
continue;
const ir_state_slot *const slots = var->state_slots;
assert(var->state_slots != NULL);
for (unsigned int i = 0; i < var->num_state_slots; i++) {
_mesa_add_state_reference(prog->Parameters,
(gl_state_index *) slots[i].tokens);
}
}
validate_ir_tree(shader->ir);
reparent_ir(shader->ir, shader->ir);
ralloc_free(mem_ctx);
do_set_program_inouts(shader->ir, prog,
shader->base.Type == GL_FRAGMENT_SHADER);
prog->SamplersUsed = shader->base.active_samplers;
_mesa_update_shader_textures_used(shProg, prog);
_mesa_reference_program(ctx, &shader->base.Program, prog);
brw_add_texrect_params(prog);
/* This has to be done last. Any operation that can cause
* prog->ParameterValues to get reallocated (e.g., anything that adds a
* program constant) has to happen before creating this linkage.
*/
_mesa_associate_uniform_storage(ctx, shProg, prog->Parameters);
_mesa_reference_program(ctx, &prog, NULL);
if (ctx->Shader.Flags & GLSL_DUMP) {
printf("\n");
printf("GLSL IR for linked %s program %d:\n",
_mesa_glsl_shader_target_name(shader->base.Type), shProg->Name);
_mesa_print_ir(shader->base.ir, NULL);
printf("\n");
}
}
if (ctx->Shader.Flags & GLSL_DUMP) {
for (unsigned i = 0; i < shProg->NumShaders; i++) {
const struct gl_shader *sh = shProg->Shaders[i];
if (!sh)
continue;
printf("GLSL %s shader %d source for linked program %d:\n",
_mesa_glsl_shader_target_name(sh->Type),
i,
shProg->Name);
printf("%s", sh->Source);
printf("\n");
}
}
if (!brw_shader_precompile(ctx, shProg))
return false;
return true;
}
int
brw_type_for_base_type(const struct glsl_type *type)
{
switch (type->base_type) {
case GLSL_TYPE_FLOAT:
return BRW_REGISTER_TYPE_F;
case GLSL_TYPE_INT:
case GLSL_TYPE_BOOL:
return BRW_REGISTER_TYPE_D;
case GLSL_TYPE_UINT:
return BRW_REGISTER_TYPE_UD;
case GLSL_TYPE_ARRAY:
return brw_type_for_base_type(type->fields.array);
case GLSL_TYPE_STRUCT:
case GLSL_TYPE_SAMPLER:
/* These should be overridden with the type of the member when
* dereferenced into. BRW_REGISTER_TYPE_UD seems like a likely
* way to trip up if we don't.
*/
return BRW_REGISTER_TYPE_UD;
case GLSL_TYPE_VOID:
case GLSL_TYPE_ERROR:
case GLSL_TYPE_INTERFACE:
assert(!"not reached");
break;
}
return BRW_REGISTER_TYPE_F;
}
uint32_t
brw_conditional_for_comparison(unsigned int op)
{
switch (op) {
case ir_binop_less:
return BRW_CONDITIONAL_L;
case ir_binop_greater:
return BRW_CONDITIONAL_G;
case ir_binop_lequal:
return BRW_CONDITIONAL_LE;
case ir_binop_gequal:
return BRW_CONDITIONAL_GE;
case ir_binop_equal:
case ir_binop_all_equal: /* same as equal for scalars */
return BRW_CONDITIONAL_Z;
case ir_binop_nequal:
case ir_binop_any_nequal: /* same as nequal for scalars */
return BRW_CONDITIONAL_NZ;
default:
assert(!"not reached: bad operation for comparison");
return BRW_CONDITIONAL_NZ;
}
}
uint32_t
brw_math_function(enum opcode op)
{
switch (op) {
case SHADER_OPCODE_RCP:
return BRW_MATH_FUNCTION_INV;
case SHADER_OPCODE_RSQ:
return BRW_MATH_FUNCTION_RSQ;
case SHADER_OPCODE_SQRT:
return BRW_MATH_FUNCTION_SQRT;
case SHADER_OPCODE_EXP2:
return BRW_MATH_FUNCTION_EXP;
case SHADER_OPCODE_LOG2:
return BRW_MATH_FUNCTION_LOG;
case SHADER_OPCODE_POW:
return BRW_MATH_FUNCTION_POW;
case SHADER_OPCODE_SIN:
return BRW_MATH_FUNCTION_SIN;
case SHADER_OPCODE_COS:
return BRW_MATH_FUNCTION_COS;
case SHADER_OPCODE_INT_QUOTIENT:
return BRW_MATH_FUNCTION_INT_DIV_QUOTIENT;
case SHADER_OPCODE_INT_REMAINDER:
return BRW_MATH_FUNCTION_INT_DIV_REMAINDER;
default:
assert(!"not reached: unknown math function");
return 0;
}
}
uint32_t
brw_texture_offset(ir_constant *offset)
{
assert(offset != NULL);
signed char offsets[3];
for (unsigned i = 0; i < offset->type->vector_elements; i++)
offsets[i] = (signed char) offset->value.i[i];
/* Combine all three offsets into a single unsigned dword:
*
* bits 11:8 - U Offset (X component)
* bits 7:4 - V Offset (Y component)
* bits 3:0 - R Offset (Z component)
*/
unsigned offset_bits = 0;
for (unsigned i = 0; i < offset->type->vector_elements; i++) {
const unsigned shift = 4 * (2 - i);
offset_bits |= (offsets[i] << shift) & (0xF << shift);
}
return offset_bits;
}
const char *
brw_instruction_name(enum opcode op)
{
char *fallback;
if (op < ARRAY_SIZE(opcode_descs) && opcode_descs[op].name)
return opcode_descs[op].name;
switch (op) {
case FS_OPCODE_FB_WRITE:
return "fb_write";
case SHADER_OPCODE_RCP:
return "rcp";
case SHADER_OPCODE_RSQ:
return "rsq";
case SHADER_OPCODE_SQRT:
return "sqrt";
case SHADER_OPCODE_EXP2:
return "exp2";
case SHADER_OPCODE_LOG2:
return "log2";
case SHADER_OPCODE_POW:
return "pow";
case SHADER_OPCODE_INT_QUOTIENT:
return "int_quot";
case SHADER_OPCODE_INT_REMAINDER:
return "int_rem";
case SHADER_OPCODE_SIN:
return "sin";
case SHADER_OPCODE_COS:
return "cos";
case SHADER_OPCODE_TEX:
return "tex";
case SHADER_OPCODE_TXD:
return "txd";
case SHADER_OPCODE_TXF:
return "txf";
case SHADER_OPCODE_TXL:
return "txl";
case SHADER_OPCODE_TXS:
return "txs";
case FS_OPCODE_TXB:
return "txb";
case SHADER_OPCODE_TXF_MS:
return "txf_ms";
case FS_OPCODE_DDX:
return "ddx";
case FS_OPCODE_DDY:
return "ddy";
case FS_OPCODE_PIXEL_X:
return "pixel_x";
case FS_OPCODE_PIXEL_Y:
return "pixel_y";
case FS_OPCODE_CINTERP:
return "cinterp";
case FS_OPCODE_LINTERP:
return "linterp";
case FS_OPCODE_SPILL:
return "spill";
case FS_OPCODE_UNSPILL:
return "unspill";
case FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD:
return "uniform_pull_const";
case FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD_GEN7:
return "uniform_pull_const_gen7";
case FS_OPCODE_VARYING_PULL_CONSTANT_LOAD:
return "varying_pull_const";
case FS_OPCODE_VARYING_PULL_CONSTANT_LOAD_GEN7:
return "varying_pull_const_gen7";
case FS_OPCODE_MOV_DISPATCH_TO_FLAGS:
return "mov_dispatch_to_flags";
case FS_OPCODE_DISCARD_JUMP:
return "discard_jump";
case FS_OPCODE_SET_SIMD4X2_OFFSET:
return "set_simd4x2_offset";
case FS_OPCODE_PACK_HALF_2x16_SPLIT:
return "pack_half_2x16_split";
case FS_OPCODE_UNPACK_HALF_2x16_SPLIT_X:
return "unpack_half_2x16_split_x";
case FS_OPCODE_UNPACK_HALF_2x16_SPLIT_Y:
return "unpack_half_2x16_split_y";
case FS_OPCODE_PLACEHOLDER_HALT:
return "placeholder_halt";
case VS_OPCODE_URB_WRITE:
return "urb_write";
case VS_OPCODE_SCRATCH_READ:
return "scratch_read";
case VS_OPCODE_SCRATCH_WRITE:
return "scratch_write";
case VS_OPCODE_PULL_CONSTANT_LOAD:
return "pull_constant_load";
case VS_OPCODE_PULL_CONSTANT_LOAD_GEN7:
return "pull_constant_load_gen7";
default:
/* Yes, this leaks. It's in debug code, it should never occur, and if
* it does, you should just add the case to the list above.
*/
// asprintf(&fallback, "op%d", op);
return fallback;
}
}
bool
backend_instruction::is_tex()
{
return (opcode == SHADER_OPCODE_TEX ||
opcode == FS_OPCODE_TXB ||
opcode == SHADER_OPCODE_TXD ||
opcode == SHADER_OPCODE_TXF ||
opcode == SHADER_OPCODE_TXF_MS ||
opcode == SHADER_OPCODE_TXL ||
opcode == SHADER_OPCODE_TXS ||
opcode == SHADER_OPCODE_LOD);
}
bool
backend_instruction::is_math()
{
return (opcode == SHADER_OPCODE_RCP ||
opcode == SHADER_OPCODE_RSQ ||
opcode == SHADER_OPCODE_SQRT ||
opcode == SHADER_OPCODE_EXP2 ||
opcode == SHADER_OPCODE_LOG2 ||
opcode == SHADER_OPCODE_SIN ||
opcode == SHADER_OPCODE_COS ||
opcode == SHADER_OPCODE_INT_QUOTIENT ||
opcode == SHADER_OPCODE_INT_REMAINDER ||
opcode == SHADER_OPCODE_POW);
}
bool
backend_instruction::is_control_flow()
{
switch (opcode) {
case BRW_OPCODE_DO:
case BRW_OPCODE_WHILE:
case BRW_OPCODE_IF:
case BRW_OPCODE_ELSE:
case BRW_OPCODE_ENDIF:
case BRW_OPCODE_BREAK:
case BRW_OPCODE_CONTINUE:
return true;
default:
return false;
}
}
void
backend_visitor::dump_instructions()
{
int ip = 0;
foreach_list(node, &this->instructions) {
backend_instruction *inst = (backend_instruction *)node;
printf("%d: ", ip++);
dump_instruction(inst);
}
}