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1 /*
2  * Copyright © 2010 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 extern "C" {
25 #include "main/macros.h"
26 #include "brw_context.h"
27 #include "brw_vs.h"
28 }
29 #include "brw_fs.h"
30 #include "glsl/ir_optimization.h"
31 #include "glsl/ir_print_visitor.h"
32 
33 struct gl_shader *
brw_new_shader(struct gl_context * ctx,GLuint name,GLuint type)34 brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type)
35 {
36    struct brw_shader *shader;
37 
38    shader = rzalloc(NULL, struct brw_shader);
39    if (shader) {
40       shader->base.Type = type;
41       shader->base.Name = name;
42       _mesa_init_shader(ctx, &shader->base);
43    }
44 
45    return &shader->base;
46 }
47 
48 struct gl_shader_program *
brw_new_shader_program(struct gl_context * ctx,GLuint name)49 brw_new_shader_program(struct gl_context *ctx, GLuint name)
50 {
51    struct brw_shader_program *prog;
52    prog = rzalloc(NULL, struct brw_shader_program);
53    if (prog) {
54       prog->base.Name = name;
55       _mesa_init_shader_program(ctx, &prog->base);
56    }
57    return &prog->base;
58 }
59 
60 /**
61  * Performs a compile of the shader stages even when we don't know
62  * what non-orthogonal state will be set, in the hope that it reflects
63  * the eventual NOS used, and thus allows us to produce link failures.
64  */
65 bool
brw_shader_precompile(struct gl_context * ctx,struct gl_shader_program * prog)66 brw_shader_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
67 {
68    struct brw_context *brw = brw_context(ctx);
69 
70    if (brw->precompile && !brw_fs_precompile(ctx, prog))
71       return false;
72 
73    if (brw->precompile && !brw_vs_precompile(ctx, prog))
74       return false;
75 
76    return true;
77 }
78 
79 GLboolean
brw_link_shader(struct gl_context * ctx,struct gl_shader_program * shProg)80 brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
81 {
82    struct brw_context *brw = brw_context(ctx);
83    struct intel_context *intel = &brw->intel;
84    unsigned int stage;
85 
86    for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
87       struct brw_shader *shader =
88 	 (struct brw_shader *)shProg->_LinkedShaders[stage];
89       static const GLenum targets[] = {
90 	 GL_VERTEX_PROGRAM_ARB,
91 	 GL_FRAGMENT_PROGRAM_ARB,
92 	 GL_GEOMETRY_PROGRAM_NV
93       };
94 
95       if (!shader)
96 	 continue;
97 
98       struct gl_program *prog =
99 	 ctx->Driver.NewProgram(ctx, targets[stage], shader->base.Name);
100       if (!prog)
101 	return false;
102       prog->Parameters = _mesa_new_parameter_list();
103 
104       _mesa_generate_parameters_list_for_uniforms(shProg, &shader->base,
105 						  prog->Parameters);
106 
107       if (stage == 0) {
108 	 struct gl_vertex_program *vp = (struct gl_vertex_program *) prog;
109 	 vp->UsesClipDistance = shProg->Vert.UsesClipDistance;
110       }
111 
112       void *mem_ctx = ralloc_context(NULL);
113       bool progress;
114 
115       if (shader->ir)
116 	 ralloc_free(shader->ir);
117       shader->ir = new(shader) exec_list;
118       clone_ir_list(mem_ctx, shader->ir, shader->base.ir);
119 
120       do_mat_op_to_vec(shader->ir);
121       lower_instructions(shader->ir,
122 			 MOD_TO_FRACT |
123 			 DIV_TO_MUL_RCP |
124 			 SUB_TO_ADD_NEG |
125 			 EXP_TO_EXP2 |
126 			 LOG_TO_LOG2);
127 
128       /* Pre-gen6 HW can only nest if-statements 16 deep.  Beyond this,
129        * if-statements need to be flattened.
130        */
131       if (intel->gen < 6)
132 	 lower_if_to_cond_assign(shader->ir, 16);
133 
134       do_lower_texture_projection(shader->ir);
135       if (intel->gen < 8 && !intel->is_haswell)
136          brw_lower_texture_gradients(shader->ir);
137       do_vec_index_to_cond_assign(shader->ir);
138       brw_do_cubemap_normalize(shader->ir);
139       lower_noise(shader->ir);
140       lower_quadop_vector(shader->ir, false);
141 
142       bool input = true;
143       bool output = stage == MESA_SHADER_FRAGMENT;
144       bool temp = stage == MESA_SHADER_FRAGMENT;
145       bool uniform = stage == MESA_SHADER_FRAGMENT;
146 
147       lower_variable_index_to_cond_assign(shader->ir,
148 					  input, output, temp, uniform);
149 
150       /* FINISHME: Do this before the variable index lowering. */
151       lower_ubo_reference(&shader->base, shader->ir);
152 
153       do {
154 	 progress = false;
155 
156 	 if (stage == MESA_SHADER_FRAGMENT) {
157 	    brw_do_channel_expressions(shader->ir);
158 	    brw_do_vector_splitting(shader->ir);
159 	 }
160 
161 	 progress = do_lower_jumps(shader->ir, true, true,
162 				   true, /* main return */
163 				   false, /* continue */
164 				   false /* loops */
165 				   ) || progress;
166 
167 	 progress = do_common_optimization(shader->ir, true, true, 32)
168 	   || progress;
169       } while (progress);
170 
171       /* Make a pass over the IR to add state references for any built-in
172        * uniforms that are used.  This has to be done now (during linking).
173        * Code generation doesn't happen until the first time this shader is
174        * used for rendering.  Waiting until then to generate the parameters is
175        * too late.  At that point, the values for the built-in informs won't
176        * get sent to the shader.
177        */
178       foreach_list(node, shader->ir) {
179 	 ir_variable *var = ((ir_instruction *) node)->as_variable();
180 
181 	 if ((var == NULL) || (var->mode != ir_var_uniform)
182 	     || (strncmp(var->name, "gl_", 3) != 0))
183 	    continue;
184 
185 	 const ir_state_slot *const slots = var->state_slots;
186 	 assert(var->state_slots != NULL);
187 
188 	 for (unsigned int i = 0; i < var->num_state_slots; i++) {
189 	    _mesa_add_state_reference(prog->Parameters,
190 				      (gl_state_index *) slots[i].tokens);
191 	 }
192       }
193 
194       validate_ir_tree(shader->ir);
195 
196       reparent_ir(shader->ir, shader->ir);
197       ralloc_free(mem_ctx);
198 
199       do_set_program_inouts(shader->ir, prog,
200 			    shader->base.Type == GL_FRAGMENT_SHADER);
201 
202       prog->SamplersUsed = shader->base.active_samplers;
203       _mesa_update_shader_textures_used(shProg, prog);
204 
205       _mesa_reference_program(ctx, &shader->base.Program, prog);
206 
207       /* This has to be done last.  Any operation that can cause
208        * prog->ParameterValues to get reallocated (e.g., anything that adds a
209        * program constant) has to happen before creating this linkage.
210        */
211       _mesa_associate_uniform_storage(ctx, shProg, prog->Parameters);
212 
213       _mesa_reference_program(ctx, &prog, NULL);
214    }
215 
216    if (!brw_shader_precompile(ctx, shProg))
217       return false;
218 
219    return true;
220 }
221 
222 
223 int
brw_type_for_base_type(const struct glsl_type * type)224 brw_type_for_base_type(const struct glsl_type *type)
225 {
226    switch (type->base_type) {
227    case GLSL_TYPE_FLOAT:
228       return BRW_REGISTER_TYPE_F;
229    case GLSL_TYPE_INT:
230    case GLSL_TYPE_BOOL:
231       return BRW_REGISTER_TYPE_D;
232    case GLSL_TYPE_UINT:
233       return BRW_REGISTER_TYPE_UD;
234    case GLSL_TYPE_ARRAY:
235       return brw_type_for_base_type(type->fields.array);
236    case GLSL_TYPE_STRUCT:
237    case GLSL_TYPE_SAMPLER:
238       /* These should be overridden with the type of the member when
239        * dereferenced into.  BRW_REGISTER_TYPE_UD seems like a likely
240        * way to trip up if we don't.
241        */
242       return BRW_REGISTER_TYPE_UD;
243    default:
244       assert(!"not reached");
245       return BRW_REGISTER_TYPE_F;
246    }
247 }
248 
249 uint32_t
brw_conditional_for_comparison(unsigned int op)250 brw_conditional_for_comparison(unsigned int op)
251 {
252    switch (op) {
253    case ir_binop_less:
254       return BRW_CONDITIONAL_L;
255    case ir_binop_greater:
256       return BRW_CONDITIONAL_G;
257    case ir_binop_lequal:
258       return BRW_CONDITIONAL_LE;
259    case ir_binop_gequal:
260       return BRW_CONDITIONAL_GE;
261    case ir_binop_equal:
262    case ir_binop_all_equal: /* same as equal for scalars */
263       return BRW_CONDITIONAL_Z;
264    case ir_binop_nequal:
265    case ir_binop_any_nequal: /* same as nequal for scalars */
266       return BRW_CONDITIONAL_NZ;
267    default:
268       assert(!"not reached: bad operation for comparison");
269       return BRW_CONDITIONAL_NZ;
270    }
271 }
272 
273 uint32_t
brw_math_function(enum opcode op)274 brw_math_function(enum opcode op)
275 {
276    switch (op) {
277    case SHADER_OPCODE_RCP:
278       return BRW_MATH_FUNCTION_INV;
279    case SHADER_OPCODE_RSQ:
280       return BRW_MATH_FUNCTION_RSQ;
281    case SHADER_OPCODE_SQRT:
282       return BRW_MATH_FUNCTION_SQRT;
283    case SHADER_OPCODE_EXP2:
284       return BRW_MATH_FUNCTION_EXP;
285    case SHADER_OPCODE_LOG2:
286       return BRW_MATH_FUNCTION_LOG;
287    case SHADER_OPCODE_POW:
288       return BRW_MATH_FUNCTION_POW;
289    case SHADER_OPCODE_SIN:
290       return BRW_MATH_FUNCTION_SIN;
291    case SHADER_OPCODE_COS:
292       return BRW_MATH_FUNCTION_COS;
293    case SHADER_OPCODE_INT_QUOTIENT:
294       return BRW_MATH_FUNCTION_INT_DIV_QUOTIENT;
295    case SHADER_OPCODE_INT_REMAINDER:
296       return BRW_MATH_FUNCTION_INT_DIV_REMAINDER;
297    default:
298       assert(!"not reached: unknown math function");
299       return 0;
300    }
301 }
302 
303 uint32_t
brw_texture_offset(ir_constant * offset)304 brw_texture_offset(ir_constant *offset)
305 {
306    assert(offset != NULL);
307 
308    signed char offsets[3];
309    for (unsigned i = 0; i < offset->type->vector_elements; i++)
310       offsets[i] = (signed char) offset->value.i[i];
311 
312    /* Combine all three offsets into a single unsigned dword:
313     *
314     *    bits 11:8 - U Offset (X component)
315     *    bits  7:4 - V Offset (Y component)
316     *    bits  3:0 - R Offset (Z component)
317     */
318    unsigned offset_bits = 0;
319    for (unsigned i = 0; i < offset->type->vector_elements; i++) {
320       const unsigned shift = 4 * (2 - i);
321       offset_bits |= (offsets[i] << shift) & (0xF << shift);
322    }
323    return offset_bits;
324 }
325