brw_shader.cpp revision b2be4869624443cd9769bd696b11dd587494b62a
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
24extern "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
33struct gl_shader *
34brw_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
48struct gl_shader_program *
49brw_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 */
65bool
66brw_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_vs_precompile(ctx, prog))
74      return false;
75
76   return true;
77}
78
79GLboolean
80brw_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 NULL;
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      if (stage == 1) {
113	 class uses_kill_visitor : public ir_hierarchical_visitor {
114	 public:
115	    uses_kill_visitor() : uses_kill(false)
116	    {
117	       /* empty */
118	    }
119
120	    virtual ir_visitor_status visit_enter(class ir_discard *ir)
121	    {
122	       this->uses_kill = true;
123	       return visit_stop;
124	    }
125
126	    bool uses_kill;
127	 };
128
129	 uses_kill_visitor v;
130
131	 v.run(shader->base.ir);
132
133	 struct gl_fragment_program *fp = (struct gl_fragment_program *) prog;
134	 fp->UsesKill = v.uses_kill;
135      }
136
137      void *mem_ctx = ralloc_context(NULL);
138      bool progress;
139
140      if (shader->ir)
141	 ralloc_free(shader->ir);
142      shader->ir = new(shader) exec_list;
143      clone_ir_list(mem_ctx, shader->ir, shader->base.ir);
144
145      do_mat_op_to_vec(shader->ir);
146      lower_instructions(shader->ir,
147			 MOD_TO_FRACT |
148			 DIV_TO_MUL_RCP |
149			 SUB_TO_ADD_NEG |
150			 EXP_TO_EXP2 |
151			 LOG_TO_LOG2);
152
153      /* Pre-gen6 HW can only nest if-statements 16 deep.  Beyond this,
154       * if-statements need to be flattened.
155       */
156      if (intel->gen < 6)
157	 lower_if_to_cond_assign(shader->ir, 16);
158
159      do_lower_texture_projection(shader->ir);
160      do_vec_index_to_cond_assign(shader->ir);
161      brw_do_cubemap_normalize(shader->ir);
162      lower_noise(shader->ir);
163      lower_quadop_vector(shader->ir, false);
164
165      bool input = true;
166      bool output = stage == MESA_SHADER_FRAGMENT;
167      bool temp = stage == MESA_SHADER_FRAGMENT;
168      bool uniform = stage == MESA_SHADER_FRAGMENT;
169
170      lower_variable_index_to_cond_assign(shader->ir,
171					  input, output, temp, uniform);
172
173      do {
174	 progress = false;
175
176	 if (stage == MESA_SHADER_FRAGMENT) {
177	    brw_do_channel_expressions(shader->ir);
178	    brw_do_vector_splitting(shader->ir);
179	 }
180
181	 progress = do_lower_jumps(shader->ir, true, true,
182				   true, /* main return */
183				   false, /* continue */
184				   false /* loops */
185				   ) || progress;
186
187	 progress = do_common_optimization(shader->ir, true, true, 32)
188	   || progress;
189      } while (progress);
190
191      /* Make a pass over the IR to add state references for any built-in
192       * uniforms that are used.  This has to be done now (during linking).
193       * Code generation doesn't happen until the first time this shader is
194       * used for rendering.  Waiting until then to generate the parameters is
195       * too late.  At that point, the values for the built-in informs won't
196       * get sent to the shader.
197       */
198      foreach_list(node, shader->ir) {
199	 ir_variable *var = ((ir_instruction *) node)->as_variable();
200
201	 if ((var == NULL) || (var->mode != ir_var_uniform)
202	     || (strncmp(var->name, "gl_", 3) != 0))
203	    continue;
204
205	 const ir_state_slot *const slots = var->state_slots;
206	 assert(var->state_slots != NULL);
207
208	 for (unsigned int i = 0; i < var->num_state_slots; i++) {
209	    _mesa_add_state_reference(prog->Parameters,
210				      (gl_state_index *) slots[i].tokens);
211	 }
212      }
213
214      validate_ir_tree(shader->ir);
215
216      reparent_ir(shader->ir, shader->ir);
217      ralloc_free(mem_ctx);
218
219      do_set_program_inouts(shader->ir, prog,
220			    shader->base.Type == GL_FRAGMENT_SHADER);
221
222      prog->SamplersUsed = shader->base.active_samplers;
223      _mesa_update_shader_textures_used(shProg, prog);
224
225      _mesa_reference_program(ctx, &shader->base.Program, prog);
226
227      /* This has to be done last.  Any operation that can cause
228       * prog->ParameterValues to get reallocated (e.g., anything that adds a
229       * program constant) has to happen before creating this linkage.
230       */
231      _mesa_associate_uniform_storage(ctx, shProg, prog->Parameters);
232
233      _mesa_reference_program(ctx, &prog, NULL);
234   }
235
236   if (!brw_shader_precompile(ctx, shProg))
237      return false;
238
239   return true;
240}
241
242
243int
244brw_type_for_base_type(const struct glsl_type *type)
245{
246   switch (type->base_type) {
247   case GLSL_TYPE_FLOAT:
248      return BRW_REGISTER_TYPE_F;
249   case GLSL_TYPE_INT:
250   case GLSL_TYPE_BOOL:
251      return BRW_REGISTER_TYPE_D;
252   case GLSL_TYPE_UINT:
253      return BRW_REGISTER_TYPE_UD;
254   case GLSL_TYPE_ARRAY:
255      return brw_type_for_base_type(type->fields.array);
256   case GLSL_TYPE_STRUCT:
257   case GLSL_TYPE_SAMPLER:
258      /* These should be overridden with the type of the member when
259       * dereferenced into.  BRW_REGISTER_TYPE_UD seems like a likely
260       * way to trip up if we don't.
261       */
262      return BRW_REGISTER_TYPE_UD;
263   default:
264      assert(!"not reached");
265      return BRW_REGISTER_TYPE_F;
266   }
267}
268
269uint32_t
270brw_conditional_for_comparison(unsigned int op)
271{
272   switch (op) {
273   case ir_binop_less:
274      return BRW_CONDITIONAL_L;
275   case ir_binop_greater:
276      return BRW_CONDITIONAL_G;
277   case ir_binop_lequal:
278      return BRW_CONDITIONAL_LE;
279   case ir_binop_gequal:
280      return BRW_CONDITIONAL_GE;
281   case ir_binop_equal:
282   case ir_binop_all_equal: /* same as equal for scalars */
283      return BRW_CONDITIONAL_Z;
284   case ir_binop_nequal:
285   case ir_binop_any_nequal: /* same as nequal for scalars */
286      return BRW_CONDITIONAL_NZ;
287   default:
288      assert(!"not reached: bad operation for comparison");
289      return BRW_CONDITIONAL_NZ;
290   }
291}
292
293uint32_t
294brw_math_function(enum opcode op)
295{
296   switch (op) {
297   case SHADER_OPCODE_RCP:
298      return BRW_MATH_FUNCTION_INV;
299   case SHADER_OPCODE_RSQ:
300      return BRW_MATH_FUNCTION_RSQ;
301   case SHADER_OPCODE_SQRT:
302      return BRW_MATH_FUNCTION_SQRT;
303   case SHADER_OPCODE_EXP2:
304      return BRW_MATH_FUNCTION_EXP;
305   case SHADER_OPCODE_LOG2:
306      return BRW_MATH_FUNCTION_LOG;
307   case SHADER_OPCODE_POW:
308      return BRW_MATH_FUNCTION_POW;
309   case SHADER_OPCODE_SIN:
310      return BRW_MATH_FUNCTION_SIN;
311   case SHADER_OPCODE_COS:
312      return BRW_MATH_FUNCTION_COS;
313   case SHADER_OPCODE_INT_QUOTIENT:
314      return BRW_MATH_FUNCTION_INT_DIV_QUOTIENT;
315   case SHADER_OPCODE_INT_REMAINDER:
316      return BRW_MATH_FUNCTION_INT_DIV_REMAINDER;
317   default:
318      assert(!"not reached: unknown math function");
319      return 0;
320   }
321}
322
323uint32_t
324brw_texture_offset(ir_constant *offset)
325{
326   assert(offset != NULL);
327
328   signed char offsets[3];
329   for (unsigned i = 0; i < offset->type->vector_elements; i++)
330      offsets[i] = (signed char) offset->value.i[i];
331
332   /* Combine all three offsets into a single unsigned dword:
333    *
334    *    bits 11:8 - U Offset (X component)
335    *    bits  7:4 - V Offset (Y component)
336    *    bits  3:0 - R Offset (Z component)
337    */
338   unsigned offset_bits = 0;
339   for (unsigned i = 0; i < offset->type->vector_elements; i++) {
340      const unsigned shift = 4 * (2 - i);
341      offset_bits |= (offsets[i] << shift) & (0xF << shift);
342   }
343   return offset_bits;
344}
345