1/* 2 * Copyright © 2015 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#include "brw_context.h" 25#include "compiler/brw_nir.h" 26#include "brw_program.h" 27#include "compiler/glsl/gl_nir.h" 28#include "compiler/glsl/gl_nir_linker.h" 29#include "compiler/glsl/ir.h" 30#include "compiler/glsl/ir_optimization.h" 31#include "compiler/glsl/program.h" 32#include "compiler/nir/nir_serialize.h" 33#include "program/program.h" 34#include "main/glspirv.h" 35#include "main/mtypes.h" 36#include "main/shaderapi.h" 37#include "main/shaderobj.h" 38#include "main/uniforms.h" 39 40/** 41 * Performs a compile of the shader stages even when we don't know 42 * what non-orthogonal state will be set, in the hope that it reflects 43 * the eventual NOS used, and thus allows us to produce link failures. 44 */ 45static bool 46brw_shader_precompile(struct gl_context *ctx, 47 struct gl_shader_program *sh_prog) 48{ 49 struct gl_linked_shader *vs = sh_prog->_LinkedShaders[MESA_SHADER_VERTEX]; 50 struct gl_linked_shader *tcs = sh_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL]; 51 struct gl_linked_shader *tes = sh_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL]; 52 struct gl_linked_shader *gs = sh_prog->_LinkedShaders[MESA_SHADER_GEOMETRY]; 53 struct gl_linked_shader *fs = sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT]; 54 struct gl_linked_shader *cs = sh_prog->_LinkedShaders[MESA_SHADER_COMPUTE]; 55 56 if (fs && !brw_fs_precompile(ctx, fs->Program)) 57 return false; 58 59 if (gs && !brw_gs_precompile(ctx, gs->Program)) 60 return false; 61 62 if (tes && !brw_tes_precompile(ctx, sh_prog, tes->Program)) 63 return false; 64 65 if (tcs && !brw_tcs_precompile(ctx, sh_prog, tcs->Program)) 66 return false; 67 68 if (vs && !brw_vs_precompile(ctx, vs->Program)) 69 return false; 70 71 if (cs && !brw_cs_precompile(ctx, cs->Program)) 72 return false; 73 74 return true; 75} 76 77static void 78brw_lower_packing_builtins(struct brw_context *brw, 79 exec_list *ir) 80{ 81 const struct intel_device_info *devinfo = &brw->screen->devinfo; 82 83 /* Gens < 7 don't have instructions to convert to or from half-precision, 84 * and Gens < 6 don't expose that functionality. 85 */ 86 if (devinfo->ver != 6) 87 return; 88 89 lower_packing_builtins(ir, LOWER_PACK_HALF_2x16 | LOWER_UNPACK_HALF_2x16); 90} 91 92static void 93process_glsl_ir(struct brw_context *brw, 94 struct gl_shader_program *shader_prog, 95 struct gl_linked_shader *shader) 96{ 97 const struct intel_device_info *devinfo = &brw->screen->devinfo; 98 struct gl_context *ctx = &brw->ctx; 99 100 /* Temporary memory context for any new IR. */ 101 void *mem_ctx = ralloc_context(NULL); 102 103 ralloc_adopt(mem_ctx, shader->ir); 104 105 if (shader->Stage == MESA_SHADER_FRAGMENT) { 106 lower_blend_equation_advanced( 107 shader, ctx->Extensions.KHR_blend_equation_advanced_coherent); 108 } 109 110 /* lower_packing_builtins() inserts arithmetic instructions, so it 111 * must precede lower_instructions(). 112 */ 113 brw_lower_packing_builtins(brw, shader->ir); 114 do_mat_op_to_vec(shader->ir); 115 116 unsigned instructions_to_lower = (DIV_TO_MUL_RCP | 117 SUB_TO_ADD_NEG | 118 EXP_TO_EXP2 | 119 LOG_TO_LOG2 | 120 DFREXP_DLDEXP_TO_ARITH); 121 if (devinfo->ver < 7) { 122 instructions_to_lower |= BIT_COUNT_TO_MATH | 123 EXTRACT_TO_SHIFTS | 124 INSERT_TO_SHIFTS | 125 REVERSE_TO_SHIFTS; 126 } 127 128 lower_instructions(shader->ir, instructions_to_lower); 129 130 /* Pre-gfx6 HW can only nest if-statements 16 deep. Beyond this, 131 * if-statements need to be flattened. 132 */ 133 if (devinfo->ver < 6) 134 lower_if_to_cond_assign(shader->Stage, shader->ir, 16); 135 136 do_vec_index_to_cond_assign(shader->ir); 137 lower_vector_insert(shader->ir, true); 138 lower_offset_arrays(shader->ir); 139 lower_quadop_vector(shader->ir, false); 140 141 validate_ir_tree(shader->ir); 142 143 /* Now that we've finished altering the linked IR, reparent any live IR back 144 * to the permanent memory context, and free the temporary one (discarding any 145 * junk we optimized away). 146 */ 147 reparent_ir(shader->ir, shader->ir); 148 ralloc_free(mem_ctx); 149 150 if (ctx->_Shader->Flags & GLSL_DUMP) { 151 fprintf(stderr, "\n"); 152 if (shader->ir) { 153 fprintf(stderr, "GLSL IR for linked %s program %d:\n", 154 _mesa_shader_stage_to_string(shader->Stage), 155 shader_prog->Name); 156 _mesa_print_ir(stderr, shader->ir, NULL); 157 } else { 158 fprintf(stderr, "No GLSL IR for linked %s program %d (shader may be " 159 "from cache)\n", _mesa_shader_stage_to_string(shader->Stage), 160 shader_prog->Name); 161 } 162 fprintf(stderr, "\n"); 163 } 164} 165 166static void 167unify_interfaces(struct shader_info **infos) 168{ 169 struct shader_info *prev_info = NULL; 170 171 for (unsigned i = MESA_SHADER_VERTEX; i < MESA_SHADER_FRAGMENT; i++) { 172 if (!infos[i]) 173 continue; 174 175 if (prev_info) { 176 prev_info->outputs_written |= infos[i]->inputs_read & 177 ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER); 178 infos[i]->inputs_read |= prev_info->outputs_written & 179 ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER); 180 181 prev_info->patch_outputs_written |= infos[i]->patch_inputs_read; 182 infos[i]->patch_inputs_read |= prev_info->patch_outputs_written; 183 } 184 prev_info = infos[i]; 185 } 186} 187 188static void 189update_xfb_info(struct gl_transform_feedback_info *xfb_info, 190 struct shader_info *info) 191{ 192 if (!xfb_info) 193 return; 194 195 for (unsigned i = 0; i < xfb_info->NumOutputs; i++) { 196 struct gl_transform_feedback_output *output = &xfb_info->Outputs[i]; 197 198 /* The VUE header contains three scalar fields packed together: 199 * - gl_PointSize is stored in VARYING_SLOT_PSIZ.w 200 * - gl_Layer is stored in VARYING_SLOT_PSIZ.y 201 * - gl_ViewportIndex is stored in VARYING_SLOT_PSIZ.z 202 */ 203 switch (output->OutputRegister) { 204 case VARYING_SLOT_LAYER: 205 assert(output->NumComponents == 1); 206 output->OutputRegister = VARYING_SLOT_PSIZ; 207 output->ComponentOffset = 1; 208 break; 209 case VARYING_SLOT_VIEWPORT: 210 assert(output->NumComponents == 1); 211 output->OutputRegister = VARYING_SLOT_PSIZ; 212 output->ComponentOffset = 2; 213 break; 214 case VARYING_SLOT_PSIZ: 215 assert(output->NumComponents == 1); 216 output->ComponentOffset = 3; 217 break; 218 } 219 220 info->outputs_written |= 1ull << output->OutputRegister; 221 } 222} 223 224extern "C" GLboolean 225brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) 226{ 227 struct brw_context *brw = brw_context(ctx); 228 const struct brw_compiler *compiler = brw->screen->compiler; 229 unsigned int stage; 230 struct shader_info *infos[MESA_SHADER_STAGES] = { 0, }; 231 232 if (shProg->data->LinkStatus == LINKING_SKIPPED) 233 return GL_TRUE; 234 235 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) { 236 struct gl_linked_shader *shader = shProg->_LinkedShaders[stage]; 237 if (!shader) 238 continue; 239 240 struct gl_program *prog = shader->Program; 241 prog->Parameters = _mesa_new_parameter_list(); 242 243 if (!shader->spirv_data) 244 process_glsl_ir(brw, shProg, shader); 245 246 _mesa_copy_linked_program_data(shProg, shader); 247 248 prog->ShadowSamplers = shader->shadow_samplers; 249 250 bool debug_enabled = 251 INTEL_DEBUG(intel_debug_flag_for_shader_stage(shader->Stage)); 252 253 if (debug_enabled && shader->ir) { 254 fprintf(stderr, "GLSL IR for native %s shader %d:\n", 255 _mesa_shader_stage_to_string(shader->Stage), shProg->Name); 256 _mesa_print_ir(stderr, shader->ir, NULL); 257 fprintf(stderr, "\n\n"); 258 } 259 260 prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage, 261 compiler->scalar_stage[stage]); 262 } 263 264 /* TODO: Verify if its feasible to split up the NIR linking work into a 265 * per-stage part (that fill out information we need for the passes) and a 266 * actual linking part, so that we could fold back brw_nir_lower_resources 267 * back into brw_create_nir. 268 */ 269 270 /* SPIR-V programs use a NIR linker */ 271 if (shProg->data->spirv) { 272 static const gl_nir_linker_options opts = { 273 .fill_parameters = false, 274 }; 275 if (!gl_nir_link_spirv(ctx, shProg, &opts)) 276 return GL_FALSE; 277 } 278 279 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) { 280 struct gl_linked_shader *shader = shProg->_LinkedShaders[stage]; 281 if (!shader) 282 continue; 283 284 struct gl_program *prog = shader->Program; 285 286 brw_nir_lower_resources(prog->nir, shProg, prog, &brw->screen->devinfo); 287 288 NIR_PASS_V(prog->nir, brw_nir_lower_gl_images, prog); 289 } 290 291 /* Determine first and last stage. */ 292 unsigned first = MESA_SHADER_STAGES; 293 unsigned last = 0; 294 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { 295 if (!shProg->_LinkedShaders[i]) 296 continue; 297 if (first == MESA_SHADER_STAGES) 298 first = i; 299 last = i; 300 } 301 302 /* Linking the stages in the opposite order (from fragment to vertex) 303 * ensures that inter-shader outputs written to in an earlier stage 304 * are eliminated if they are (transitively) not used in a later 305 * stage. 306 * 307 * TODO: Look into Shadow of Mordor regressions on HSW and enable this for 308 * all platforms. See: https://bugs.freedesktop.org/show_bug.cgi?id=103537 309 */ 310 if (first != last && brw->screen->devinfo.ver >= 8) { 311 int next = last; 312 for (int i = next - 1; i >= 0; i--) { 313 if (shProg->_LinkedShaders[i] == NULL) 314 continue; 315 316 brw_nir_link_shaders(compiler, 317 shProg->_LinkedShaders[i]->Program->nir, 318 shProg->_LinkedShaders[next]->Program->nir); 319 next = i; 320 } 321 } 322 323 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) { 324 struct gl_linked_shader *shader = shProg->_LinkedShaders[stage]; 325 if (!shader) 326 continue; 327 328 struct gl_program *prog = shader->Program; 329 330 _mesa_update_shader_textures_used(shProg, prog); 331 332 brw_shader_gather_info(prog->nir, prog); 333 334 NIR_PASS_V(prog->nir, gl_nir_lower_atomics, shProg, false); 335 NIR_PASS_V(prog->nir, nir_lower_atomics_to_ssbo); 336 337 nir_sweep(prog->nir); 338 339 infos[stage] = &prog->nir->info; 340 341 update_xfb_info(prog->sh.LinkedTransformFeedback, infos[stage]); 342 343 /* Make a pass over the IR to add state references for any built-in 344 * uniforms that are used. This has to be done now (during linking). 345 * Code generation doesn't happen until the first time this shader is 346 * used for rendering. Waiting until then to generate the parameters is 347 * too late. At that point, the values for the built-in uniforms won't 348 * get sent to the shader. 349 */ 350 nir_foreach_uniform_variable(var, prog->nir) { 351 const nir_state_slot *const slots = var->state_slots; 352 for (unsigned int i = 0; i < var->num_state_slots; i++) { 353 assert(slots != NULL); 354 _mesa_add_state_reference(prog->Parameters, slots[i].tokens); 355 } 356 } 357 } 358 359 /* The linker tries to dead code eliminate unused varying components, 360 * and make sure interfaces match. But it isn't able to do so in all 361 * cases. So, explicitly make the interfaces match by OR'ing together 362 * the inputs_read/outputs_written bitfields of adjacent stages. 363 */ 364 if (!shProg->SeparateShader) 365 unify_interfaces(infos); 366 367 if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) { 368 for (unsigned i = 0; i < shProg->NumShaders; i++) { 369 const struct gl_shader *sh = shProg->Shaders[i]; 370 if (!sh) 371 continue; 372 373 fprintf(stderr, "GLSL %s shader %d source for linked program %d:\n", 374 _mesa_shader_stage_to_string(sh->Stage), 375 i, shProg->Name); 376 fprintf(stderr, "%s", sh->Source); 377 fprintf(stderr, "\n"); 378 } 379 } 380 381 if (brw->precompile && !brw_shader_precompile(ctx, shProg)) 382 return GL_FALSE; 383 384 /* SPIR-V programs build its resource list from linked NIR shaders. */ 385 if (!shProg->data->spirv) 386 build_program_resource_list(ctx, shProg, false); 387 else 388 nir_build_program_resource_list(ctx, shProg, true); 389 390 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) { 391 struct gl_linked_shader *shader = shProg->_LinkedShaders[stage]; 392 if (!shader) 393 continue; 394 395 /* The GLSL IR won't be needed anymore. */ 396 ralloc_free(shader->ir); 397 shader->ir = NULL; 398 } 399 400 return GL_TRUE; 401} 402