From: Kenneth Graunke Date: Tue, 7 Apr 2015 23:28:10 +0000 (-0700) Subject: i965: Move brw_link_shader's GLSL IR transformations into a helper. X-Git-Tag: upstream/17.1.0~19551 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=ae17f348502c0665fcead8daf8abaef8aa152b03;p=platform%2Fupstream%2Fmesa.git i965: Move brw_link_shader's GLSL IR transformations into a helper. This function was getting a bit large and unwieldy. Signed-off-by: Kenneth Graunke Reviewed-by: Jason Ekstrand Reviewed-by: Ian Romanick --- diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp b/src/mesa/drivers/dri/i965/brw_shader.cpp index 9fad02c..bf9aceb 100644 --- a/src/mesa/drivers/dri/i965/brw_shader.cpp +++ b/src/mesa/drivers/dri/i965/brw_shader.cpp @@ -120,6 +120,104 @@ brw_lower_packing_builtins(struct brw_context *brw, lower_packing_builtins(ir, ops); } +static void +process_glsl_ir(struct brw_context *brw, + struct gl_shader_program *shader_prog, + struct gl_shader *shader) +{ + struct gl_context *ctx = &brw->ctx; + const struct gl_shader_compiler_options *options = + &ctx->Const.ShaderCompilerOptions[shader->Stage]; + + /* Temporary memory context for any new IR. */ + void *mem_ctx = ralloc_context(NULL); + + ralloc_adopt(mem_ctx, shader->ir); + + /* lower_packing_builtins() inserts arithmetic instructions, so it + * must precede lower_instructions(). + */ + brw_lower_packing_builtins(brw, shader->Stage, shader->ir); + do_mat_op_to_vec(shader->ir); + const int bitfield_insert = brw->gen >= 7 ? BITFIELD_INSERT_TO_BFM_BFI : 0; + lower_instructions(shader->ir, + MOD_TO_FLOOR | + DIV_TO_MUL_RCP | + SUB_TO_ADD_NEG | + EXP_TO_EXP2 | + LOG_TO_LOG2 | + bitfield_insert | + LDEXP_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); + if (options->NirOptions == NULL) + brw_do_cubemap_normalize(shader->ir); + lower_offset_arrays(shader->ir); + brw_do_lower_unnormalized_offset(shader->ir); + lower_noise(shader->ir); + lower_quadop_vector(shader->ir, false); + + bool lowered_variable_indexing = + lower_variable_index_to_cond_assign(shader->ir, + options->EmitNoIndirectInput, + options->EmitNoIndirectOutput, + options->EmitNoIndirectTemp, + options->EmitNoIndirectUniform); + + 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"); + } + + lower_ubo_reference(shader, shader->ir); + + bool progress; + do { + progress = false; + + if (is_scalar_shader_stage(brw, shader->Stage)) { + 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, + options, ctx->Const.NativeIntegers) || progress; + } while (progress); + + validate_ir_tree(shader->ir); + + /* Now that we've finished altering the linked IR, reparent any live IR back + * to the permanent memory context, and free the temporary one (discarding any + * junk we optimized away). + */ + reparent_ir(shader->ir, shader->ir); + ralloc_free(mem_ctx); + + if (ctx->_Shader->Flags & GLSL_DUMP) { + fprintf(stderr, "\n"); + fprintf(stderr, "GLSL IR for linked %s program %d:\n", + _mesa_shader_stage_to_string(shader->Stage), + shader_prog->Name); + _mesa_print_ir(stderr, shader->ir, NULL); + fprintf(stderr, "\n"); + } +} + GLboolean brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) { @@ -127,8 +225,6 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) unsigned int stage; for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) { - const struct gl_shader_compiler_options *options = - &ctx->Const.ShaderCompilerOptions[stage]; struct gl_shader *shader = shProg->_LinkedShaders[stage]; if (!shader) @@ -143,79 +239,7 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) _mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog); - /* Temporary memory context for any new IR. */ - void *mem_ctx = ralloc_context(NULL); - - ralloc_adopt(mem_ctx, shader->ir); - - bool progress; - - /* lower_packing_builtins() inserts arithmetic instructions, so it - * must precede lower_instructions(). - */ - brw_lower_packing_builtins(brw, (gl_shader_stage) stage, shader->ir); - do_mat_op_to_vec(shader->ir); - const int bitfield_insert = brw->gen >= 7 - ? BITFIELD_INSERT_TO_BFM_BFI - : 0; - lower_instructions(shader->ir, - MOD_TO_FLOOR | - DIV_TO_MUL_RCP | - SUB_TO_ADD_NEG | - EXP_TO_EXP2 | - LOG_TO_LOG2 | - bitfield_insert | - LDEXP_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); - if (options->NirOptions == NULL) - brw_do_cubemap_normalize(shader->ir); - lower_offset_arrays(shader->ir); - brw_do_lower_unnormalized_offset(shader->ir); - lower_noise(shader->ir); - lower_quadop_vector(shader->ir, false); - - bool lowered_variable_indexing = - lower_variable_index_to_cond_assign(shader->ir, - options->EmitNoIndirectInput, - options->EmitNoIndirectOutput, - options->EmitNoIndirectTemp, - options->EmitNoIndirectUniform); - - 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"); - } - - lower_ubo_reference(shader, shader->ir); - - do { - progress = false; - - if (is_scalar_shader_stage(brw, stage)) { - 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, - options, ctx->Const.NativeIntegers) - || progress; - } while (progress); + process_glsl_ir(brw, shProg, shader); /* 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). @@ -240,8 +264,6 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) } } - validate_ir_tree(shader->ir); - do_set_program_inouts(shader->ir, prog, shader->Stage); prog->SamplersUsed = shader->active_samplers; @@ -253,22 +275,6 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) brw_add_texrect_params(prog); _mesa_reference_program(ctx, &prog, NULL); - - /* Now that we've finished altering the linked IR, reparent any live IR back - * to the permanent memory context, and free the temporary one (discarding any - * junk we optimized away). - */ - reparent_ir(shader->ir, shader->ir); - ralloc_free(mem_ctx); - - if (ctx->_Shader->Flags & GLSL_DUMP) { - fprintf(stderr, "\n"); - fprintf(stderr, "GLSL IR for linked %s program %d:\n", - _mesa_shader_stage_to_string(shader->Stage), - shProg->Name); - _mesa_print_ir(stderr, shader->ir, NULL); - fprintf(stderr, "\n"); - } } if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) {