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  */
45 static bool
brw_shader_precompile(struct gl_context * ctx,struct gl_shader_program * sh_prog)46 brw_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 
77 static void
brw_lower_packing_builtins(struct brw_context * brw,exec_list * ir)78 brw_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 
92 static void
process_glsl_ir(struct brw_context * brw,struct gl_shader_program * shader_prog,struct gl_linked_shader * shader)93 process_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 
166 static void
unify_interfaces(struct shader_info ** infos)167 unify_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 
188 static void
update_xfb_info(struct gl_transform_feedback_info * xfb_info,struct shader_info * info)189 update_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 
224 extern "C" GLboolean
brw_link_shader(struct gl_context * ctx,struct gl_shader_program * shProg)225 brw_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