glsl/nir: Add a shared helper for building float64 shaders

Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Jason Ekstrand 2019-03-03 10:00:14 -06:00 committed by Jason Ekstrand
parent 8993e0973f
commit 82d9a37a59
7 changed files with 70 additions and 99 deletions

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@ -25,14 +25,18 @@
*
*/
#include "float64_glsl.h"
#include "glsl_to_nir.h"
#include "ir_visitor.h"
#include "ir_hierarchical_visitor.h"
#include "ir.h"
#include "program.h"
#include "compiler/nir/nir_control_flow.h"
#include "compiler/nir/nir_builder.h"
#include "main/errors.h"
#include "main/imports.h"
#include "main/mtypes.h"
#include "main/shaderobj.h"
#include "util/u_math.h"
/*
@ -2324,3 +2328,40 @@ nir_visitor::visit(ir_barrier *)
nir_intrinsic_instr_create(this->shader, nir_intrinsic_barrier);
nir_builder_instr_insert(&b, &instr->instr);
}
nir_shader *
glsl_float64_funcs_to_nir(struct gl_context *ctx,
const nir_shader_compiler_options *options)
{
/* We pretend it's a vertex shader. Ultimately, the stage shouldn't
* matter because we're not optimizing anything here.
*/
struct gl_shader *sh = _mesa_new_shader(-1, MESA_SHADER_VERTEX);
sh->Source = float64_source;
sh->CompileStatus = COMPILE_FAILURE;
_mesa_glsl_compile_shader(ctx, sh, false, false, true);
if (!sh->CompileStatus) {
if (sh->InfoLog) {
_mesa_problem(ctx,
"fp64 software impl compile failed:\n%s\nsource:\n%s\n",
sh->InfoLog, float64_source);
}
return NULL;
}
nir_shader *nir = nir_shader_create(NULL, MESA_SHADER_VERTEX, options, NULL);
nir_visitor v1(nir);
nir_function_visitor v2(&v1);
v2.run(sh->ir);
visit_exec_list(sh->ir, &v1);
/* _mesa_delete_shader will try to free sh->Source but it's static const */
sh->Source = NULL;
_mesa_delete_shader(ctx, sh);
nir_validate_shader(nir, "float64_funcs_to_nir");
return nir;
}

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@ -40,6 +40,9 @@ nir_shader *glsl_to_nir(const struct gl_shader_program *shader_prog,
gl_shader_stage stage,
const nir_shader_compiler_options *options);
nir_shader *glsl_float64_funcs_to_nir(struct gl_context *ctx,
const nir_shader_compiler_options *options);
#ifdef __cplusplus
}
#endif

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@ -54,6 +54,24 @@ _mesa_warning(struct gl_context *ctx, const char *fmt, ...)
va_end(vargs);
}
void
_mesa_problem(struct gl_context *ctx, const char *fmt, ...)
{
va_list vargs;
(void) ctx;
va_start(vargs, fmt);
/* This output is not thread-safe, but that's good enough for the
* standalone compiler.
*/
fprintf(stderr, "Mesa problem: ");
vfprintf(stderr, fmt, vargs);
fprintf(stderr, "\n");
va_end(vargs);
}
void
_mesa_reference_shader_program_data(struct gl_context *ctx,
struct gl_shader_program_data **ptr,

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@ -37,6 +37,9 @@
extern "C" void
_mesa_warning(struct gl_context *ctx, const char *fmtString, ... );
extern "C" void
_mesa_problem(struct gl_context *ctx, const char *fmtString, ... );
extern "C" void
_mesa_reference_shader_program_data(struct gl_context *ctx,
struct gl_shader_program_data **ptr,

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@ -43,7 +43,6 @@
#include "compiler/glsl/program.h"
#include "compiler/glsl/gl_nir.h"
#include "compiler/glsl/glsl_to_nir.h"
#include "glsl/float64_glsl.h"
#include "brw_program.h"
#include "brw_context.h"
@ -76,51 +75,6 @@ brw_nir_lower_uniforms(nir_shader *nir, bool is_scalar)
static struct gl_program *brwNewProgram(struct gl_context *ctx, GLenum target,
GLuint id, bool is_arb_asm);
static nir_shader *
compile_fp64_funcs(struct gl_context *ctx,
const nir_shader_compiler_options *options,
void *mem_ctx,
gl_shader_stage stage)
{
const GLuint name = ~0;
struct gl_shader *sh;
sh = _mesa_new_shader(name, stage);
sh->Source = float64_source;
sh->CompileStatus = COMPILE_FAILURE;
_mesa_glsl_compile_shader(ctx, sh, false, false, true);
if (!sh->CompileStatus) {
if (sh->InfoLog) {
_mesa_problem(ctx,
"fp64 software impl compile failed:\n%s\nsource:\n%s\n",
sh->InfoLog, float64_source);
}
}
struct gl_shader_program *sh_prog;
sh_prog = _mesa_new_shader_program(name);
sh_prog->Label = NULL;
sh_prog->NumShaders = 1;
sh_prog->Shaders = malloc(sizeof(struct gl_shader *));
sh_prog->Shaders[0] = sh;
struct gl_linked_shader *linked = rzalloc(NULL, struct gl_linked_shader);
linked->Stage = stage;
linked->Program =
brwNewProgram(ctx,
_mesa_shader_stage_to_program(stage),
name, false);
linked->ir = sh->ir;
sh_prog->_LinkedShaders[stage] = linked;
nir_shader *nir = glsl_to_nir(sh_prog, stage, options);
return nir_shader_clone(mem_ctx, nir);
}
nir_shader *
brw_create_nir(struct brw_context *brw,
const struct gl_shader_program *shader_prog,
@ -160,9 +114,8 @@ brw_create_nir(struct brw_context *brw,
if ((options->lower_doubles_options & nir_lower_fp64_full_software) &&
nir->info.uses_64bit) {
nir_shader *fp64 = compile_fp64_funcs(ctx, options, ralloc_parent(nir), stage);
nir_validate_shader(fp64, "fp64");
nir_shader *fp64 = glsl_float64_funcs_to_nir(ctx, options);
ralloc_steal(ralloc_parent(nir), fp64);
exec_list_append(&nir->functions, &fp64->functions);
}

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@ -177,7 +177,7 @@ i965_oa_sources = custom_target(
libi965 = static_library(
'i965',
[files_i965, i965_oa_sources, ir_expression_operation_h,
xmlpool_options_h, float64_glsl_h],
xmlpool_options_h],
include_directories : [
inc_common, inc_intel, inc_dri_common, inc_util, inc_include,
],

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@ -48,7 +48,6 @@
#include "compiler/glsl/ir.h"
#include "compiler/glsl/ir_optimization.h"
#include "compiler/glsl/string_to_uint_map.h"
#include "compiler/glsl/float64_glsl.h"
static int
type_size(const struct glsl_type *type)
@ -341,50 +340,6 @@ st_nir_opts(nir_shader *nir, bool scalar)
} while (progress);
}
static nir_shader *
compile_fp64_funcs(struct gl_context *ctx,
const nir_shader_compiler_options *options,
void *mem_ctx,
gl_shader_stage stage)
{
const GLuint name = ~0;
struct gl_shader *sh;
sh = _mesa_new_shader(name, stage);
sh->Source = float64_source;
sh->CompileStatus = COMPILE_FAILURE;
_mesa_compile_shader(ctx, sh);
if (!sh->CompileStatus) {
if (sh->InfoLog) {
_mesa_problem(ctx,
"fp64 software impl compile failed:\n%s\nsource:\n%s\n",
sh->InfoLog, float64_source);
}
}
struct gl_shader_program *sh_prog;
sh_prog = _mesa_new_shader_program(name);
sh_prog->Label = NULL;
sh_prog->NumShaders = 1;
sh_prog->Shaders = (struct gl_shader **)malloc(sizeof(struct gl_shader *));
sh_prog->Shaders[0] = sh;
struct gl_linked_shader *linked = rzalloc(NULL, struct gl_linked_shader);
linked->Stage = stage;
linked->Program =
ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
name, false);
linked->ir = sh->ir;
sh_prog->_LinkedShaders[stage] = linked;
nir_shader *nir = glsl_to_nir(sh_prog, stage, options);
return nir_shader_clone(mem_ctx, nir);
}
/* First third of converting glsl_to_nir.. this leaves things in a pre-
* nir_lower_io state, so that shader variants can more easily insert/
* replace variables, etc.
@ -426,10 +381,8 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
if (nir->info.uses_64bit &&
(options->lower_doubles_options & nir_lower_fp64_full_software) != 0) {
nir_shader *fp64 =
compile_fp64_funcs(st->ctx, options, ralloc_parent(nir),
nir->info.stage);
nir_validate_shader(fp64, "fp64");
nir_shader *fp64 = glsl_float64_funcs_to_nir(st->ctx, options);
ralloc_steal(ralloc_parent(nir), fp64);
exec_list_append(&nir->functions, &fp64->functions);
}