Clone of mesa.
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Ian Romanick 8e6cb9fe51 glsl: Refactor AST-to-HIR code handling variable redeclarations 14 years ago
..
builtins glsl: Enable GL_OES_texture_3D extension for ES2. 14 years ago
glcpp glsl/glcpp: Use stdio.h instead of unistd.h. 14 years ago
.dir-locals.el glsl2: Move the compiler to the subdirectory it will live in in Mesa. 15 years ago
.gitignore Add generated parser / lexer files to gitignore lists 14 years ago
Makefile glsl: Rename .lpp to .ll and .ypp to .yy. 14 years ago
Makefile.template Build mesa glsl with make. 16 years ago
README glsl: Explain file naming convention 15 years ago
SConscript scons: Unbreak mingw cross compilation. 14 years ago
TODO glsl2: Update TODO file 15 years ago
ast.h Convert everything from the talloc API to the ralloc API. 14 years ago
ast_expr.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 14 years ago
ast_function.cpp glsl: Finish out the reduce/reduce error fixes 14 years ago
ast_to_hir.cpp glsl: Refactor AST-to-HIR code handling variable redeclarations 14 years ago
ast_type.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 14 years ago
autogen.sh glsl2: Move the compiler to the subdirectory it will live in in Mesa. 15 years ago
builtin_stubs.cpp glsl: Autogenerate builtin_functions.cpp as part of the build process. 14 years ago
builtin_types.h glsl: Enable GL_OES_texture_3D extension for ES2. 14 years ago
builtin_variables.h glsl: Add built-in variables for GLSL ES 1.00. 15 years ago
glsl_lexer.ll glsl: Define YY_NO_UNISTD_H on MSVC. 14 years ago
glsl_parser.yy glsl: Rename .lpp to .ll and .ypp to .yy. 14 years ago
glsl_parser_extras.cpp glsl: Enable GL_OES_texture_3D extension for ES2. 14 years ago
glsl_parser_extras.h glsl: Enable GL_OES_texture_3D extension for ES2. 14 years ago
glsl_symbol_table.cpp Convert everything from the talloc API to the ralloc API. 14 years ago
glsl_symbol_table.h Convert everything from the talloc API to the ralloc API. 14 years ago
glsl_types.cpp glsl: Enable GL_OES_texture_3D extension for ES2. 14 years ago
glsl_types.h glsl: Enable GL_OES_texture_3D extension for ES2. 14 years ago
hir_field_selection.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 14 years ago
ir.cpp glsl: Introduce a new "const_in" variable mode. 14 years ago
ir.h Use C-style system headers in C++ code to avoid issues with std:: namespace 14 years ago
ir_basic_block.cpp glsl2: Don't dead-code eliminate a call where the return value is unused. 15 years ago
ir_basic_block.h glsl2: Move the compiler to the subdirectory it will live in in Mesa. 15 years ago
ir_clone.cpp glsl: Change texel offsets to a single vector rvalue. 14 years ago
ir_constant_expression.cpp glsl: Reinstate constant-folding for division by zero 14 years ago
ir_expression_flattening.cpp Convert everything from the talloc API to the ralloc API. 14 years ago
ir_expression_flattening.h glsl2: Move the compiler to the subdirectory it will live in in Mesa. 15 years ago
ir_function.cpp glsl: Introduce a new "const_in" variable mode. 14 years ago
ir_function_can_inline.cpp glsl: Don't inline function prototypes. 15 years ago
ir_function_inlining.h glsl2: Move the compiler to the subdirectory it will live in in Mesa. 15 years ago
ir_hierarchical_visitor.cpp glsl2: Set a flag when visiting the assignee of an assignment 15 years ago
ir_hierarchical_visitor.h glsl2: Set a flag when visiting the assignee of an assignment 15 years ago
ir_hv_accept.cpp glsl: Change texel offsets to a single vector rvalue. 14 years ago
ir_import_prototypes.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 14 years ago
ir_optimization.h glsl: Add a new opt_copy_propagation variant that does it channel-wise. 14 years ago
ir_print_visitor.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 14 years ago
ir_print_visitor.h glsl2: When dumping IR for debug, indent nested blocks. 15 years ago
ir_reader.cpp glsl: Introduce a new "const_in" variable mode. 14 years ago
ir_reader.h glsl2: Rework builtin function generation. 15 years ago
ir_rvalue_visitor.cpp glsl: Change texel offsets to a single vector rvalue. 14 years ago
ir_rvalue_visitor.h glsl2: Add a generic visitor class to call back with pointers to each rvalue. 15 years ago
ir_set_program_inouts.cpp Merge branch 'draw-instanced' 14 years ago
ir_validate.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 14 years ago
ir_variable.cpp glsl: Introduce a new "const_in" variable mode. 14 years ago
ir_variable_refcount.cpp glsl2: move constructor into .cpp file to work around compiler bug 15 years ago
ir_variable_refcount.h Convert everything from the talloc API to the ralloc API. 14 years ago
ir_visitor.h glsl: add ir_control_flow_visitor 15 years ago
link_functions.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 14 years ago
linker.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 14 years ago
linker.h linker: First bits of intrastage, intershader function linking 15 years ago
list.h Convert everything from the talloc API to the ralloc API. 14 years ago
loop_analysis.cpp Convert everything from the talloc API to the ralloc API. 14 years ago
loop_analysis.h glsl: Skip the rest of loop unrolling if no loops were found. 14 years ago
loop_controls.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 14 years ago
loop_unroll.cpp Convert everything from the talloc API to the ralloc API. 14 years ago
lower_discard.cpp Convert everything from the talloc API to the ralloc API. 14 years ago
lower_if_to_cond_assign.cpp Convert everything from the talloc API to the ralloc API. 14 years ago
lower_instructions.cpp glsl: Lower ir_binop_pow to a sequence of EXP2 and LOG2 15 years ago
lower_jumps.cpp glsl: remove trailing comma to silence warning 14 years ago
lower_mat_op_to_vec.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 14 years ago
lower_noise.cpp Convert everything from the talloc API to the ralloc API. 14 years ago
lower_texture_projection.cpp Convert everything from the talloc API to the ralloc API. 14 years ago
lower_variable_index_to_cond_assign.cpp glsl: Introduce a new "const_in" variable mode. 14 years ago
lower_vec_index_to_cond_assign.cpp Convert everything from the talloc API to the ralloc API. 14 years ago
lower_vec_index_to_swizzle.cpp Convert everything from the talloc API to the ralloc API. 14 years ago
lower_vector.cpp Convert everything from the talloc API to the ralloc API. 14 years ago
main.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 14 years ago
opt_algebraic.cpp Convert everything from the talloc API to the ralloc API. 14 years ago
opt_constant_folding.cpp glsl: Introduce a new "const_in" variable mode. 14 years ago
opt_constant_propagation.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 14 years ago
opt_constant_variable.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 14 years ago
opt_copy_propagation.cpp glsl: Remove extra checks for constant true assignment conditions. 14 years ago
opt_copy_propagation_elements.cpp glsl: Remove extra checks for constant true assignment conditions. 14 years ago
opt_dead_code.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 14 years ago
opt_dead_code_local.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 14 years ago
opt_dead_functions.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 14 years ago
opt_discard_simplification.cpp glsl: Add an optimization pass to simplify discards. 15 years ago
opt_function_inlining.cpp glsl: Introduce a new "const_in" variable mode. 14 years ago
opt_if_simplification.cpp glsl: Fix Doxygen tag \file in recently renamed files 15 years ago
opt_noop_swizzle.cpp glsl: Fix Doxygen tag \file in recently renamed files 15 years ago
opt_redundant_jumps.cpp glsl2: Add pass to remove redundant jumps 15 years ago
opt_structure_splitting.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 14 years ago
opt_swizzle_swizzle.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 14 years ago
opt_tree_grafting.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 14 years ago
program.h Drop GLcontext typedef and use struct gl_context instead 15 years ago
ralloc.c ralloc: Add missing va_end following va_copy. 14 years ago
ralloc.h ralloc: a new MIT-licensed recursive memory allocator. 14 years ago
s_expression.cpp Use C-style system headers in C++ code to avoid issues with std:: namespace 14 years ago
s_expression.h Convert everything from the talloc API to the ralloc API. 14 years ago
strtod.c glsl: new glsl_strtod() wrapper to fix decimal point interpretation 15 years ago
strtod.h glsl: new glsl_strtod() wrapper to fix decimal point interpretation 15 years ago

README

Welcome to Mesa's GLSL compiler.  A brief overview of how things flow:

1) lex and yacc-based preprocessor takes the incoming shader string
and produces a new string containing the preprocessed shader. This
takes care of things like #if, #ifdef, #define, and preprocessor macro
invocations. Note that #version, #extension, and some others are
passed straight through. See glcpp/*

2) lex and yacc-based parser takes the preprocessed string and
generates the AST (abstract syntax tree). Almost no checking is
performed in this stage. See glsl_lexer.lpp and glsl_parser.ypp.

3) The AST is converted to "HIR". This is the intermediate
representation of the compiler. Constructors are generated, function
calls are resolved to particular function signatures, and all the
semantic checking is performed. See ast_*.cpp for the conversion, and
ir.h for the IR structures.

4) The driver (Mesa, or main.cpp for the standalone binary) performs
optimizations. These include copy propagation, dead code elimination,
constant folding, and others. Generally the driver will call
optimizations in a loop, as each may open up opportunities for other
optimizations to do additional work. See most files called ir_*.cpp

5) linking is performed. This does checking to ensure that the
outputs of the vertex shader match the inputs of the fragment shader,
and assigns locations to uniforms, attributes, and varyings. See
linker.cpp.

6) The driver may perform additional optimization at this point, as
for example dead code elimination previously couldn't remove functions
or global variable usage when we didn't know what other code would be
linked in.

7) The driver performs code generation out of the IR, taking a linked
shader program and producing a compiled program for each stage. See
ir_to_mesa.cpp for Mesa IR code generation.

FAQ:

Q: What is HIR versus IR versus LIR?

A: The idea behind the naming was that ast_to_hir would produce a
high-level IR ("HIR"), with things like matrix operations, structure
assignments, etc., present. A series of lowering passes would occur
that do things like break matrix multiplication into a series of dot
products/MADs, make structure assignment be a series of assignment of
components, flatten if statements into conditional moves, and such,
producing a low level IR ("LIR").

However, it now appears that each driver will have different
requirements from a LIR. A 915-generation chipset wants all functions
inlined, all loops unrolled, all ifs flattened, no variable array
accesses, and matrix multiplication broken down. The Mesa IR backend
for swrast would like matrices and structure assignment broken down,
but it can support function calls and dynamic branching. A 965 vertex
shader IR backend could potentially even handle some matrix operations
without breaking them down, but the 965 fragment shader IR backend
would want to break to have (almost) all operations down channel-wise
and perform optimization on that. As a result, there's no single
low-level IR that will make everyone happy. So that usage has fallen
out of favor, and each driver will perform a series of lowering passes
to take the HIR down to whatever restrictions it wants to impose
before doing codegen.

Q: How is the IR structured?

A: The best way to get started seeing it would be to run the
standalone compiler against a shader:

./glsl_compiler --dump-lir \
~/src/piglit/tests/shaders/glsl-orangebook-ch06-bump.frag

So for example one of the ir_instructions in main() contains:

(assign (constant bool (1)) (var_ref litColor) (expression vec3 * (var_ref Surf
aceColor) (var_ref __retval) ) )

Or more visually:
(assign)
/ | \
(var_ref) (expression *) (constant bool 1)
/ / \
(litColor) (var_ref) (var_ref)
/ \
(SurfaceColor) (__retval)

which came from:

litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0);

(the max call is not represented in this expression tree, as it was a
function call that got inlined but not brought into this expression
tree)

Each of those nodes is a subclass of ir_instruction. A particular
ir_instruction instance may only appear once in the whole IR tree with
the exception of ir_variables, which appear once as variable
declarations:

(declare () vec3 normDelta)

and multiple times as the targets of variable dereferences:
...
(assign (constant bool (1)) (var_ref __retval) (expression float dot
(var_ref normDelta) (var_ref LightDir) ) )
...
(assign (constant bool (1)) (var_ref __retval) (expression vec3 -
(var_ref LightDir) (expression vec3 * (constant float (2.000000))
(expression vec3 * (expression float dot (var_ref normDelta) (var_ref
LightDir) ) (var_ref normDelta) ) ) ) )
...

Each node has a type. Expressions may involve several different types:
(declare (uniform ) mat4 gl_ModelViewMatrix)
((assign (constant bool (1)) (var_ref constructor_tmp) (expression
vec4 * (var_ref gl_ModelViewMatrix) (var_ref gl_Vertex) ) )

An expression tree can be arbitrarily deep, and the compiler tries to
keep them structured like that so that things like algebraic
optimizations ((color * 1.0 == color) and ((mat1 * mat2) * vec == mat1
* (mat2 * vec))) or recognizing operation patterns for code generation
(vec1 * vec2 + vec3 == mad(vec1, vec2, vec3)) are easier. This comes
at the expense of additional trickery in implementing some
optimizations like CSE where one must navigate an expression tree.

Q: Why no SSA representation?

A: Converting an IR tree to SSA form makes dead code elmimination,
common subexpression elimination, and many other optimizations much
easier. However, in our primarily vector-based language, there's some
major questions as to how it would work. Do we do SSA on the scalar
or vector level? If we do it at the vector level, we're going to end
up with many different versions of the variable when encountering code
like:

(assign (constant bool (1)) (swiz x (var_ref __retval) ) (var_ref a) )
(assign (constant bool (1)) (swiz y (var_ref __retval) ) (var_ref b) )
(assign (constant bool (1)) (swiz z (var_ref __retval) ) (var_ref c) )

If every masked update of a component relies on the previous value of
the variable, then we're probably going to be quite limited in our
dead code elimination wins, and recognizing common expressions may
just not happen. On the other hand, if we operate channel-wise, then
we'll be prone to optimizing the operation on one of the channels at
the expense of making its instruction flow different from the other
channels, and a vector-based GPU would end up with worse code than if
we didn't optimize operations on that channel!

Once again, it appears that our optimization requirements are driven
significantly by the target architecture. For now, targeting the Mesa
IR backend, SSA does not appear to be that important to producing
excellent code, but we do expect to do some SSA-based optimizations
for the 965 fragment shader backend when that is developed.

Q: How should I expand instructions that take multiple backend instructions?

Sometimes you'll have to do the expansion in your code generation --
see, for example, ir_to_mesa.cpp's handling of ir_unop_sqrt. However,
in many cases you'll want to do a pass over the IR to convert
non-native instructions to a series of native instructions. For
example, for the Mesa backend we have ir_div_to_mul_rcp.cpp because
Mesa IR (and many hardware backends) only have a reciprocal
instruction, not a divide. Implementing non-native instructions this
way gives the chance for constant folding to occur, so (a / 2.0)
becomes (a * 0.5) after codegen instead of (a * (1.0 / 2.0))

Q: How shoud I handle my special hardware instructions with respect to IR?

Our current theory is that if multiple targets have an instruction for
some operation, then we should probably be able to represent that in
the IR. Generally this is in the form of an ir_{bin,un}op expression
type. For example, we initially implemented fract() using (a -
floor(a)), but both 945 and 965 have instructions to give that result,
and it would also simplify the implementation of mod(), so
ir_unop_fract was added. The following areas need updating to add a
new expression type:

ir.h (new enum)
ir.cpp:get_num_operands() (used for ir_reader)
ir.cpp:operator_strs (used for ir_reader)
ir_constant_expression.cpp (you probably want to be able to constant fold)
ir_validate.cpp (check users have the right types)

You may also need to update the backends if they will see the new expr type:

../mesa/shaders/ir_to_mesa.cpp

You can then use the new expression from builtins (if all backends
would rather see it), or scan the IR and convert to use your new
expression type (see ir_mod_to_fract, for example).

Q: How is memory management handled in the compiler?

The hierarchical memory allocator "talloc" developed for the Samba
project is used, so that things like optimization passes don't have to
worry about their garbage collection so much. It has a few nice
features, including low performance overhead and good debugging
support that's trivially available.

Generally, each stage of the compile creates a talloc context and
allocates its memory out of that or children of it. At the end of the
stage, the pieces still live are stolen to a new context and the old
one freed, or the whole context is kept for use by the next stage.

For IR transformations, a temporary context is used, then at the end
of all transformations, reparent_ir reparents all live nodes under the
shader's IR list, and the old context full of dead nodes is freed.
When developing a single IR transformation pass, this means that you
want to allocate instruction nodes out of the temporary context, so if
it becomes dead it doesn't live on as the child of a live node. At
the moment, optimization passes aren't passed that temporary context,
so they find it by calling talloc_parent() on a nearby IR node. The
talloc_parent() call is expensive, so many passes will cache the
result of the first talloc_parent(). Cleaning up all the optimization
passes to take a context argument and not call talloc_parent() is left
as an exercise.

Q: What is the file naming convention in this directory?

Initially, there really wasn't one. We have since adopted one:

- Files that implement code lowering passes should be named lower_*
(e.g., lower_noise.cpp).
- Files that implement optimization passes should be named opt_*.
- Files that implement a class that is used throught the code should
take the name of that class (e.g., ir_hierarchical_visitor.cpp).
- Files that contain code not fitting in one of the previous
categories should have a sensible name (e.g., glsl_parser.ypp).