/* * Copyright © 2018 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ #include "tgsi/tgsi_from_mesa.h" #include "st_nir.h" #include "st_program.h" #include "compiler/nir/nir_builder.h" #include "compiler/glsl/gl_nir.h" #include "compiler/glsl/gl_nir_linker.h" #include "tgsi/tgsi_parse.h" struct pipe_shader_state * st_nir_finish_builtin_shader(struct st_context *st, nir_shader *nir) { struct pipe_screen *screen = st->screen; gl_shader_stage stage = nir->info.stage; nir->info.separate_shader = true; if (stage == MESA_SHADER_FRAGMENT) nir->info.fs.untyped_color_outputs = true; NIR_PASS_V(nir, nir_lower_global_vars_to_local); NIR_PASS_V(nir, nir_split_var_copies); NIR_PASS_V(nir, nir_lower_var_copies); NIR_PASS_V(nir, nir_lower_system_values); NIR_PASS_V(nir, nir_lower_compute_system_values, NULL); if (nir->options->lower_to_scalar) { nir_variable_mode mask = (stage > MESA_SHADER_VERTEX ? nir_var_shader_in : 0) | (stage < MESA_SHADER_FRAGMENT ? nir_var_shader_out : 0); NIR_PASS_V(nir, nir_lower_io_to_scalar_early, mask); } if (st->lower_rect_tex) { const struct nir_lower_tex_options opts = { .lower_rect = true, }; NIR_PASS_V(nir, nir_lower_tex, &opts); } nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir)); st_nir_assign_vs_in_locations(nir); st_nir_assign_varying_locations(st, nir); st_nir_lower_samplers(screen, nir, NULL, NULL); st_nir_lower_uniforms(st, nir); if (!screen->get_param(screen, PIPE_CAP_NIR_IMAGES_AS_DEREF)) NIR_PASS_V(nir, gl_nir_lower_images, false); if (screen->finalize_nir) { char *msg = screen->finalize_nir(screen, nir); free(msg); } else { gl_nir_opts(nir); } struct pipe_shader_state state = { .type = PIPE_SHADER_IR_NIR, .ir.nir = nir, }; return st_create_nir_shader(st, &state); } /** * Make a simple shader that copies inputs to corresponding outputs. */ struct pipe_shader_state * st_nir_make_passthrough_shader(struct st_context *st, const char *shader_name, gl_shader_stage stage, unsigned num_vars, unsigned *input_locations, unsigned *output_locations, unsigned *interpolation_modes, unsigned sysval_mask) { const struct glsl_type *vec4 = glsl_vec4_type(); const nir_shader_compiler_options *options = st_get_nir_compiler_options(st, stage); nir_builder b = nir_builder_init_simple_shader(stage, options, "%s", shader_name); char var_name[15]; for (unsigned i = 0; i < num_vars; i++) { nir_variable *in; if (sysval_mask & (1 << i)) { snprintf(var_name, sizeof(var_name), "sys_%u", input_locations[i]); in = nir_variable_create(b.shader, nir_var_system_value, glsl_int_type(), var_name); } else { snprintf(var_name, sizeof(var_name), "in_%u", input_locations[i]); in = nir_variable_create(b.shader, nir_var_shader_in, vec4, var_name); } in->data.location = input_locations[i]; if (interpolation_modes) in->data.interpolation = interpolation_modes[i]; snprintf(var_name, sizeof(var_name), "out_%u", output_locations[i]); nir_variable *out = nir_variable_create(b.shader, nir_var_shader_out, in->type, var_name); out->data.location = output_locations[i]; out->data.interpolation = in->data.interpolation; nir_copy_var(&b, out, in); } return st_nir_finish_builtin_shader(st, b.shader); } /** * Make a simple shader that reads color value from a constant buffer * and uses it to clear all color buffers. */ struct pipe_shader_state * st_nir_make_clearcolor_shader(struct st_context *st) { const nir_shader_compiler_options *options = st_get_nir_compiler_options(st, MESA_SHADER_FRAGMENT); nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options, "clear color FS"); b.shader->info.num_ubos = 1; b.shader->num_outputs = 1; b.shader->num_uniforms = 1; /* Read clear color from constant buffer */ nir_ssa_def *clear_color = nir_load_uniform(&b, 4, 32, nir_imm_int(&b,0), .range = 16, .dest_type = nir_type_float32); nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, glsl_vec_type(4), "outcolor"); color_out->data.location = FRAG_RESULT_COLOR; /* Write out the color */ nir_store_var(&b, color_out, clear_color, 0xf); return st_nir_finish_builtin_shader(st, b.shader); }