/* * Copyright © 2015 Red Hat * * 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 (including the next * paragraph) 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 "st_nir.h" #include "pipe/p_defines.h" #include "pipe/p_screen.h" #include "pipe/p_context.h" #include "program/program.h" #include "program/prog_statevars.h" #include "program/prog_parameter.h" #include "program/ir_to_mesa.h" #include "main/mtypes.h" #include "main/errors.h" #include "main/shaderapi.h" #include "main/uniforms.h" #include "main/shaderobj.h" #include "st_context.h" #include "st_glsl_types.h" #include "st_program.h" #include "compiler/nir/nir.h" #include "compiler/glsl_types.h" #include "compiler/glsl/glsl_to_nir.h" #include "compiler/glsl/gl_nir.h" #include "compiler/glsl/ir.h" #include "compiler/glsl/ir_optimization.h" #include "compiler/glsl/string_to_uint_map.h" static int type_size(const struct glsl_type *type) { return type->count_attribute_slots(false); } /* Depending on PIPE_CAP_TGSI_TEXCOORD (st->needs_texcoord_semantic) we * may need to fix up varying slots so the glsl->nir path is aligned * with the anything->tgsi->nir path. */ static void st_nir_fixup_varying_slots(struct st_context *st, struct exec_list *var_list) { if (st->needs_texcoord_semantic) return; nir_foreach_variable(var, var_list) { if (var->data.location >= VARYING_SLOT_VAR0) { var->data.location += 9; } else if ((var->data.location >= VARYING_SLOT_TEX0) && (var->data.location <= VARYING_SLOT_TEX7)) { var->data.location += VARYING_SLOT_VAR0 - VARYING_SLOT_TEX0; } } } /* input location assignment for VS inputs must be handled specially, so * that it is aligned w/ st's vbo state. * (This isn't the case with, for ex, FS inputs, which only need to agree * on varying-slot w/ the VS outputs) */ static void st_nir_assign_vs_in_locations(nir_shader *nir) { nir->num_inputs = 0; nir_foreach_variable_safe(var, &nir->inputs) { /* NIR already assigns dual-slot inputs to two locations so all we have * to do is compact everything down. */ if (var->data.location == VERT_ATTRIB_EDGEFLAG) { /* bit of a hack, mirroring st_translate_vertex_program */ var->data.driver_location = util_bitcount64(nir->info.inputs_read); } else if (nir->info.inputs_read & BITFIELD64_BIT(var->data.location)) { var->data.driver_location = util_bitcount64(nir->info.inputs_read & BITFIELD64_MASK(var->data.location)); nir->num_inputs++; } else { /* Move unused input variables to the globals list (with no * initialization), to avoid confusing drivers looking through the * inputs array and expecting to find inputs with a driver_location * set. */ exec_node_remove(&var->node); var->data.mode = nir_var_shader_temp; exec_list_push_tail(&nir->globals, &var->node); } } } static void st_nir_assign_var_locations(struct exec_list *var_list, unsigned *size, gl_shader_stage stage) { unsigned location = 0; unsigned assigned_locations[VARYING_SLOT_TESS_MAX]; uint64_t processed_locs[2] = {0}; const int base = stage == MESA_SHADER_FRAGMENT ? (int) FRAG_RESULT_DATA0 : (int) VARYING_SLOT_VAR0; int UNUSED last_loc = 0; nir_foreach_variable(var, var_list) { const struct glsl_type *type = var->type; if (nir_is_per_vertex_io(var, stage)) { assert(glsl_type_is_array(type)); type = glsl_get_array_element(type); } unsigned var_size = type_size(type); /* Builtins don't allow component packing so we only need to worry about * user defined varyings sharing the same location. */ bool processed = false; if (var->data.location >= base) { unsigned glsl_location = var->data.location - base; for (unsigned i = 0; i < var_size; i++) { if (processed_locs[var->data.index] & ((uint64_t)1 << (glsl_location + i))) processed = true; else processed_locs[var->data.index] |= ((uint64_t)1 << (glsl_location + i)); } } /* Because component packing allows varyings to share the same location * we may have already have processed this location. */ if (processed) { unsigned driver_location = assigned_locations[var->data.location]; var->data.driver_location = driver_location; *size += type_size(type); /* An array may be packed such that is crosses multiple other arrays * or variables, we need to make sure we have allocated the elements * consecutively if the previously proccessed var was shorter than * the current array we are processing. * * NOTE: The code below assumes the var list is ordered in ascending * location order. */ assert(last_loc <= var->data.location); last_loc = var->data.location; unsigned last_slot_location = driver_location + var_size; if (last_slot_location > location) { unsigned num_unallocated_slots = last_slot_location - location; unsigned first_unallocated_slot = var_size - num_unallocated_slots; for (unsigned i = first_unallocated_slot; i < num_unallocated_slots; i++) { assigned_locations[var->data.location + i] = location; location++; } } continue; } for (unsigned i = 0; i < var_size; i++) { assigned_locations[var->data.location + i] = location + i; } var->data.driver_location = location; location += var_size; } *size += location; } static int st_nir_lookup_parameter_index(const struct gl_program_parameter_list *params, const char *name) { int loc = _mesa_lookup_parameter_index(params, name); /* is there a better way to do this? If we have something like: * * struct S { * float f; * vec4 v; * }; * uniform S color; * * Then what we get in prog->Parameters looks like: * * 0: Name=color.f, Type=6, DataType=1406, Size=1 * 1: Name=color.v, Type=6, DataType=8b52, Size=4 * * So the name doesn't match up and _mesa_lookup_parameter_index() * fails. In this case just find the first matching "color.*".. * * Note for arrays you could end up w/ color[n].f, for example. * * glsl_to_tgsi works slightly differently in this regard. It is * emitting something more low level, so it just translates the * params list 1:1 to CONST[] regs. Going from GLSL IR to TGSI, * it just calculates the additional offset of struct field members * in glsl_to_tgsi_visitor::visit(ir_dereference_record *ir) or * glsl_to_tgsi_visitor::visit(ir_dereference_array *ir). It never * needs to work backwards to get base var loc from the param-list * which already has them separated out. */ if (loc < 0) { int namelen = strlen(name); for (unsigned i = 0; i < params->NumParameters; i++) { struct gl_program_parameter *p = ¶ms->Parameters[i]; if ((strncmp(p->Name, name, namelen) == 0) && ((p->Name[namelen] == '.') || (p->Name[namelen] == '['))) { loc = i; break; } } } return loc; } static void st_nir_assign_uniform_locations(struct gl_context *ctx, struct gl_program *prog, struct exec_list *uniform_list) { int shaderidx = 0; int imageidx = 0; nir_foreach_variable(uniform, uniform_list) { int loc; /* * UBO's have their own address spaces, so don't count them towards the * number of global uniforms */ if (uniform->data.mode == nir_var_mem_ubo || uniform->data.mode == nir_var_mem_ssbo) continue; const struct glsl_type *type = glsl_without_array(uniform->type); if (!uniform->data.bindless && (type->is_sampler() || type->is_image())) { if (type->is_sampler()) { loc = shaderidx; shaderidx += type_size(uniform->type); } else { loc = imageidx; imageidx += type_size(uniform->type); } } else if (strncmp(uniform->name, "gl_", 3) == 0) { const gl_state_index16 *const stateTokens = uniform->state_slots[0].tokens; /* This state reference has already been setup by ir_to_mesa, but we'll * get the same index back here. */ unsigned comps; if (glsl_type_is_struct_or_ifc(type)) { comps = 4; } else { comps = glsl_get_vector_elements(type); } if (ctx->Const.PackedDriverUniformStorage) { loc = _mesa_add_sized_state_reference(prog->Parameters, stateTokens, comps, false); loc = prog->Parameters->ParameterValueOffset[loc]; } else { loc = _mesa_add_state_reference(prog->Parameters, stateTokens); } } else { loc = st_nir_lookup_parameter_index(prog->Parameters, uniform->name); /* We need to check that loc is not -1 here before accessing the * array. It can be negative for example when we have a struct that * only contains opaque types. */ if (loc >= 0 && ctx->Const.PackedDriverUniformStorage) { loc = prog->Parameters->ParameterValueOffset[loc]; } } uniform->data.driver_location = loc; } } void st_nir_opts(nir_shader *nir, bool scalar) { bool progress; unsigned lower_flrp = (nir->options->lower_flrp16 ? 16 : 0) | (nir->options->lower_flrp32 ? 32 : 0) | (nir->options->lower_flrp64 ? 64 : 0); do { progress = false; NIR_PASS_V(nir, nir_lower_vars_to_ssa); if (scalar) { NIR_PASS_V(nir, nir_lower_alu_to_scalar, NULL); NIR_PASS_V(nir, nir_lower_phis_to_scalar); } NIR_PASS_V(nir, nir_lower_alu); NIR_PASS_V(nir, nir_lower_pack); NIR_PASS(progress, nir, nir_copy_prop); NIR_PASS(progress, nir, nir_opt_remove_phis); NIR_PASS(progress, nir, nir_opt_dce); if (nir_opt_trivial_continues(nir)) { progress = true; NIR_PASS(progress, nir, nir_copy_prop); NIR_PASS(progress, nir, nir_opt_dce); } NIR_PASS(progress, nir, nir_opt_if, false); NIR_PASS(progress, nir, nir_opt_dead_cf); NIR_PASS(progress, nir, nir_opt_cse); NIR_PASS(progress, nir, nir_opt_peephole_select, 8, true, true); NIR_PASS(progress, nir, nir_opt_algebraic); NIR_PASS(progress, nir, nir_opt_constant_folding); if (lower_flrp != 0) { bool lower_flrp_progress = false; NIR_PASS(lower_flrp_progress, nir, nir_lower_flrp, lower_flrp, false /* always_precise */, nir->options->lower_ffma); if (lower_flrp_progress) { NIR_PASS(progress, nir, nir_opt_constant_folding); progress = true; } /* Nothing should rematerialize any flrps, so we only need to do this * lowering once. */ lower_flrp = 0; } NIR_PASS(progress, nir, nir_opt_undef); NIR_PASS(progress, nir, nir_opt_conditional_discard); if (nir->options->max_unroll_iterations) { NIR_PASS(progress, nir, nir_opt_loop_unroll, (nir_variable_mode)0); } } while (progress); } /* 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. */ static nir_shader * st_glsl_to_nir(struct st_context *st, struct gl_program *prog, struct gl_shader_program *shader_program, gl_shader_stage stage) { const nir_shader_compiler_options *options = st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions; enum pipe_shader_type type = pipe_shader_type_from_mesa(stage); struct pipe_screen *screen = st->pipe->screen; bool is_scalar = screen->get_shader_param(screen, type, PIPE_SHADER_CAP_SCALAR_ISA); assert(options); bool lower_64bit = options->lower_int64_options || options->lower_doubles_options; if (prog->nir) return prog->nir; nir_shader *nir = glsl_to_nir(st->ctx, shader_program, stage, options); /* Set the next shader stage hint for VS and TES. */ if (!nir->info.separate_shader && (nir->info.stage == MESA_SHADER_VERTEX || nir->info.stage == MESA_SHADER_TESS_EVAL)) { unsigned prev_stages = (1 << (prog->info.stage + 1)) - 1; unsigned stages_mask = ~prev_stages & shader_program->data->linked_stages; nir->info.next_stage = stages_mask ? (gl_shader_stage) u_bit_scan(&stages_mask) : MESA_SHADER_FRAGMENT; } else { nir->info.next_stage = MESA_SHADER_FRAGMENT; } nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir)); nir_shader *softfp64 = NULL; if (nir->info.uses_64bit && (options->lower_doubles_options & nir_lower_fp64_full_software) != 0) { softfp64 = glsl_float64_funcs_to_nir(st->ctx, options); ralloc_steal(ralloc_parent(nir), softfp64); } nir_variable_mode mask = (nir_variable_mode) (nir_var_shader_in | nir_var_shader_out); nir_remove_dead_variables(nir, mask); if (options->lower_all_io_to_temps || nir->info.stage == MESA_SHADER_VERTEX || nir->info.stage == MESA_SHADER_GEOMETRY) { NIR_PASS_V(nir, nir_lower_io_to_temporaries, nir_shader_get_entrypoint(nir), true, true); } else if (nir->info.stage == MESA_SHADER_FRAGMENT) { NIR_PASS_V(nir, nir_lower_io_to_temporaries, nir_shader_get_entrypoint(nir), true, false); } 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); if (is_scalar) { NIR_PASS_V(nir, nir_lower_alu_to_scalar, NULL); } /* before buffers and vars_to_ssa */ NIR_PASS_V(nir, gl_nir_lower_bindless_images); st_nir_opts(nir, is_scalar); NIR_PASS_V(nir, gl_nir_lower_buffers, shader_program); /* Do a round of constant folding to clean up address calculations */ NIR_PASS_V(nir, nir_opt_constant_folding); if (lower_64bit) { bool lowered_64bit_ops = false; bool progress = false; NIR_PASS_V(nir, nir_opt_algebraic); do { progress = false; if (options->lower_int64_options) { NIR_PASS(progress, nir, nir_lower_int64, options->lower_int64_options); } if (options->lower_doubles_options) { NIR_PASS(progress, nir, nir_lower_doubles, softfp64, options->lower_doubles_options); } NIR_PASS(progress, nir, nir_opt_algebraic); lowered_64bit_ops |= progress; } while (progress); if (lowered_64bit_ops) st_nir_opts(nir, is_scalar); } return nir; } /* Second third of converting glsl_to_nir. This creates uniforms, gathers * info on varyings, etc after NIR link time opts have been applied. */ static void st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog, struct gl_shader_program *shader_program) { nir_shader *nir = prog->nir; /* 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). * Code generation doesn't happen until the first time this shader is * used for rendering. Waiting until then to generate the parameters is * too late. At that point, the values for the built-in uniforms won't * get sent to the shader. */ nir_foreach_variable(var, &nir->uniforms) { if (strncmp(var->name, "gl_", 3) == 0) { const nir_state_slot *const slots = var->state_slots; assert(var->state_slots != NULL); const struct glsl_type *type = glsl_without_array(var->type); for (unsigned int i = 0; i < var->num_state_slots; i++) { unsigned comps; if (glsl_type_is_struct_or_ifc(type)) { /* Builtin struct require specical handling for now we just * make all members vec4. See st_nir_lower_builtin. */ comps = 4; } else { comps = glsl_get_vector_elements(type); } if (st->ctx->Const.PackedDriverUniformStorage) { _mesa_add_sized_state_reference(prog->Parameters, slots[i].tokens, comps, false); } else { _mesa_add_state_reference(prog->Parameters, slots[i].tokens); } } } } /* Avoid reallocation of the program parameter list, because the uniform * storage is only associated with the original parameter list. * This should be enough for Bitmap and DrawPixels constants. */ _mesa_reserve_parameter_storage(prog->Parameters, 8); /* This has to be done last. Any operation the can cause * prog->ParameterValues to get reallocated (e.g., anything that adds a * program constant) has to happen before creating this linkage. */ _mesa_associate_uniform_storage(st->ctx, shader_program, prog, true); st_set_prog_affected_state_flags(prog); NIR_PASS_V(nir, st_nir_lower_builtin); NIR_PASS_V(nir, gl_nir_lower_atomics, shader_program, true); NIR_PASS_V(nir, nir_opt_intrinsics); nir_variable_mode mask = nir_var_function_temp; nir_remove_dead_variables(nir, mask); if (st->ctx->_Shader->Flags & GLSL_DUMP) { _mesa_log("\n"); _mesa_log("NIR IR for linked %s program %d:\n", _mesa_shader_stage_to_string(prog->info.stage), shader_program->Name); nir_print_shader(nir, _mesa_get_log_file()); _mesa_log("\n\n"); } } /* TODO any better helper somewhere to sort a list? */ static void insert_sorted(struct exec_list *var_list, nir_variable *new_var) { nir_foreach_variable(var, var_list) { if (var->data.location > new_var->data.location) { exec_node_insert_node_before(&var->node, &new_var->node); return; } } exec_list_push_tail(var_list, &new_var->node); } static void sort_varyings(struct exec_list *var_list) { struct exec_list new_list; exec_list_make_empty(&new_list); nir_foreach_variable_safe(var, var_list) { exec_node_remove(&var->node); insert_sorted(&new_list, var); } exec_list_move_nodes_to(&new_list, var_list); } static void set_st_program(struct gl_program *prog, struct gl_shader_program *shader_program, nir_shader *nir) { struct st_vertex_program *stvp; struct st_common_program *stp; struct st_fragment_program *stfp; struct st_compute_program *stcp; switch (prog->info.stage) { case MESA_SHADER_VERTEX: stvp = (struct st_vertex_program *)prog; stvp->shader_program = shader_program; stvp->tgsi.type = PIPE_SHADER_IR_NIR; stvp->tgsi.ir.nir = nir; break; case MESA_SHADER_GEOMETRY: case MESA_SHADER_TESS_CTRL: case MESA_SHADER_TESS_EVAL: stp = (struct st_common_program *)prog; stp->shader_program = shader_program; stp->tgsi.type = PIPE_SHADER_IR_NIR; stp->tgsi.ir.nir = nir; break; case MESA_SHADER_FRAGMENT: stfp = (struct st_fragment_program *)prog; stfp->shader_program = shader_program; stfp->tgsi.type = PIPE_SHADER_IR_NIR; stfp->tgsi.ir.nir = nir; break; case MESA_SHADER_COMPUTE: stcp = (struct st_compute_program *)prog; stcp->shader_program = shader_program; stcp->tgsi.ir_type = PIPE_SHADER_IR_NIR; stcp->tgsi.prog = nir; break; default: unreachable("unknown shader stage"); } } static void st_nir_get_mesa_program(struct gl_context *ctx, struct gl_shader_program *shader_program, struct gl_linked_shader *shader) { struct st_context *st = st_context(ctx); struct pipe_screen *pscreen = ctx->st->pipe->screen; struct gl_program *prog; validate_ir_tree(shader->ir); prog = shader->Program; prog->Parameters = _mesa_new_parameter_list(); _mesa_copy_linked_program_data(shader_program, shader); _mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader, prog->Parameters); /* Remove reads from output registers. */ if (!pscreen->get_param(pscreen, PIPE_CAP_TGSI_CAN_READ_OUTPUTS)) lower_output_reads(shader->Stage, shader->ir); if (ctx->_Shader->Flags & GLSL_DUMP) { _mesa_log("\n"); _mesa_log("GLSL IR for linked %s program %d:\n", _mesa_shader_stage_to_string(shader->Stage), shader_program->Name); _mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL); _mesa_log("\n\n"); } prog->ExternalSamplersUsed = gl_external_samplers(prog); _mesa_update_shader_textures_used(shader_program, prog); nir_shader *nir = st_glsl_to_nir(st, prog, shader_program, shader->Stage); set_st_program(prog, shader_program, nir); prog->nir = nir; } static void st_nir_link_shaders(nir_shader **producer, nir_shader **consumer, bool scalar) { if (scalar) { NIR_PASS_V(*producer, nir_lower_io_to_scalar_early, nir_var_shader_out); NIR_PASS_V(*consumer, nir_lower_io_to_scalar_early, nir_var_shader_in); } nir_lower_io_arrays_to_elements(*producer, *consumer); st_nir_opts(*producer, scalar); st_nir_opts(*consumer, scalar); if (nir_link_opt_varyings(*producer, *consumer)) st_nir_opts(*consumer, scalar); NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out); NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in); if (nir_remove_unused_varyings(*producer, *consumer)) { NIR_PASS_V(*producer, nir_lower_global_vars_to_local); NIR_PASS_V(*consumer, nir_lower_global_vars_to_local); /* The backend might not be able to handle indirects on * temporaries so we need to lower indirects on any of the * varyings we have demoted here. * * TODO: radeonsi shouldn't need to do this, however LLVM isn't * currently smart enough to handle indirects without causing excess * spilling causing the gpu to hang. * * See the following thread for more details of the problem: * https://lists.freedesktop.org/archives/mesa-dev/2017-July/162106.html */ nir_variable_mode indirect_mask = nir_var_function_temp; NIR_PASS_V(*producer, nir_lower_indirect_derefs, indirect_mask); NIR_PASS_V(*consumer, nir_lower_indirect_derefs, indirect_mask); st_nir_opts(*producer, scalar); st_nir_opts(*consumer, scalar); /* Lowering indirects can cause varying to become unused. * nir_compact_varyings() depends on all dead varyings being removed so * we need to call nir_remove_dead_variables() again here. */ NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out); NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in); } } static void st_lower_patch_vertices_in(struct gl_shader_program *shader_prog) { struct gl_linked_shader *linked_tcs = shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL]; struct gl_linked_shader *linked_tes = shader_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL]; /* If we have a TCS and TES linked together, lower TES patch vertices. */ if (linked_tcs && linked_tes) { nir_shader *tcs_nir = linked_tcs->Program->nir; nir_shader *tes_nir = linked_tes->Program->nir; /* The TES input vertex count is the TCS output vertex count, * lower TES gl_PatchVerticesIn to a constant. */ uint32_t tes_patch_verts = tcs_nir->info.tess.tcs_vertices_out; NIR_PASS_V(tes_nir, nir_lower_patch_vertices, tes_patch_verts, NULL); } } extern "C" { void st_nir_lower_wpos_ytransform(struct nir_shader *nir, struct gl_program *prog, struct pipe_screen *pscreen) { if (nir->info.stage != MESA_SHADER_FRAGMENT) return; static const gl_state_index16 wposTransformState[STATE_LENGTH] = { STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM }; nir_lower_wpos_ytransform_options wpos_options = { { 0 } }; memcpy(wpos_options.state_tokens, wposTransformState, sizeof(wpos_options.state_tokens)); wpos_options.fs_coord_origin_upper_left = pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT); wpos_options.fs_coord_origin_lower_left = pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT); wpos_options.fs_coord_pixel_center_integer = pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER); wpos_options.fs_coord_pixel_center_half_integer = pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER); if (nir_lower_wpos_ytransform(nir, &wpos_options)) { nir_validate_shader(nir, "after nir_lower_wpos_ytransform"); _mesa_add_state_reference(prog->Parameters, wposTransformState); } } bool st_link_nir(struct gl_context *ctx, struct gl_shader_program *shader_program) { struct st_context *st = st_context(ctx); struct pipe_screen *screen = st->pipe->screen; bool is_scalar[MESA_SHADER_STAGES]; unsigned last_stage = 0; for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { struct gl_linked_shader *shader = shader_program->_LinkedShaders[i]; if (shader == NULL) continue; /* Determine scalar property of each shader stage */ enum pipe_shader_type type = pipe_shader_type_from_mesa(shader->Stage); is_scalar[i] = screen->get_shader_param(screen, type, PIPE_SHADER_CAP_SCALAR_ISA); st_nir_get_mesa_program(ctx, shader_program, shader); last_stage = i; if (is_scalar[i]) { NIR_PASS_V(shader->Program->nir, nir_lower_load_const_to_scalar); } } /* Linking the stages in the opposite order (from fragment to vertex) * ensures that inter-shader outputs written to in an earlier stage * are eliminated if they are (transitively) not used in a later * stage. */ int next = last_stage; for (int i = next - 1; i >= 0; i--) { struct gl_linked_shader *shader = shader_program->_LinkedShaders[i]; if (shader == NULL) continue; st_nir_link_shaders(&shader->Program->nir, &shader_program->_LinkedShaders[next]->Program->nir, is_scalar[i]); next = i; } int prev = -1; for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { struct gl_linked_shader *shader = shader_program->_LinkedShaders[i]; if (shader == NULL) continue; nir_shader *nir = shader->Program->nir; NIR_PASS_V(nir, st_nir_lower_wpos_ytransform, shader->Program, st->pipe->screen); NIR_PASS_V(nir, nir_lower_system_values); NIR_PASS_V(nir, nir_lower_clip_cull_distance_arrays); nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir)); shader->Program->info = nir->info; if (i == MESA_SHADER_VERTEX) { /* NIR expands dual-slot inputs out to two locations. We need to * compact things back down GL-style single-slot inputs to avoid * confusing the state tracker. */ shader->Program->info.inputs_read = nir_get_single_slot_attribs_mask(nir->info.inputs_read, shader->Program->DualSlotInputs); } if (prev != -1) { struct gl_program *prev_shader = shader_program->_LinkedShaders[prev]->Program; /* We can't use nir_compact_varyings with transform feedback, since * the pipe_stream_output->output_register field is based on the * pre-compacted driver_locations. */ if (!(prev_shader->sh.LinkedTransformFeedback && prev_shader->sh.LinkedTransformFeedback->NumVarying > 0)) nir_compact_varyings(shader_program->_LinkedShaders[prev]->Program->nir, nir, ctx->API != API_OPENGL_COMPAT); } prev = i; } st_lower_patch_vertices_in(shader_program); for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { struct gl_linked_shader *shader = shader_program->_LinkedShaders[i]; if (shader == NULL) continue; st_glsl_to_nir_post_opts(st, shader->Program, shader_program); assert(shader->Program); if (!ctx->Driver.ProgramStringNotify(ctx, _mesa_shader_stage_to_program(i), shader->Program)) { _mesa_reference_program(ctx, &shader->Program, NULL); return false; } nir_sweep(shader->Program->nir); /* The GLSL IR won't be needed anymore. */ ralloc_free(shader->ir); shader->ir = NULL; } return true; } void st_nir_assign_varying_locations(struct st_context *st, nir_shader *nir) { if (nir->info.stage == MESA_SHADER_VERTEX) { /* Needs special handling so drvloc matches the vbo state: */ st_nir_assign_vs_in_locations(nir); /* Re-lower global vars, to deal with any dead VS inputs. */ NIR_PASS_V(nir, nir_lower_global_vars_to_local); sort_varyings(&nir->outputs); st_nir_assign_var_locations(&nir->outputs, &nir->num_outputs, nir->info.stage); st_nir_fixup_varying_slots(st, &nir->outputs); } else if (nir->info.stage == MESA_SHADER_GEOMETRY || nir->info.stage == MESA_SHADER_TESS_CTRL || nir->info.stage == MESA_SHADER_TESS_EVAL) { sort_varyings(&nir->inputs); st_nir_assign_var_locations(&nir->inputs, &nir->num_inputs, nir->info.stage); st_nir_fixup_varying_slots(st, &nir->inputs); sort_varyings(&nir->outputs); st_nir_assign_var_locations(&nir->outputs, &nir->num_outputs, nir->info.stage); st_nir_fixup_varying_slots(st, &nir->outputs); } else if (nir->info.stage == MESA_SHADER_FRAGMENT) { sort_varyings(&nir->inputs); st_nir_assign_var_locations(&nir->inputs, &nir->num_inputs, nir->info.stage); st_nir_fixup_varying_slots(st, &nir->inputs); st_nir_assign_var_locations(&nir->outputs, &nir->num_outputs, nir->info.stage); } else if (nir->info.stage == MESA_SHADER_COMPUTE) { /* TODO? */ } else { unreachable("invalid shader type"); } } void st_nir_lower_samplers(struct pipe_screen *screen, nir_shader *nir, struct gl_shader_program *shader_program, struct gl_program *prog) { if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF)) NIR_PASS_V(nir, gl_nir_lower_samplers_as_deref, shader_program); else NIR_PASS_V(nir, gl_nir_lower_samplers, shader_program); if (prog) { prog->info.textures_used = nir->info.textures_used; prog->info.textures_used_by_txf = nir->info.textures_used_by_txf; } } /* Last third of preparing nir from glsl, which happens after shader * variant lowering. */ void st_finalize_nir(struct st_context *st, struct gl_program *prog, struct gl_shader_program *shader_program, nir_shader *nir) { struct pipe_screen *screen = st->pipe->screen; const nir_shader_compiler_options *options = st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions; NIR_PASS_V(nir, nir_split_var_copies); NIR_PASS_V(nir, nir_lower_var_copies); if (options->lower_all_io_to_temps || options->lower_all_io_to_elements || nir->info.stage == MESA_SHADER_VERTEX || nir->info.stage == MESA_SHADER_GEOMETRY) { NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false); } else if (nir->info.stage == MESA_SHADER_FRAGMENT) { NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, true); } st_nir_assign_varying_locations(st, nir); NIR_PASS_V(nir, nir_lower_atomics_to_ssbo, st->ctx->Const.Program[nir->info.stage].MaxAtomicBuffers); st_nir_assign_uniform_locations(st->ctx, prog, &nir->uniforms); /* Set num_uniforms in number of attribute slots (vec4s) */ nir->num_uniforms = DIV_ROUND_UP(prog->Parameters->NumParameterValues, 4); if (st->ctx->Const.PackedDriverUniformStorage) { NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, st_glsl_type_dword_size, (nir_lower_io_options)0); NIR_PASS_V(nir, nir_lower_uniforms_to_ubo, 4); } else { NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, st_glsl_uniforms_type_size, (nir_lower_io_options)0); } st_nir_lower_samplers(screen, nir, shader_program, prog); } } /* extern "C" */