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/*
* 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 "util/string_to_uint_map.h"
#include "st_context.h"
#include "st_program.h"
#include "st_glsl_types.h"
#include "compiler/nir/nir.h"
#include "compiler/glsl_types.h"
#include "compiler/glsl/glsl_to_nir.h"
#include "compiler/glsl/ir.h"
/* 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(struct gl_program *prog, nir_shader *nir)
{
unsigned attr, num_inputs = 0;
unsigned input_to_index[VERT_ATTRIB_MAX] = {0};
/* TODO de-duplicate w/ similar code in st_translate_vertex_program()? */
for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
if ((prog->info.inputs_read & BITFIELD64_BIT(attr)) != 0) {
input_to_index[attr] = num_inputs;
num_inputs++;
if ((prog->info.double_inputs_read & BITFIELD64_BIT(attr)) != 0) {
/* add placeholder for second part of a double attribute */
num_inputs++;
}
} else {
input_to_index[attr] = ~0;
}
}
nir->num_inputs = 0;
nir_foreach_variable_safe(var, &nir->inputs) {
attr = var->data.location;
assert(attr < ARRAY_SIZE(input_to_index));
if (input_to_index[attr] != ~0u) {
var->data.driver_location = input_to_index[attr];
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_global;
exec_list_push_tail(&nir->globals, &var->node);
}
}
}
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 = &params->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_program *prog,
struct gl_shader_program *shader_program,
struct exec_list *uniform_list, unsigned *size)
{
int max = 0;
int shaderidx = 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_uniform || uniform->data.mode == nir_var_shader_storage) &&
uniform->interface_type != NULL)
continue;
if (uniform->type->is_sampler()) {
unsigned val;
bool found = shader_program->UniformHash->get(val, uniform->name);
loc = shaderidx++;
assert(found);
/* this ensure that nir_lower_samplers looks at the correct
* shader_program->UniformStorage[location]:
*/
uniform->data.location = val;
} else if (strncmp(uniform->name, "gl_", 3) == 0) {
const gl_state_index *const stateTokens = (gl_state_index *)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.
*/
loc = _mesa_add_state_reference(prog->Parameters, stateTokens);
} else {
loc = st_nir_lookup_parameter_index(prog->Parameters, uniform->name);
}
uniform->data.driver_location = loc;
max = MAX2(max, loc + st_glsl_type_size(uniform->type));
}
*size = max;
}
extern "C" {
/* First half 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.
*/
nir_shader *
st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
struct gl_shader_program *shader_program,
gl_shader_stage stage)
{
struct pipe_screen *pscreen = st->pipe->screen;
enum pipe_shader_type ptarget = st_shader_stage_to_ptarget(stage);
const nir_shader_compiler_options *options;
nir_shader *nir;
assert(pscreen->get_compiler_options); /* drivers using NIR must implement this */
options = (const nir_shader_compiler_options *)
pscreen->get_compiler_options(pscreen, PIPE_SHADER_IR_NIR, ptarget);
assert(options);
if (prog->nir)
return prog->nir;
nir = glsl_to_nir(shader_program, stage, options);
prog->nir = nir;
NIR_PASS_V(nir, nir_lower_io_to_temporaries,
nir_shader_get_entrypoint(nir),
true, 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, st_nir_lower_builtin);
/* fragment shaders may need : */
if (stage == MESA_SHADER_FRAGMENT) {
static const gl_state_index wposTransformState[STATE_LENGTH] = {
STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM
};
nir_lower_wpos_ytransform_options wpos_options = {0};
struct pipe_screen *pscreen = st->pipe->screen;
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);
_mesa_add_state_reference(prog->Parameters, wposTransformState);
}
}
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(stage),
shader_program->Name);
nir_print_shader(nir, _mesa_get_log_file());
_mesa_log("\n\n");
}
return nir;
}
/* 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);
}
/* Second half of preparing nir from glsl, which happens after shader
* variant lowering.
*/
void
st_finalize_nir(struct st_context *st, struct gl_program *prog, nir_shader *nir)
{
NIR_PASS_V(nir, nir_split_var_copies);
NIR_PASS_V(nir, nir_lower_var_copies);
NIR_PASS_V(nir, nir_lower_io_types);
if (nir->stage == MESA_SHADER_VERTEX) {
/* Needs special handling so drvloc matches the vbo state: */
st_nir_assign_vs_in_locations(prog, 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);
nir_assign_var_locations(&nir->outputs,
&nir->num_outputs,
st_glsl_type_size);
st_nir_fixup_varying_slots(st, &nir->outputs);
} else if (nir->stage == MESA_SHADER_FRAGMENT) {
sort_varyings(&nir->inputs);
nir_assign_var_locations(&nir->inputs,
&nir->num_inputs,
st_glsl_type_size);
st_nir_fixup_varying_slots(st, &nir->inputs);
nir_assign_var_locations(&nir->outputs,
&nir->num_outputs,
st_glsl_type_size);
} else {
unreachable("invalid shader type for tgsi bypass\n");
}
struct gl_shader_program *shader_program;
switch (nir->stage) {
case MESA_SHADER_VERTEX:
shader_program = ((struct st_vertex_program *)prog)->shader_program;
break;
case MESA_SHADER_FRAGMENT:
shader_program = ((struct st_fragment_program *)prog)->shader_program;
break;
default:
assert(!"should not be reached");
return;
}
st_nir_assign_uniform_locations(prog, shader_program,
&nir->uniforms, &nir->num_uniforms);
NIR_PASS_V(nir, nir_lower_system_values);
NIR_PASS_V(nir, nir_lower_io, nir_var_all, st_glsl_type_size,
(nir_lower_io_options)0);
NIR_PASS_V(nir, nir_lower_samplers, shader_program);
}
struct gl_program *
st_nir_get_mesa_program(struct gl_context *ctx,
struct gl_shader_program *shader_program,
struct gl_linked_shader *shader)
{
struct gl_program *prog;
validate_ir_tree(shader->ir);
prog = shader->Program;
prog->Parameters = _mesa_new_parameter_list();
do_set_program_inouts(shader->ir, prog, shader->Stage);
_mesa_copy_linked_program_data(shader_program, shader);
_mesa_generate_parameters_list_for_uniforms(shader_program, shader,
prog->Parameters);
/* 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.
*/
foreach_in_list(ir_instruction, node, shader->ir) {
ir_variable *var = node->as_variable();
if ((var == NULL) || (var->data.mode != ir_var_uniform) ||
(strncmp(var->name, "gl_", 3) != 0))
continue;
const ir_state_slot *const slots = var->get_state_slots();
assert(slots != NULL);
for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
_mesa_add_state_reference(prog->Parameters,
(gl_state_index *) slots[i].tokens);
}
}
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->SamplersUsed = shader->active_samplers;
prog->ShadowSamplers = shader->shadow_samplers;
prog->ExternalSamplersUsed = gl_external_samplers(shader);
_mesa_update_shader_textures_used(shader_program, prog);
/* 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(ctx, shader_program, prog->Parameters);
struct st_vertex_program *stvp;
struct st_fragment_program *stfp;
switch (shader->Stage) {
case MESA_SHADER_VERTEX:
stvp = (struct st_vertex_program *)prog;
stvp->shader_program = shader_program;
break;
case MESA_SHADER_FRAGMENT:
stfp = (struct st_fragment_program *)prog;
stfp->shader_program = shader_program;
break;
default:
assert(!"should not be reached");
return NULL;
}
return prog;
}
} /* extern "C" */