blob: 91eaf8e967de4f81e710b9352ef24422dd07176f [file] [log] [blame]
/*
* 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/context.h"
#include "main/mtypes.h"
#include "main/errors.h"
#include "main/glspirv.h"
#include "main/shaderapi.h"
#include "main/uniforms.h"
#include "main/shaderobj.h"
#include "st_context.h"
#include "st_program.h"
#include "st_shader_cache.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/gl_nir_linker.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, nir_shader *shader,
nir_variable_mode mode)
{
if (st->needs_texcoord_semantic)
return;
nir_foreach_variable_with_modes(var, shader, mode) {
if (var->data.location >= VARYING_SLOT_VAR0) {
var->data.location += 9;
} else if (var->data.location == VARYING_SLOT_PNTC) {
var->data.location = VARYING_SLOT_VAR8;
} else if ((var->data.location >= VARYING_SLOT_TEX0) &&
(var->data.location <= VARYING_SLOT_TEX7)) {
var->data.location += VARYING_SLOT_VAR0 - VARYING_SLOT_TEX0;
}
}
}
static void
st_shader_gather_info(nir_shader *nir, struct gl_program *prog)
{
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
/* Copy the info we just generated back into the gl_program */
const char *prog_name = prog->info.name;
const char *prog_label = prog->info.label;
prog->info = nir->info;
prog->info.name = prog_name;
prog->info.label = prog_label;
}
/* 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)
*/
void
st_nir_assign_vs_in_locations(struct nir_shader *nir)
{
if (nir->info.stage != MESA_SHADER_VERTEX || nir->info.io_lowered)
return;
nir->num_inputs = util_bitcount64(nir->info.inputs_read);
bool removed_inputs = false;
nir_foreach_shader_in_variable_safe(var, nir) {
/* NIR already assigns dual-slot inputs to two locations so all we have
* to do is compact everything down.
*/
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));
} else {
/* Convert unused input variables to shader_temp (with no
* initialization), to avoid confusing drivers looking through the
* inputs array and expecting to find inputs with a driver_location
* set.
*/
var->data.mode = nir_var_shader_temp;
removed_inputs = true;
}
}
/* Re-lower global vars, to deal with any dead VS inputs. */
if (removed_inputs)
NIR_PASS_V(nir, nir_lower_global_vars_to_local);
}
static int
st_nir_lookup_parameter_index(struct gl_program *prog, nir_variable *var)
{
struct gl_program_parameter_list *params = prog->Parameters;
/* Lookup the first parameter that the uniform storage that match the
* variable location.
*/
for (unsigned i = 0; i < params->NumParameters; i++) {
int index = params->Parameters[i].MainUniformStorageIndex;
if (index == var->data.location)
return i;
}
/* TODO: Handle this fallback for SPIR-V. We need this for GLSL e.g. in
* dEQP-GLES2.functional.uniform_api.random.3
*/
/* 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 (!prog->sh.data->spirv) {
int namelen = strlen(var->name);
for (unsigned i = 0; i < params->NumParameters; i++) {
struct gl_program_parameter *p = &params->Parameters[i];
if ((strncmp(p->Name, var->name, namelen) == 0) &&
((p->Name[namelen] == '.') || (p->Name[namelen] == '['))) {
return i;
}
}
}
return -1;
}
static void
st_nir_assign_uniform_locations(struct gl_context *ctx,
struct gl_program *prog,
nir_shader *nir)
{
int shaderidx = 0;
int imageidx = 0;
nir_foreach_uniform_variable(uniform, nir) {
int loc;
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 (uniform->state_slots) {
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, uniform);
/* 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 progress;
do {
progress = false;
NIR_PASS_V(nir, nir_lower_vars_to_ssa);
/* Linking deals with unused inputs/outputs, but here we can remove
* things local to the shader in the hopes that we can cleanup other
* things. This pass will also remove variables with only stores, so we
* might be able to make progress after it.
*/
NIR_PASS(progress, nir, nir_remove_dead_variables,
nir_var_function_temp | nir_var_shader_temp |
nir_var_mem_shared,
NULL);
NIR_PASS(progress, nir, nir_opt_copy_prop_vars);
NIR_PASS(progress, nir, nir_opt_dead_write_vars);
if (nir->options->lower_to_scalar) {
NIR_PASS_V(nir, nir_lower_alu_to_scalar, NULL, 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 (!nir->info.flrp_lowered) {
unsigned lower_flrp =
(nir->options->lower_flrp16 ? 16 : 0) |
(nir->options->lower_flrp32 ? 32 : 0) |
(nir->options->lower_flrp64 ? 64 : 0);
if (lower_flrp) {
bool lower_flrp_progress = false;
NIR_PASS(lower_flrp_progress, nir, nir_lower_flrp,
lower_flrp,
false /* always_precise */);
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.
*/
nir->info.flrp_lowered = true;
}
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);
}
static void
shared_type_info(const struct glsl_type *type, unsigned *size, unsigned *align)
{
assert(glsl_type_is_vector_or_scalar(type));
uint32_t comp_size = glsl_type_is_boolean(type)
? 4 : glsl_get_bit_size(type) / 8;
unsigned length = glsl_get_vector_elements(type);
*size = comp_size * length,
*align = comp_size * (length == 3 ? 4 : length);
}
/* 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 void
st_nir_preprocess(struct st_context *st, struct gl_program *prog,
struct gl_shader_program *shader_program,
gl_shader_stage stage)
{
struct pipe_screen *screen = st->pipe->screen;
const nir_shader_compiler_options *options =
st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions;
assert(options);
nir_shader *nir = prog->nir;
/* 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));
if (!st->ctx->SoftFP64 && nir->info.uses_64bit &&
(options->lower_doubles_options & nir_lower_fp64_full_software) != 0) {
st->ctx->SoftFP64 = glsl_float64_funcs_to_nir(st->ctx, options);
}
/* ES has strict SSO validation rules for shader IO matching so we can't
* remove dead IO until the resource list has been built. Here we skip
* removing them until later. This will potentially make the IO lowering
* calls below do a little extra work but should otherwise have no impact.
*/
if (!_mesa_is_gles(st->ctx) || !nir->info.separate_shader) {
nir_variable_mode mask = nir_var_shader_in | nir_var_shader_out;
nir_remove_dead_variables(nir, mask, NULL);
}
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 ||
!screen->get_param(screen, PIPE_CAP_TGSI_CAN_READ_OUTPUTS)) {
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 (options->lower_to_scalar) {
NIR_PASS_V(nir, nir_lower_alu_to_scalar, NULL, NULL);
}
/* before buffers and vars_to_ssa */
NIR_PASS_V(nir, gl_nir_lower_images, true);
/* TODO: Change GLSL to not lower shared memory. */
if (prog->nir->info.stage == MESA_SHADER_COMPUTE &&
shader_program->data->spirv) {
NIR_PASS_V(prog->nir, nir_lower_vars_to_explicit_types,
nir_var_mem_shared, shared_type_info);
NIR_PASS_V(prog->nir, nir_lower_explicit_io,
nir_var_mem_shared, nir_address_format_32bit_offset);
}
/* Do a round of constant folding to clean up address calculations */
NIR_PASS_V(nir, nir_opt_constant_folding);
}
/* 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;
struct pipe_screen *screen = st->pipe->screen;
/* 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_uniform_variable(var, nir) {
const nir_state_slot *const slots = var->state_slots;
if (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)) {
comps = _mesa_program_state_value_size(slots[i].tokens);
} 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);
st_set_prog_affected_state_flags(prog);
/* None of the builtins being lowered here can be produced by SPIR-V. See
* _mesa_builtin_uniform_desc. Also drivers that support packed uniform
* storage don't need to lower builtins.
*/
if (!shader_program->data->spirv &&
!st->ctx->Const.PackedDriverUniformStorage)
NIR_PASS_V(nir, st_nir_lower_builtin);
if (!screen->get_param(screen, PIPE_CAP_NIR_ATOMICS_AS_DEREF))
NIR_PASS_V(nir, gl_nir_lower_atomics, shader_program, true);
NIR_PASS_V(nir, nir_opt_intrinsics);
/* Lower 64-bit ops. */
if (nir->options->lower_int64_options ||
nir->options->lower_doubles_options) {
bool lowered_64bit_ops = false;
if (nir->options->lower_doubles_options) {
NIR_PASS(lowered_64bit_ops, nir, nir_lower_doubles,
st->ctx->SoftFP64, nir->options->lower_doubles_options);
}
if (nir->options->lower_int64_options)
NIR_PASS(lowered_64bit_ops, nir, nir_lower_int64);
if (lowered_64bit_ops)
st_nir_opts(nir);
}
nir_variable_mode mask =
nir_var_shader_in | nir_var_shader_out | nir_var_function_temp;
nir_remove_dead_variables(nir, mask, NULL);
if (!st->has_hw_atomics && !screen->get_param(screen, PIPE_CAP_NIR_ATOMICS_AS_DEREF))
NIR_PASS_V(nir, nir_lower_atomics_to_ssbo);
st_finalize_nir_before_variants(nir);
if (st->allow_st_finalize_nir_twice)
st_finalize_nir(st, prog, shader_program, nir, true);
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");
}
}
static void
st_nir_vectorize_io(nir_shader *producer, nir_shader *consumer)
{
NIR_PASS_V(producer, nir_lower_io_to_vector, nir_var_shader_out);
NIR_PASS_V(producer, nir_opt_combine_stores, nir_var_shader_out);
NIR_PASS_V(consumer, nir_lower_io_to_vector, nir_var_shader_in);
if ((producer)->info.stage != MESA_SHADER_TESS_CTRL) {
/* Calling lower_io_to_vector creates output variable writes with
* write-masks. We only support these for TCS outputs, so for other
* stages, we need to call nir_lower_io_to_temporaries to get rid of
* them. This, in turn, creates temporary variables and extra
* copy_deref intrinsics that we need to clean up.
*/
NIR_PASS_V(producer, nir_lower_io_to_temporaries,
nir_shader_get_entrypoint(producer), true, false);
NIR_PASS_V(producer, nir_lower_global_vars_to_local);
NIR_PASS_V(producer, nir_split_var_copies);
NIR_PASS_V(producer, nir_lower_var_copies);
}
}
static void
st_nir_link_shaders(nir_shader *producer, nir_shader *consumer)
{
if (producer->options->lower_to_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);
st_nir_opts(consumer);
if (nir_link_opt_varyings(producer, consumer))
st_nir_opts(consumer);
NIR_PASS_V(producer, nir_remove_dead_variables, nir_var_shader_out, NULL);
NIR_PASS_V(consumer, nir_remove_dead_variables, nir_var_shader_in, NULL);
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);
st_nir_opts(producer);
st_nir_opts(consumer);
/* Optimizations can cause varyings 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,
NULL);
NIR_PASS_V(consumer, nir_remove_dead_variables, nir_var_shader_in,
NULL);
}
}
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 gl_linked_shader *linked_shader[MESA_SHADER_STAGES];
unsigned num_shaders = 0;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (shader_program->_LinkedShaders[i])
linked_shader[num_shaders++] = shader_program->_LinkedShaders[i];
}
for (unsigned i = 0; i < num_shaders; i++) {
struct gl_linked_shader *shader = linked_shader[i];
const nir_shader_compiler_options *options =
st->ctx->Const.ShaderCompilerOptions[shader->Stage].NirOptions;
struct gl_program *prog = shader->Program;
struct st_program *stp = (struct st_program *)prog;
_mesa_copy_linked_program_data(shader_program, shader);
assert(!prog->nir);
stp->shader_program = shader_program;
stp->state.type = PIPE_SHADER_IR_NIR;
/* Parameters will be filled during NIR linking. */
prog->Parameters = _mesa_new_parameter_list();
if (shader_program->data->spirv) {
prog->nir = _mesa_spirv_to_nir(ctx, shader_program, shader->Stage, options);
} else {
validate_ir_tree(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->nir = glsl_to_nir(st->ctx, shader_program, shader->Stage, options);
st_nir_preprocess(st, prog, shader_program, shader->Stage);
}
if (options->lower_to_scalar) {
NIR_PASS_V(shader->Program->nir, nir_lower_load_const_to_scalar);
}
}
st_lower_patch_vertices_in(shader_program);
/* For SPIR-V, we have to perform the NIR linking before applying
* st_nir_preprocess.
*/
if (shader_program->data->spirv) {
static const gl_nir_linker_options opts = {
true /*fill_parameters */
};
if (!gl_nir_link_spirv(ctx, shader_program, &opts))
return GL_FALSE;
nir_build_program_resource_list(ctx, shader_program, true);
for (unsigned i = 0; i < num_shaders; i++) {
struct gl_linked_shader *shader = linked_shader[i];
struct gl_program *prog = shader->Program;
prog->ExternalSamplersUsed = gl_external_samplers(prog);
_mesa_update_shader_textures_used(shader_program, prog);
st_nir_preprocess(st, prog, shader_program, shader->Stage);
}
}
/* 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.
*/
for (int i = num_shaders - 2; i >= 0; i--) {
st_nir_link_shaders(linked_shader[i]->Program->nir,
linked_shader[i + 1]->Program->nir);
}
/* Linking shaders also optimizes them. Separate shaders, compute shaders
* and shaders with a fixed-func VS or FS that don't need linking are
* optimized here.
*/
if (num_shaders == 1)
st_nir_opts(linked_shader[0]->Program->nir);
if (!shader_program->data->spirv) {
if (!gl_nir_link_glsl(ctx, shader_program))
return GL_FALSE;
for (unsigned i = 0; i < num_shaders; i++) {
struct gl_program *prog = linked_shader[i]->Program;
prog->ExternalSamplersUsed = gl_external_samplers(prog);
_mesa_update_shader_textures_used(shader_program, prog);
}
nir_build_program_resource_list(ctx, shader_program, false);
}
for (unsigned i = 0; i < num_shaders; i++) {
struct gl_linked_shader *shader = linked_shader[i];
nir_shader *nir = shader->Program->nir;
NIR_PASS_V(nir, nir_opt_access);
/* This needs to run after the initial pass of nir_lower_vars_to_ssa, so
* that the buffer indices are constants in nir where they where
* constants in GLSL. */
NIR_PASS_V(nir, gl_nir_lower_buffers, shader_program);
/* Remap the locations to slots so those requiring two slots will occupy
* two locations. For instance, if we have in the IR code a dvec3 attr0 in
* location 0 and vec4 attr1 in location 1, in NIR attr0 will use
* locations/slots 0 and 1, and attr1 will use location/slot 2
*/
if (nir->info.stage == MESA_SHADER_VERTEX && !shader_program->data->spirv)
nir_remap_dual_slot_attributes(nir, &shader->Program->DualSlotInputs);
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_compute_system_values, NULL);
NIR_PASS_V(nir, nir_lower_clip_cull_distance_arrays);
st_shader_gather_info(nir, shader->Program);
if (shader->Stage == 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 (i >= 1) {
struct gl_program *prev_shader = linked_shader[i - 1]->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(prev_shader->nir,
nir, ctx->API != API_OPENGL_COMPAT);
if (ctx->Const.ShaderCompilerOptions[shader->Stage].NirOptions->vectorize_io)
st_nir_vectorize_io(prev_shader->nir, nir);
}
}
struct shader_info *prev_info = NULL;
for (unsigned i = 0; i < num_shaders; i++) {
struct gl_linked_shader *shader = linked_shader[i];
struct shader_info *info = &shader->Program->nir->info;
st_glsl_to_nir_post_opts(st, shader->Program, shader_program);
if (prev_info &&
ctx->Const.ShaderCompilerOptions[shader->Stage].NirOptions->unify_interfaces) {
prev_info->outputs_written |= info->inputs_read &
~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
info->inputs_read |= prev_info->outputs_written &
~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
prev_info->patch_outputs_written |= info->patch_inputs_read;
info->patch_inputs_read |= prev_info->patch_outputs_written;
}
prev_info = info;
}
for (unsigned i = 0; i < num_shaders; i++) {
struct gl_linked_shader *shader = linked_shader[i];
struct gl_program *prog = shader->Program;
struct st_program *stp = st_program(prog);
/* Make sure that prog->info is in sync with nir->info, but st/mesa
* expects some of the values to be from before lowering.
*/
shader_info old_info = prog->info;
prog->info = prog->nir->info;
prog->info.num_ssbos = old_info.num_ssbos;
prog->info.num_ubos = old_info.num_ubos;
prog->info.num_abos = old_info.num_abos;
if (prog->info.stage == MESA_SHADER_VERTEX)
prog->info.inputs_read = old_info.inputs_read;
/* Initialize st_vertex_program members. */
if (shader->Stage == MESA_SHADER_VERTEX)
st_prepare_vertex_program(stp);
/* Get pipe_stream_output_info. */
if (shader->Stage == MESA_SHADER_VERTEX ||
shader->Stage == MESA_SHADER_TESS_EVAL ||
shader->Stage == MESA_SHADER_GEOMETRY)
st_translate_stream_output_info(prog);
st_store_ir_in_disk_cache(st, prog, true);
st_release_variants(st, stp);
st_finalize_program(st, prog);
/* 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) {
nir_assign_io_var_locations(nir, nir_var_shader_out,
&nir->num_outputs,
nir->info.stage);
st_nir_fixup_varying_slots(st, nir, nir_var_shader_out);
} else if (nir->info.stage == MESA_SHADER_GEOMETRY ||
nir->info.stage == MESA_SHADER_TESS_CTRL ||
nir->info.stage == MESA_SHADER_TESS_EVAL) {
nir_assign_io_var_locations(nir, nir_var_shader_in,
&nir->num_inputs,
nir->info.stage);
st_nir_fixup_varying_slots(st, nir, nir_var_shader_in);
nir_assign_io_var_locations(nir, nir_var_shader_out,
&nir->num_outputs,
nir->info.stage);
st_nir_fixup_varying_slots(st, nir, nir_var_shader_out);
} else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
nir_assign_io_var_locations(nir, nir_var_shader_in,
&nir->num_inputs,
nir->info.stage);
st_nir_fixup_varying_slots(st, nir, nir_var_shader_in);
nir_assign_io_var_locations(nir, nir_var_shader_out,
&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;
prog->info.images_used = nir->info.images_used;
}
}
static int
st_packed_uniforms_type_size(const struct glsl_type *type, bool bindless)
{
return glsl_count_dword_slots(type, bindless);
}
static int
st_unpacked_uniforms_type_size(const struct glsl_type *type, bool bindless)
{
return glsl_count_vec4_slots(type, false, bindless);
}
void
st_nir_lower_uniforms(struct st_context *st, nir_shader *nir)
{
unsigned multiplier = 16;
if (st->ctx->Const.PackedDriverUniformStorage) {
NIR_PASS_V(nir, nir_lower_io, nir_var_uniform,
st_packed_uniforms_type_size,
(nir_lower_io_options)0);
multiplier = 4;
} else {
NIR_PASS_V(nir, nir_lower_io, nir_var_uniform,
st_unpacked_uniforms_type_size,
(nir_lower_io_options)0);
}
if (nir->options->lower_uniforms_to_ubo)
NIR_PASS_V(nir, nir_lower_uniforms_to_ubo, multiplier);
}
/* 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, bool finalize_by_driver)
{
struct pipe_screen *screen = st->pipe->screen;
NIR_PASS_V(nir, nir_split_var_copies);
NIR_PASS_V(nir, nir_lower_var_copies);
st_nir_assign_varying_locations(st, nir);
st_nir_assign_uniform_locations(st->ctx, prog, nir);
/* Set num_uniforms in number of attribute slots (vec4s) */
nir->num_uniforms = DIV_ROUND_UP(prog->Parameters->NumParameterValues, 4);
st_nir_lower_uniforms(st, nir);
st_nir_lower_samplers(screen, nir, shader_program, prog);
if (!screen->get_param(screen, PIPE_CAP_NIR_IMAGES_AS_DEREF))
NIR_PASS_V(nir, gl_nir_lower_images, false);
if (finalize_by_driver && screen->finalize_nir)
screen->finalize_nir(screen, nir, false);
}
} /* extern "C" */