| /* |
| * 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) |
| return; |
| |
| nir->num_inputs = util_bitcount64(nir->info.inputs_read); |
| |
| if (nir->info.io_lowered) { |
| /* Adjust the locations in load_input intrinsics. */ |
| nir_foreach_function(f, nir) { |
| if (f->impl) { |
| nir_foreach_block(block, f->impl) { |
| nir_foreach_instr_safe(instr, block) { |
| if (instr->type == nir_instr_type_intrinsic) { |
| nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); |
| |
| if (intrin->intrinsic == nir_intrinsic_load_input) { |
| unsigned base = nir_intrinsic_base(intrin); |
| unsigned loc = nir_intrinsic_io_semantics(intrin).location; |
| |
| assert(nir->info.inputs_read & BITFIELD64_BIT(loc)); |
| base = util_bitcount64(nir->info.inputs_read & |
| BITFIELD64_MASK(loc)); |
| nir_intrinsic_set_base(intrin, base); |
| } |
| } |
| } |
| } |
| } |
| } |
| return; |
| } |
| |
| 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 = ¶ms->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_variable_mode)(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 */, |
| 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. |
| */ |
| 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_variable_mode) (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_variable_mode) |
| (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; |
| |
| /* 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; |
| |
| 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); |
| st_glsl_to_nir_post_opts(st, prog, shader_program); |
| |
| /* 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) |
| { |
| 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); |
| NIR_PASS_V(nir, nir_lower_uniforms_to_ubo, 4); |
| } else { |
| NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, |
| st_unpacked_uniforms_type_size, |
| (nir_lower_io_options)0); |
| } |
| } |
| |
| /* 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" */ |