st/glsl_to_nir: add more nir opts to st_nir_opts()
[mesa.git] / src / mesa / state_tracker / st_glsl_to_nir.cpp
1 /*
2 * Copyright © 2015 Red Hat
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 * SOFTWARE.
22 */
23
24 #include "st_nir.h"
25
26 #include "pipe/p_defines.h"
27 #include "pipe/p_screen.h"
28 #include "pipe/p_context.h"
29
30 #include "program/program.h"
31 #include "program/prog_statevars.h"
32 #include "program/prog_parameter.h"
33 #include "program/ir_to_mesa.h"
34 #include "main/mtypes.h"
35 #include "main/errors.h"
36 #include "main/shaderapi.h"
37 #include "main/uniforms.h"
38
39 #include "st_context.h"
40 #include "st_program.h"
41
42 #include "compiler/nir/nir.h"
43 #include "compiler/glsl_types.h"
44 #include "compiler/glsl/glsl_to_nir.h"
45 #include "compiler/glsl/ir.h"
46 #include "compiler/glsl/string_to_uint_map.h"
47
48
49 static int
50 type_size(const struct glsl_type *type)
51 {
52 return type->count_attribute_slots(false);
53 }
54
55 /* Depending on PIPE_CAP_TGSI_TEXCOORD (st->needs_texcoord_semantic) we
56 * may need to fix up varying slots so the glsl->nir path is aligned
57 * with the anything->tgsi->nir path.
58 */
59 static void
60 st_nir_fixup_varying_slots(struct st_context *st, struct exec_list *var_list)
61 {
62 if (st->needs_texcoord_semantic)
63 return;
64
65 nir_foreach_variable(var, var_list) {
66 if (var->data.location >= VARYING_SLOT_VAR0) {
67 var->data.location += 9;
68 } else if ((var->data.location >= VARYING_SLOT_TEX0) &&
69 (var->data.location <= VARYING_SLOT_TEX7)) {
70 var->data.location += VARYING_SLOT_VAR0 - VARYING_SLOT_TEX0;
71 }
72 }
73 }
74
75 /* input location assignment for VS inputs must be handled specially, so
76 * that it is aligned w/ st's vbo state.
77 * (This isn't the case with, for ex, FS inputs, which only need to agree
78 * on varying-slot w/ the VS outputs)
79 */
80 static void
81 st_nir_assign_vs_in_locations(struct gl_program *prog, nir_shader *nir)
82 {
83 unsigned attr, num_inputs = 0;
84 unsigned input_to_index[VERT_ATTRIB_MAX] = {0};
85
86 /* TODO de-duplicate w/ similar code in st_translate_vertex_program()? */
87 for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
88 if ((prog->info.inputs_read & BITFIELD64_BIT(attr)) != 0) {
89 input_to_index[attr] = num_inputs;
90 num_inputs++;
91 if ((prog->info.vs.double_inputs_read & BITFIELD64_BIT(attr)) != 0) {
92 /* add placeholder for second part of a double attribute */
93 num_inputs++;
94 }
95 } else {
96 input_to_index[attr] = ~0;
97 }
98 }
99
100 /* bit of a hack, mirroring st_translate_vertex_program */
101 input_to_index[VERT_ATTRIB_EDGEFLAG] = num_inputs;
102
103 nir->num_inputs = 0;
104 nir_foreach_variable_safe(var, &nir->inputs) {
105 attr = var->data.location;
106 assert(attr < ARRAY_SIZE(input_to_index));
107
108 if (input_to_index[attr] != ~0u) {
109 var->data.driver_location = input_to_index[attr];
110 nir->num_inputs++;
111 } else {
112 /* Move unused input variables to the globals list (with no
113 * initialization), to avoid confusing drivers looking through the
114 * inputs array and expecting to find inputs with a driver_location
115 * set.
116 */
117 exec_node_remove(&var->node);
118 var->data.mode = nir_var_global;
119 exec_list_push_tail(&nir->globals, &var->node);
120 }
121 }
122 }
123
124 static void
125 st_nir_assign_var_locations(struct exec_list *var_list, unsigned *size,
126 gl_shader_stage stage)
127 {
128 unsigned location = 0;
129 unsigned assigned_locations[VARYING_SLOT_TESS_MAX];
130 uint64_t processed_locs = 0;
131 uint32_t processed_patch_locs = 0;
132
133 nir_foreach_variable(var, var_list) {
134
135 const struct glsl_type *type = var->type;
136 if (nir_is_per_vertex_io(var, stage)) {
137 assert(glsl_type_is_array(type));
138 type = glsl_get_array_element(type);
139 }
140
141 bool processed = false;
142 if (var->data.patch &&
143 var->data.location != VARYING_SLOT_TESS_LEVEL_INNER &&
144 var->data.location != VARYING_SLOT_TESS_LEVEL_OUTER &&
145 var->data.location != VARYING_SLOT_BOUNDING_BOX0 &&
146 var->data.location != VARYING_SLOT_BOUNDING_BOX1) {
147 unsigned patch_loc = var->data.location - VARYING_SLOT_PATCH0;
148 if (processed_patch_locs & (1 << patch_loc))
149 processed = true;
150
151 processed_patch_locs |= (1 << patch_loc);
152 } else {
153 if (processed_locs & ((uint64_t)1 << var->data.location))
154 processed = true;
155
156 processed_locs |= ((uint64_t)1 << var->data.location);
157 }
158
159 /* Because component packing allows varyings to share the same location
160 * we may have already have processed this location.
161 */
162 if (processed && var->data.location >= VARYING_SLOT_VAR0) {
163 var->data.driver_location = assigned_locations[var->data.location];
164 *size += type_size(type);
165 continue;
166 }
167
168 assigned_locations[var->data.location] = location;
169 var->data.driver_location = location;
170 location += type_size(type);
171 }
172
173 *size += location;
174 }
175
176 static int
177 st_nir_lookup_parameter_index(const struct gl_program_parameter_list *params,
178 const char *name)
179 {
180 int loc = _mesa_lookup_parameter_index(params, name);
181
182 /* is there a better way to do this? If we have something like:
183 *
184 * struct S {
185 * float f;
186 * vec4 v;
187 * };
188 * uniform S color;
189 *
190 * Then what we get in prog->Parameters looks like:
191 *
192 * 0: Name=color.f, Type=6, DataType=1406, Size=1
193 * 1: Name=color.v, Type=6, DataType=8b52, Size=4
194 *
195 * So the name doesn't match up and _mesa_lookup_parameter_index()
196 * fails. In this case just find the first matching "color.*"..
197 *
198 * Note for arrays you could end up w/ color[n].f, for example.
199 *
200 * glsl_to_tgsi works slightly differently in this regard. It is
201 * emitting something more low level, so it just translates the
202 * params list 1:1 to CONST[] regs. Going from GLSL IR to TGSI,
203 * it just calculates the additional offset of struct field members
204 * in glsl_to_tgsi_visitor::visit(ir_dereference_record *ir) or
205 * glsl_to_tgsi_visitor::visit(ir_dereference_array *ir). It never
206 * needs to work backwards to get base var loc from the param-list
207 * which already has them separated out.
208 */
209 if (loc < 0) {
210 int namelen = strlen(name);
211 for (unsigned i = 0; i < params->NumParameters; i++) {
212 struct gl_program_parameter *p = &params->Parameters[i];
213 if ((strncmp(p->Name, name, namelen) == 0) &&
214 ((p->Name[namelen] == '.') || (p->Name[namelen] == '['))) {
215 loc = i;
216 break;
217 }
218 }
219 }
220
221 return loc;
222 }
223
224 static void
225 st_nir_assign_uniform_locations(struct gl_program *prog,
226 struct gl_shader_program *shader_program,
227 struct exec_list *uniform_list, unsigned *size)
228 {
229 int max = 0;
230 int shaderidx = 0;
231 int imageidx = 0;
232
233 nir_foreach_variable(uniform, uniform_list) {
234 int loc;
235
236 /*
237 * UBO's have their own address spaces, so don't count them towards the
238 * number of global uniforms
239 */
240 if ((uniform->data.mode == nir_var_uniform || uniform->data.mode == nir_var_shader_storage) &&
241 uniform->interface_type != NULL)
242 continue;
243
244 if (uniform->type->is_sampler() || uniform->type->is_image()) {
245 if (uniform->type->is_sampler())
246 loc = shaderidx++;
247 else
248 loc = imageidx++;
249 } else if (strncmp(uniform->name, "gl_", 3) == 0) {
250 const gl_state_index *const stateTokens = (gl_state_index *)uniform->state_slots[0].tokens;
251 /* This state reference has already been setup by ir_to_mesa, but we'll
252 * get the same index back here.
253 */
254 loc = _mesa_add_state_reference(prog->Parameters, stateTokens);
255 } else {
256 loc = st_nir_lookup_parameter_index(prog->Parameters, uniform->name);
257 }
258
259 uniform->data.driver_location = loc;
260
261 max = MAX2(max, loc + type_size(uniform->type));
262 }
263 *size = max;
264 }
265
266 static void
267 st_nir_opts(nir_shader *nir)
268 {
269 bool progress;
270 do {
271 progress = false;
272
273 NIR_PASS_V(nir, nir_lower_vars_to_ssa);
274 NIR_PASS_V(nir, nir_lower_alu_to_scalar);
275 NIR_PASS_V(nir, nir_lower_phis_to_scalar);
276
277 NIR_PASS_V(nir, nir_lower_64bit_pack);
278 NIR_PASS(progress, nir, nir_copy_prop);
279 NIR_PASS(progress, nir, nir_opt_remove_phis);
280 NIR_PASS(progress, nir, nir_opt_dce);
281 if (nir_opt_trivial_continues(nir)) {
282 progress = true;
283 NIR_PASS(progress, nir, nir_copy_prop);
284 NIR_PASS(progress, nir, nir_opt_dce);
285 }
286 NIR_PASS(progress, nir, nir_opt_if);
287 NIR_PASS(progress, nir, nir_opt_dead_cf);
288 NIR_PASS(progress, nir, nir_opt_cse);
289 NIR_PASS(progress, nir, nir_opt_peephole_select, 8);
290
291 NIR_PASS(progress, nir, nir_opt_algebraic);
292 NIR_PASS(progress, nir, nir_opt_constant_folding);
293
294 NIR_PASS(progress, nir, nir_opt_undef);
295 NIR_PASS(progress, nir, nir_opt_conditional_discard);
296 if (nir->options->max_unroll_iterations) {
297 NIR_PASS(progress, nir, nir_opt_loop_unroll, (nir_variable_mode)0);
298 }
299 } while (progress);
300 }
301
302 /* First third of converting glsl_to_nir.. this leaves things in a pre-
303 * nir_lower_io state, so that shader variants can more easily insert/
304 * replace variables, etc.
305 */
306 static nir_shader *
307 st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
308 struct gl_shader_program *shader_program,
309 gl_shader_stage stage)
310 {
311 const nir_shader_compiler_options *options =
312 st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions;
313 assert(options);
314
315 if (prog->nir)
316 return prog->nir;
317
318 nir_shader *nir = glsl_to_nir(shader_program, stage, options);
319
320 nir_variable_mode mask =
321 (nir_variable_mode) (nir_var_shader_in | nir_var_shader_out);
322 nir_remove_dead_variables(nir, mask);
323
324 if (options->lower_all_io_to_temps ||
325 nir->info.stage == MESA_SHADER_VERTEX ||
326 nir->info.stage == MESA_SHADER_GEOMETRY) {
327 NIR_PASS_V(nir, nir_lower_io_to_temporaries,
328 nir_shader_get_entrypoint(nir),
329 true, true);
330 } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
331 NIR_PASS_V(nir, nir_lower_io_to_temporaries,
332 nir_shader_get_entrypoint(nir),
333 true, false);
334 }
335
336 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
337 NIR_PASS_V(nir, nir_split_var_copies);
338 NIR_PASS_V(nir, nir_lower_var_copies);
339
340 st_nir_opts(nir);
341
342 return nir;
343 }
344
345 /* Second third of converting glsl_to_nir. This creates uniforms, gathers
346 * info on varyings, etc after NIR link time opts have been applied.
347 */
348 static void
349 st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
350 struct gl_shader_program *shader_program)
351 {
352 nir_shader *nir = prog->nir;
353
354 /* Make a pass over the IR to add state references for any built-in
355 * uniforms that are used. This has to be done now (during linking).
356 * Code generation doesn't happen until the first time this shader is
357 * used for rendering. Waiting until then to generate the parameters is
358 * too late. At that point, the values for the built-in uniforms won't
359 * get sent to the shader.
360 */
361 nir_foreach_variable(var, &nir->uniforms) {
362 if (strncmp(var->name, "gl_", 3) == 0) {
363 const nir_state_slot *const slots = var->state_slots;
364 assert(var->state_slots != NULL);
365
366 for (unsigned int i = 0; i < var->num_state_slots; i++) {
367 _mesa_add_state_reference(prog->Parameters,
368 (gl_state_index *)slots[i].tokens);
369 }
370 }
371 }
372
373 /* Avoid reallocation of the program parameter list, because the uniform
374 * storage is only associated with the original parameter list.
375 * This should be enough for Bitmap and DrawPixels constants.
376 */
377 _mesa_reserve_parameter_storage(prog->Parameters, 8);
378
379 /* This has to be done last. Any operation the can cause
380 * prog->ParameterValues to get reallocated (e.g., anything that adds a
381 * program constant) has to happen before creating this linkage.
382 */
383 _mesa_associate_uniform_storage(st->ctx, shader_program, prog, true);
384
385 st_set_prog_affected_state_flags(prog);
386
387 NIR_PASS_V(nir, st_nir_lower_builtin);
388 NIR_PASS_V(nir, nir_lower_atomics, shader_program);
389
390 if (st->ctx->_Shader->Flags & GLSL_DUMP) {
391 _mesa_log("\n");
392 _mesa_log("NIR IR for linked %s program %d:\n",
393 _mesa_shader_stage_to_string(prog->info.stage),
394 shader_program->Name);
395 nir_print_shader(nir, _mesa_get_log_file());
396 _mesa_log("\n\n");
397 }
398 }
399
400 /* TODO any better helper somewhere to sort a list? */
401
402 static void
403 insert_sorted(struct exec_list *var_list, nir_variable *new_var)
404 {
405 nir_foreach_variable(var, var_list) {
406 if (var->data.location > new_var->data.location) {
407 exec_node_insert_node_before(&var->node, &new_var->node);
408 return;
409 }
410 }
411 exec_list_push_tail(var_list, &new_var->node);
412 }
413
414 static void
415 sort_varyings(struct exec_list *var_list)
416 {
417 struct exec_list new_list;
418 exec_list_make_empty(&new_list);
419 nir_foreach_variable_safe(var, var_list) {
420 exec_node_remove(&var->node);
421 insert_sorted(&new_list, var);
422 }
423 exec_list_move_nodes_to(&new_list, var_list);
424 }
425
426 static void
427 set_st_program(struct gl_program *prog,
428 struct gl_shader_program *shader_program,
429 nir_shader *nir)
430 {
431 struct st_vertex_program *stvp;
432 struct st_common_program *stp;
433 struct st_fragment_program *stfp;
434 struct st_compute_program *stcp;
435
436 switch (prog->info.stage) {
437 case MESA_SHADER_VERTEX:
438 stvp = (struct st_vertex_program *)prog;
439 stvp->shader_program = shader_program;
440 stvp->tgsi.type = PIPE_SHADER_IR_NIR;
441 stvp->tgsi.ir.nir = nir;
442 break;
443 case MESA_SHADER_GEOMETRY:
444 case MESA_SHADER_TESS_CTRL:
445 case MESA_SHADER_TESS_EVAL:
446 stp = (struct st_common_program *)prog;
447 stp->shader_program = shader_program;
448 stp->tgsi.type = PIPE_SHADER_IR_NIR;
449 stp->tgsi.ir.nir = nir;
450 break;
451 case MESA_SHADER_FRAGMENT:
452 stfp = (struct st_fragment_program *)prog;
453 stfp->shader_program = shader_program;
454 stfp->tgsi.type = PIPE_SHADER_IR_NIR;
455 stfp->tgsi.ir.nir = nir;
456 break;
457 case MESA_SHADER_COMPUTE:
458 stcp = (struct st_compute_program *)prog;
459 stcp->shader_program = shader_program;
460 stcp->tgsi.ir_type = PIPE_SHADER_IR_NIR;
461 stcp->tgsi.prog = nir;
462 break;
463 default:
464 unreachable("unknown shader stage");
465 }
466 }
467
468 static void
469 st_nir_get_mesa_program(struct gl_context *ctx,
470 struct gl_shader_program *shader_program,
471 struct gl_linked_shader *shader)
472 {
473 struct st_context *st = st_context(ctx);
474 const nir_shader_compiler_options *options =
475 ctx->Const.ShaderCompilerOptions[shader->Program->info.stage].NirOptions;
476 struct gl_program *prog;
477
478 validate_ir_tree(shader->ir);
479
480 prog = shader->Program;
481
482 prog->Parameters = _mesa_new_parameter_list();
483
484 _mesa_copy_linked_program_data(shader_program, shader);
485 _mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader,
486 prog->Parameters);
487
488 if (ctx->_Shader->Flags & GLSL_DUMP) {
489 _mesa_log("\n");
490 _mesa_log("GLSL IR for linked %s program %d:\n",
491 _mesa_shader_stage_to_string(shader->Stage),
492 shader_program->Name);
493 _mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
494 _mesa_log("\n\n");
495 }
496
497 prog->ExternalSamplersUsed = gl_external_samplers(prog);
498 _mesa_update_shader_textures_used(shader_program, prog);
499
500 nir_shader *nir = st_glsl_to_nir(st, prog, shader_program, shader->Stage);
501
502 set_st_program(prog, shader_program, nir);
503 prog->nir = nir;
504 }
505
506 static void
507 st_nir_link_shaders(nir_shader **producer, nir_shader **consumer)
508 {
509 nir_lower_io_arrays_to_elements(*producer, *consumer);
510
511 NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out);
512 NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in);
513
514 if (nir_remove_unused_varyings(*producer, *consumer)) {
515 NIR_PASS_V(*producer, nir_lower_global_vars_to_local);
516 NIR_PASS_V(*consumer, nir_lower_global_vars_to_local);
517
518 /* The backend might not be able to handle indirects on
519 * temporaries so we need to lower indirects on any of the
520 * varyings we have demoted here.
521 *
522 * TODO: radeonsi shouldn't need to do this, however LLVM isn't
523 * currently smart enough to handle indirects without causing excess
524 * spilling causing the gpu to hang.
525 *
526 * See the following thread for more details of the problem:
527 * https://lists.freedesktop.org/archives/mesa-dev/2017-July/162106.html
528 */
529 nir_variable_mode indirect_mask = nir_var_local;
530
531 NIR_PASS_V(*producer, nir_lower_indirect_derefs, indirect_mask);
532 NIR_PASS_V(*consumer, nir_lower_indirect_derefs, indirect_mask);
533
534 st_nir_opts(*producer);
535 st_nir_opts(*consumer);
536 }
537 }
538
539 extern "C" {
540
541 bool
542 st_link_nir(struct gl_context *ctx,
543 struct gl_shader_program *shader_program)
544 {
545 struct st_context *st = st_context(ctx);
546
547 /* Determine first and last stage. */
548 unsigned first = MESA_SHADER_STAGES;
549 unsigned last = 0;
550 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
551 if (!shader_program->_LinkedShaders[i])
552 continue;
553 if (first == MESA_SHADER_STAGES)
554 first = i;
555 last = i;
556 }
557
558 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
559 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
560 if (shader == NULL)
561 continue;
562
563 st_nir_get_mesa_program(ctx, shader_program, shader);
564
565 nir_variable_mode mask = (nir_variable_mode) 0;
566 if (i != first)
567 mask = (nir_variable_mode)(mask | nir_var_shader_in);
568
569 if (i != last)
570 mask = (nir_variable_mode)(mask | nir_var_shader_out);
571
572 nir_shader *nir = shader->Program->nir;
573 nir_lower_io_to_scalar_early(nir, mask);
574 st_nir_opts(nir);
575 }
576
577 /* Linking the stages in the opposite order (from fragment to vertex)
578 * ensures that inter-shader outputs written to in an earlier stage
579 * are eliminated if they are (transitively) not used in a later
580 * stage.
581 */
582 int next = last;
583 for (int i = next - 1; i >= 0; i--) {
584 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
585 if (shader == NULL)
586 continue;
587
588 st_nir_link_shaders(&shader->Program->nir,
589 &shader_program->_LinkedShaders[next]->Program->nir);
590 next = i;
591 }
592
593 int prev = -1;
594 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
595 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
596 if (shader == NULL)
597 continue;
598
599 nir_shader *nir = shader->Program->nir;
600
601 /* fragment shaders may need : */
602 if (nir->info.stage == MESA_SHADER_FRAGMENT) {
603 static const gl_state_index wposTransformState[STATE_LENGTH] = {
604 STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM
605 };
606 nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
607 struct pipe_screen *pscreen = st->pipe->screen;
608
609 memcpy(wpos_options.state_tokens, wposTransformState,
610 sizeof(wpos_options.state_tokens));
611 wpos_options.fs_coord_origin_upper_left =
612 pscreen->get_param(pscreen,
613 PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT);
614 wpos_options.fs_coord_origin_lower_left =
615 pscreen->get_param(pscreen,
616 PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT);
617 wpos_options.fs_coord_pixel_center_integer =
618 pscreen->get_param(pscreen,
619 PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
620 wpos_options.fs_coord_pixel_center_half_integer =
621 pscreen->get_param(pscreen,
622 PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
623
624 if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
625 nir_validate_shader(nir);
626 _mesa_add_state_reference(shader->Program->Parameters,
627 wposTransformState);
628 }
629 }
630
631 NIR_PASS_V(nir, nir_lower_system_values);
632
633 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
634 shader->Program->info = nir->info;
635
636 if (prev != -1) {
637 nir_compact_varyings(shader_program->_LinkedShaders[prev]->Program->nir,
638 nir, ctx->API != API_OPENGL_COMPAT);
639 }
640 prev = i;
641 }
642
643 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
644 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
645 if (shader == NULL)
646 continue;
647
648 st_glsl_to_nir_post_opts(st, shader->Program, shader_program);
649
650 assert(shader->Program);
651 if (!ctx->Driver.ProgramStringNotify(ctx,
652 _mesa_shader_stage_to_program(i),
653 shader->Program)) {
654 _mesa_reference_program(ctx, &shader->Program, NULL);
655 return false;
656 }
657 }
658
659 return true;
660 }
661
662 /* Last third of preparing nir from glsl, which happens after shader
663 * variant lowering.
664 */
665 void
666 st_finalize_nir(struct st_context *st, struct gl_program *prog,
667 struct gl_shader_program *shader_program, nir_shader *nir)
668 {
669 struct pipe_screen *screen = st->pipe->screen;
670 const nir_shader_compiler_options *options =
671 st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions;
672
673 NIR_PASS_V(nir, nir_split_var_copies);
674 NIR_PASS_V(nir, nir_lower_var_copies);
675 if (options->lower_all_io_to_temps ||
676 nir->info.stage == MESA_SHADER_VERTEX ||
677 nir->info.stage == MESA_SHADER_GEOMETRY) {
678 NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
679 } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
680 NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, true);
681 }
682
683 if (nir->info.stage == MESA_SHADER_VERTEX) {
684 /* Needs special handling so drvloc matches the vbo state: */
685 st_nir_assign_vs_in_locations(prog, nir);
686 /* Re-lower global vars, to deal with any dead VS inputs. */
687 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
688
689 sort_varyings(&nir->outputs);
690 st_nir_assign_var_locations(&nir->outputs,
691 &nir->num_outputs,
692 nir->info.stage);
693 st_nir_fixup_varying_slots(st, &nir->outputs);
694 } else if (nir->info.stage == MESA_SHADER_GEOMETRY ||
695 nir->info.stage == MESA_SHADER_TESS_CTRL ||
696 nir->info.stage == MESA_SHADER_TESS_EVAL) {
697 sort_varyings(&nir->inputs);
698 st_nir_assign_var_locations(&nir->inputs,
699 &nir->num_inputs,
700 nir->info.stage);
701 st_nir_fixup_varying_slots(st, &nir->inputs);
702
703 sort_varyings(&nir->outputs);
704 st_nir_assign_var_locations(&nir->outputs,
705 &nir->num_outputs,
706 nir->info.stage);
707 st_nir_fixup_varying_slots(st, &nir->outputs);
708 } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
709 sort_varyings(&nir->inputs);
710 st_nir_assign_var_locations(&nir->inputs,
711 &nir->num_inputs,
712 nir->info.stage);
713 st_nir_fixup_varying_slots(st, &nir->inputs);
714 st_nir_assign_var_locations(&nir->outputs,
715 &nir->num_outputs,
716 nir->info.stage);
717 } else if (nir->info.stage == MESA_SHADER_COMPUTE) {
718 /* TODO? */
719 } else {
720 unreachable("invalid shader type for tgsi bypass\n");
721 }
722
723 NIR_PASS_V(nir, nir_lower_atomics_to_ssbo,
724 st->ctx->Const.Program[nir->info.stage].MaxAtomicBuffers);
725
726 st_nir_assign_uniform_locations(prog, shader_program,
727 &nir->uniforms, &nir->num_uniforms);
728
729 if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
730 NIR_PASS_V(nir, nir_lower_samplers_as_deref, shader_program);
731 else
732 NIR_PASS_V(nir, nir_lower_samplers, shader_program);
733 }
734
735 } /* extern "C" */