nir: Add an ALU lowering pass for mul_high.
[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_glsl_types.h"
41 #include "st_program.h"
42
43 #include "compiler/nir/nir.h"
44 #include "compiler/glsl_types.h"
45 #include "compiler/glsl/glsl_to_nir.h"
46 #include "compiler/glsl/gl_nir.h"
47 #include "compiler/glsl/ir.h"
48 #include "compiler/glsl/string_to_uint_map.h"
49
50
51 static int
52 type_size(const struct glsl_type *type)
53 {
54 return type->count_attribute_slots(false);
55 }
56
57 /* Depending on PIPE_CAP_TGSI_TEXCOORD (st->needs_texcoord_semantic) we
58 * may need to fix up varying slots so the glsl->nir path is aligned
59 * with the anything->tgsi->nir path.
60 */
61 static void
62 st_nir_fixup_varying_slots(struct st_context *st, struct exec_list *var_list)
63 {
64 if (st->needs_texcoord_semantic)
65 return;
66
67 nir_foreach_variable(var, var_list) {
68 if (var->data.location >= VARYING_SLOT_VAR0) {
69 var->data.location += 9;
70 } else if ((var->data.location >= VARYING_SLOT_TEX0) &&
71 (var->data.location <= VARYING_SLOT_TEX7)) {
72 var->data.location += VARYING_SLOT_VAR0 - VARYING_SLOT_TEX0;
73 }
74 }
75 }
76
77 /* input location assignment for VS inputs must be handled specially, so
78 * that it is aligned w/ st's vbo state.
79 * (This isn't the case with, for ex, FS inputs, which only need to agree
80 * on varying-slot w/ the VS outputs)
81 */
82 static void
83 st_nir_assign_vs_in_locations(struct gl_program *prog, nir_shader *nir)
84 {
85 unsigned attr, num_inputs = 0;
86 unsigned input_to_index[VERT_ATTRIB_MAX] = {0};
87
88 /* TODO de-duplicate w/ similar code in st_translate_vertex_program()? */
89 for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
90 if ((prog->info.inputs_read & BITFIELD64_BIT(attr)) != 0) {
91 input_to_index[attr] = num_inputs;
92 num_inputs++;
93 if ((prog->info.vs.double_inputs_read & BITFIELD64_BIT(attr)) != 0) {
94 /* add placeholder for second part of a double attribute */
95 num_inputs++;
96 }
97 } else {
98 input_to_index[attr] = ~0;
99 }
100 }
101
102 /* bit of a hack, mirroring st_translate_vertex_program */
103 input_to_index[VERT_ATTRIB_EDGEFLAG] = num_inputs;
104
105 nir->num_inputs = 0;
106 nir_foreach_variable_safe(var, &nir->inputs) {
107 attr = var->data.location;
108 assert(attr < ARRAY_SIZE(input_to_index));
109
110 if (input_to_index[attr] != ~0u) {
111 var->data.driver_location = input_to_index[attr];
112 nir->num_inputs++;
113 } else {
114 /* Move unused input variables to the globals list (with no
115 * initialization), to avoid confusing drivers looking through the
116 * inputs array and expecting to find inputs with a driver_location
117 * set.
118 */
119 exec_node_remove(&var->node);
120 var->data.mode = nir_var_global;
121 exec_list_push_tail(&nir->globals, &var->node);
122 }
123 }
124 }
125
126 static void
127 st_nir_assign_var_locations(struct exec_list *var_list, unsigned *size,
128 gl_shader_stage stage)
129 {
130 unsigned location = 0;
131 unsigned assigned_locations[VARYING_SLOT_TESS_MAX];
132 uint64_t processed_locs[2] = {0};
133
134 const int base = stage == MESA_SHADER_FRAGMENT ?
135 (int) FRAG_RESULT_DATA0 : (int) VARYING_SLOT_VAR0;
136
137 int UNUSED last_loc = 0;
138 nir_foreach_variable(var, var_list) {
139
140 const struct glsl_type *type = var->type;
141 if (nir_is_per_vertex_io(var, stage)) {
142 assert(glsl_type_is_array(type));
143 type = glsl_get_array_element(type);
144 }
145
146 unsigned var_size = type_size(type);
147
148 /* Builtins don't allow component packing so we only need to worry about
149 * user defined varyings sharing the same location.
150 */
151 bool processed = false;
152 if (var->data.location >= base) {
153 unsigned glsl_location = var->data.location - base;
154
155 for (unsigned i = 0; i < var_size; i++) {
156 if (processed_locs[var->data.index] &
157 ((uint64_t)1 << (glsl_location + i)))
158 processed = true;
159 else
160 processed_locs[var->data.index] |=
161 ((uint64_t)1 << (glsl_location + i));
162 }
163 }
164
165 /* Because component packing allows varyings to share the same location
166 * we may have already have processed this location.
167 */
168 if (processed) {
169 unsigned driver_location = assigned_locations[var->data.location];
170 var->data.driver_location = driver_location;
171 *size += type_size(type);
172
173 /* An array may be packed such that is crosses multiple other arrays
174 * or variables, we need to make sure we have allocated the elements
175 * consecutively if the previously proccessed var was shorter than
176 * the current array we are processing.
177 *
178 * NOTE: The code below assumes the var list is ordered in ascending
179 * location order.
180 */
181 assert(last_loc <= var->data.location);
182 last_loc = var->data.location;
183 unsigned last_slot_location = driver_location + var_size;
184 if (last_slot_location > location) {
185 unsigned num_unallocated_slots = last_slot_location - location;
186 unsigned first_unallocated_slot = var_size - num_unallocated_slots;
187 for (unsigned i = first_unallocated_slot; i < num_unallocated_slots; i++) {
188 assigned_locations[var->data.location + i] = location;
189 location++;
190 }
191 }
192 continue;
193 }
194
195 for (unsigned i = 0; i < var_size; i++) {
196 assigned_locations[var->data.location + i] = location + i;
197 }
198
199 var->data.driver_location = location;
200 location += var_size;
201 }
202
203 *size += location;
204 }
205
206 static int
207 st_nir_lookup_parameter_index(const struct gl_program_parameter_list *params,
208 const char *name)
209 {
210 int loc = _mesa_lookup_parameter_index(params, name);
211
212 /* is there a better way to do this? If we have something like:
213 *
214 * struct S {
215 * float f;
216 * vec4 v;
217 * };
218 * uniform S color;
219 *
220 * Then what we get in prog->Parameters looks like:
221 *
222 * 0: Name=color.f, Type=6, DataType=1406, Size=1
223 * 1: Name=color.v, Type=6, DataType=8b52, Size=4
224 *
225 * So the name doesn't match up and _mesa_lookup_parameter_index()
226 * fails. In this case just find the first matching "color.*"..
227 *
228 * Note for arrays you could end up w/ color[n].f, for example.
229 *
230 * glsl_to_tgsi works slightly differently in this regard. It is
231 * emitting something more low level, so it just translates the
232 * params list 1:1 to CONST[] regs. Going from GLSL IR to TGSI,
233 * it just calculates the additional offset of struct field members
234 * in glsl_to_tgsi_visitor::visit(ir_dereference_record *ir) or
235 * glsl_to_tgsi_visitor::visit(ir_dereference_array *ir). It never
236 * needs to work backwards to get base var loc from the param-list
237 * which already has them separated out.
238 */
239 if (loc < 0) {
240 int namelen = strlen(name);
241 for (unsigned i = 0; i < params->NumParameters; i++) {
242 struct gl_program_parameter *p = &params->Parameters[i];
243 if ((strncmp(p->Name, name, namelen) == 0) &&
244 ((p->Name[namelen] == '.') || (p->Name[namelen] == '['))) {
245 loc = i;
246 break;
247 }
248 }
249 }
250
251 return loc;
252 }
253
254 static void
255 st_nir_assign_uniform_locations(struct gl_context *ctx,
256 struct gl_program *prog,
257 struct gl_shader_program *shader_program,
258 struct exec_list *uniform_list, unsigned *size)
259 {
260 int max = 0;
261 int shaderidx = 0;
262 int imageidx = 0;
263
264 nir_foreach_variable(uniform, uniform_list) {
265 int loc;
266
267 /*
268 * UBO's have their own address spaces, so don't count them towards the
269 * number of global uniforms
270 */
271 if ((uniform->data.mode == nir_var_uniform || uniform->data.mode == nir_var_shader_storage) &&
272 uniform->interface_type != NULL)
273 continue;
274
275 if (!uniform->data.bindless &&
276 (uniform->type->is_sampler() || uniform->type->is_image())) {
277 if (uniform->type->is_sampler())
278 loc = shaderidx++;
279 else
280 loc = imageidx++;
281 } else if (strncmp(uniform->name, "gl_", 3) == 0) {
282 const gl_state_index16 *const stateTokens = uniform->state_slots[0].tokens;
283 /* This state reference has already been setup by ir_to_mesa, but we'll
284 * get the same index back here.
285 */
286
287 unsigned comps;
288 const struct glsl_type *type = glsl_without_array(uniform->type);
289 if (glsl_type_is_struct(type)) {
290 comps = 4;
291 } else {
292 comps = glsl_get_vector_elements(type);
293 }
294
295 if (ctx->Const.PackedDriverUniformStorage) {
296 loc = _mesa_add_sized_state_reference(prog->Parameters,
297 stateTokens, comps, false);
298 loc = prog->Parameters->ParameterValueOffset[loc];
299 } else {
300 loc = _mesa_add_state_reference(prog->Parameters, stateTokens);
301 }
302 } else {
303 loc = st_nir_lookup_parameter_index(prog->Parameters, uniform->name);
304
305 if (ctx->Const.PackedDriverUniformStorage) {
306 loc = prog->Parameters->ParameterValueOffset[loc];
307 }
308 }
309
310 uniform->data.driver_location = loc;
311
312 max = MAX2(max, loc + type_size(uniform->type));
313 }
314 *size = max;
315 }
316
317 void
318 st_nir_opts(nir_shader *nir)
319 {
320 bool progress;
321 do {
322 progress = false;
323
324 NIR_PASS_V(nir, nir_lower_vars_to_ssa);
325 NIR_PASS_V(nir, nir_lower_alu_to_scalar);
326 NIR_PASS_V(nir, nir_lower_phis_to_scalar);
327
328 NIR_PASS_V(nir, nir_lower_alu);
329 NIR_PASS_V(nir, nir_lower_pack);
330 NIR_PASS(progress, nir, nir_copy_prop);
331 NIR_PASS(progress, nir, nir_opt_remove_phis);
332 NIR_PASS(progress, nir, nir_opt_dce);
333 if (nir_opt_trivial_continues(nir)) {
334 progress = true;
335 NIR_PASS(progress, nir, nir_copy_prop);
336 NIR_PASS(progress, nir, nir_opt_dce);
337 }
338 NIR_PASS(progress, nir, nir_opt_if);
339 NIR_PASS(progress, nir, nir_opt_dead_cf);
340 NIR_PASS(progress, nir, nir_opt_cse);
341 NIR_PASS(progress, nir, nir_opt_peephole_select, 8);
342
343 NIR_PASS(progress, nir, nir_opt_algebraic);
344 NIR_PASS(progress, nir, nir_opt_constant_folding);
345
346 NIR_PASS(progress, nir, nir_opt_undef);
347 NIR_PASS(progress, nir, nir_opt_conditional_discard);
348 if (nir->options->max_unroll_iterations) {
349 NIR_PASS(progress, nir, nir_opt_loop_unroll, (nir_variable_mode)0);
350 }
351 } while (progress);
352 }
353
354 /* First third of converting glsl_to_nir.. this leaves things in a pre-
355 * nir_lower_io state, so that shader variants can more easily insert/
356 * replace variables, etc.
357 */
358 static nir_shader *
359 st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
360 struct gl_shader_program *shader_program,
361 gl_shader_stage stage)
362 {
363 const nir_shader_compiler_options *options =
364 st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions;
365 assert(options);
366
367 if (prog->nir)
368 return prog->nir;
369
370 nir_shader *nir = glsl_to_nir(shader_program, stage, options);
371
372 /* Set the next shader stage hint for VS and TES. */
373 if (!nir->info.separate_shader &&
374 (nir->info.stage == MESA_SHADER_VERTEX ||
375 nir->info.stage == MESA_SHADER_TESS_EVAL)) {
376
377 unsigned prev_stages = (1 << (prog->info.stage + 1)) - 1;
378 unsigned stages_mask =
379 ~prev_stages & shader_program->data->linked_stages;
380
381 nir->info.next_stage = stages_mask ?
382 (gl_shader_stage) ffs(stages_mask) : MESA_SHADER_FRAGMENT;
383 } else {
384 nir->info.next_stage = MESA_SHADER_FRAGMENT;
385 }
386
387 nir_variable_mode mask =
388 (nir_variable_mode) (nir_var_shader_in | nir_var_shader_out);
389 nir_remove_dead_variables(nir, mask);
390
391 if (options->lower_all_io_to_temps ||
392 nir->info.stage == MESA_SHADER_VERTEX ||
393 nir->info.stage == MESA_SHADER_GEOMETRY) {
394 NIR_PASS_V(nir, nir_lower_io_to_temporaries,
395 nir_shader_get_entrypoint(nir),
396 true, true);
397 } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
398 NIR_PASS_V(nir, nir_lower_io_to_temporaries,
399 nir_shader_get_entrypoint(nir),
400 true, false);
401 }
402
403 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
404 NIR_PASS_V(nir, nir_split_var_copies);
405 NIR_PASS_V(nir, nir_lower_var_copies);
406
407 st_nir_opts(nir);
408
409 return nir;
410 }
411
412 /* Second third of converting glsl_to_nir. This creates uniforms, gathers
413 * info on varyings, etc after NIR link time opts have been applied.
414 */
415 static void
416 st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
417 struct gl_shader_program *shader_program)
418 {
419 nir_shader *nir = prog->nir;
420
421 /* Make a pass over the IR to add state references for any built-in
422 * uniforms that are used. This has to be done now (during linking).
423 * Code generation doesn't happen until the first time this shader is
424 * used for rendering. Waiting until then to generate the parameters is
425 * too late. At that point, the values for the built-in uniforms won't
426 * get sent to the shader.
427 */
428 nir_foreach_variable(var, &nir->uniforms) {
429 if (strncmp(var->name, "gl_", 3) == 0) {
430 const nir_state_slot *const slots = var->state_slots;
431 assert(var->state_slots != NULL);
432
433 const struct glsl_type *type = glsl_without_array(var->type);
434 for (unsigned int i = 0; i < var->num_state_slots; i++) {
435 unsigned comps;
436 if (glsl_type_is_struct(type)) {
437 /* Builtin struct require specical handling for now we just
438 * make all members vec4. See st_nir_lower_builtin.
439 */
440 comps = 4;
441 } else {
442 comps = glsl_get_vector_elements(type);
443 }
444
445 if (st->ctx->Const.PackedDriverUniformStorage) {
446 _mesa_add_sized_state_reference(prog->Parameters,
447 slots[i].tokens,
448 comps, false);
449 } else {
450 _mesa_add_state_reference(prog->Parameters,
451 slots[i].tokens);
452 }
453 }
454 }
455 }
456
457 /* Avoid reallocation of the program parameter list, because the uniform
458 * storage is only associated with the original parameter list.
459 * This should be enough for Bitmap and DrawPixels constants.
460 */
461 _mesa_reserve_parameter_storage(prog->Parameters, 8);
462
463 /* This has to be done last. Any operation the can cause
464 * prog->ParameterValues to get reallocated (e.g., anything that adds a
465 * program constant) has to happen before creating this linkage.
466 */
467 _mesa_associate_uniform_storage(st->ctx, shader_program, prog, true);
468
469 st_set_prog_affected_state_flags(prog);
470
471 NIR_PASS_V(nir, st_nir_lower_builtin);
472 NIR_PASS_V(nir, gl_nir_lower_atomics, shader_program, true);
473
474 if (st->ctx->_Shader->Flags & GLSL_DUMP) {
475 _mesa_log("\n");
476 _mesa_log("NIR IR for linked %s program %d:\n",
477 _mesa_shader_stage_to_string(prog->info.stage),
478 shader_program->Name);
479 nir_print_shader(nir, _mesa_get_log_file());
480 _mesa_log("\n\n");
481 }
482 }
483
484 /* TODO any better helper somewhere to sort a list? */
485
486 static void
487 insert_sorted(struct exec_list *var_list, nir_variable *new_var)
488 {
489 nir_foreach_variable(var, var_list) {
490 if (var->data.location > new_var->data.location) {
491 exec_node_insert_node_before(&var->node, &new_var->node);
492 return;
493 }
494 }
495 exec_list_push_tail(var_list, &new_var->node);
496 }
497
498 static void
499 sort_varyings(struct exec_list *var_list)
500 {
501 struct exec_list new_list;
502 exec_list_make_empty(&new_list);
503 nir_foreach_variable_safe(var, var_list) {
504 exec_node_remove(&var->node);
505 insert_sorted(&new_list, var);
506 }
507 exec_list_move_nodes_to(&new_list, var_list);
508 }
509
510 static void
511 set_st_program(struct gl_program *prog,
512 struct gl_shader_program *shader_program,
513 nir_shader *nir)
514 {
515 struct st_vertex_program *stvp;
516 struct st_common_program *stp;
517 struct st_fragment_program *stfp;
518 struct st_compute_program *stcp;
519
520 switch (prog->info.stage) {
521 case MESA_SHADER_VERTEX:
522 stvp = (struct st_vertex_program *)prog;
523 stvp->shader_program = shader_program;
524 stvp->tgsi.type = PIPE_SHADER_IR_NIR;
525 stvp->tgsi.ir.nir = nir;
526 break;
527 case MESA_SHADER_GEOMETRY:
528 case MESA_SHADER_TESS_CTRL:
529 case MESA_SHADER_TESS_EVAL:
530 stp = (struct st_common_program *)prog;
531 stp->shader_program = shader_program;
532 stp->tgsi.type = PIPE_SHADER_IR_NIR;
533 stp->tgsi.ir.nir = nir;
534 break;
535 case MESA_SHADER_FRAGMENT:
536 stfp = (struct st_fragment_program *)prog;
537 stfp->shader_program = shader_program;
538 stfp->tgsi.type = PIPE_SHADER_IR_NIR;
539 stfp->tgsi.ir.nir = nir;
540 break;
541 case MESA_SHADER_COMPUTE:
542 stcp = (struct st_compute_program *)prog;
543 stcp->shader_program = shader_program;
544 stcp->tgsi.ir_type = PIPE_SHADER_IR_NIR;
545 stcp->tgsi.prog = nir;
546 break;
547 default:
548 unreachable("unknown shader stage");
549 }
550 }
551
552 static void
553 st_nir_get_mesa_program(struct gl_context *ctx,
554 struct gl_shader_program *shader_program,
555 struct gl_linked_shader *shader)
556 {
557 struct st_context *st = st_context(ctx);
558 struct gl_program *prog;
559
560 validate_ir_tree(shader->ir);
561
562 prog = shader->Program;
563
564 prog->Parameters = _mesa_new_parameter_list();
565
566 _mesa_copy_linked_program_data(shader_program, shader);
567 _mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader,
568 prog->Parameters);
569
570 if (ctx->_Shader->Flags & GLSL_DUMP) {
571 _mesa_log("\n");
572 _mesa_log("GLSL IR for linked %s program %d:\n",
573 _mesa_shader_stage_to_string(shader->Stage),
574 shader_program->Name);
575 _mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
576 _mesa_log("\n\n");
577 }
578
579 prog->ExternalSamplersUsed = gl_external_samplers(prog);
580 _mesa_update_shader_textures_used(shader_program, prog);
581
582 nir_shader *nir = st_glsl_to_nir(st, prog, shader_program, shader->Stage);
583
584 set_st_program(prog, shader_program, nir);
585 prog->nir = nir;
586 }
587
588 static void
589 st_nir_link_shaders(nir_shader **producer, nir_shader **consumer)
590 {
591 nir_lower_io_arrays_to_elements(*producer, *consumer);
592
593 NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out);
594 NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in);
595
596 if (nir_remove_unused_varyings(*producer, *consumer)) {
597 NIR_PASS_V(*producer, nir_lower_global_vars_to_local);
598 NIR_PASS_V(*consumer, nir_lower_global_vars_to_local);
599
600 /* The backend might not be able to handle indirects on
601 * temporaries so we need to lower indirects on any of the
602 * varyings we have demoted here.
603 *
604 * TODO: radeonsi shouldn't need to do this, however LLVM isn't
605 * currently smart enough to handle indirects without causing excess
606 * spilling causing the gpu to hang.
607 *
608 * See the following thread for more details of the problem:
609 * https://lists.freedesktop.org/archives/mesa-dev/2017-July/162106.html
610 */
611 nir_variable_mode indirect_mask = nir_var_local;
612
613 NIR_PASS_V(*producer, nir_lower_indirect_derefs, indirect_mask);
614 NIR_PASS_V(*consumer, nir_lower_indirect_derefs, indirect_mask);
615
616 st_nir_opts(*producer);
617 st_nir_opts(*consumer);
618 }
619 }
620
621 extern "C" {
622
623 bool
624 st_link_nir(struct gl_context *ctx,
625 struct gl_shader_program *shader_program)
626 {
627 struct st_context *st = st_context(ctx);
628
629 /* Determine first and last stage. */
630 unsigned first = MESA_SHADER_STAGES;
631 unsigned last = 0;
632 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
633 if (!shader_program->_LinkedShaders[i])
634 continue;
635 if (first == MESA_SHADER_STAGES)
636 first = i;
637 last = i;
638 }
639
640 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
641 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
642 if (shader == NULL)
643 continue;
644
645 st_nir_get_mesa_program(ctx, shader_program, shader);
646
647 nir_variable_mode mask = (nir_variable_mode) 0;
648 if (i != first)
649 mask = (nir_variable_mode)(mask | nir_var_shader_in);
650
651 if (i != last)
652 mask = (nir_variable_mode)(mask | nir_var_shader_out);
653
654 nir_shader *nir = shader->Program->nir;
655 NIR_PASS_V(nir, nir_lower_io_to_scalar_early, mask);
656 st_nir_opts(nir);
657 }
658
659 /* Linking the stages in the opposite order (from fragment to vertex)
660 * ensures that inter-shader outputs written to in an earlier stage
661 * are eliminated if they are (transitively) not used in a later
662 * stage.
663 */
664 int next = last;
665 for (int i = next - 1; i >= 0; i--) {
666 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
667 if (shader == NULL)
668 continue;
669
670 st_nir_link_shaders(&shader->Program->nir,
671 &shader_program->_LinkedShaders[next]->Program->nir);
672 next = i;
673 }
674
675 int prev = -1;
676 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
677 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
678 if (shader == NULL)
679 continue;
680
681 nir_shader *nir = shader->Program->nir;
682
683 /* fragment shaders may need : */
684 if (nir->info.stage == MESA_SHADER_FRAGMENT) {
685 static const gl_state_index16 wposTransformState[STATE_LENGTH] = {
686 STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM
687 };
688 nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
689 struct pipe_screen *pscreen = st->pipe->screen;
690
691 memcpy(wpos_options.state_tokens, wposTransformState,
692 sizeof(wpos_options.state_tokens));
693 wpos_options.fs_coord_origin_upper_left =
694 pscreen->get_param(pscreen,
695 PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT);
696 wpos_options.fs_coord_origin_lower_left =
697 pscreen->get_param(pscreen,
698 PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT);
699 wpos_options.fs_coord_pixel_center_integer =
700 pscreen->get_param(pscreen,
701 PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
702 wpos_options.fs_coord_pixel_center_half_integer =
703 pscreen->get_param(pscreen,
704 PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
705
706 if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
707 nir_validate_shader(nir);
708 _mesa_add_state_reference(shader->Program->Parameters,
709 wposTransformState);
710 }
711 }
712
713 NIR_PASS_V(nir, nir_lower_system_values);
714
715 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
716 shader->Program->info = nir->info;
717
718 if (prev != -1) {
719 nir_compact_varyings(shader_program->_LinkedShaders[prev]->Program->nir,
720 nir, ctx->API != API_OPENGL_COMPAT);
721 }
722 prev = i;
723 }
724
725 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
726 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
727 if (shader == NULL)
728 continue;
729
730 st_glsl_to_nir_post_opts(st, shader->Program, shader_program);
731
732 assert(shader->Program);
733 if (!ctx->Driver.ProgramStringNotify(ctx,
734 _mesa_shader_stage_to_program(i),
735 shader->Program)) {
736 _mesa_reference_program(ctx, &shader->Program, NULL);
737 return false;
738 }
739 }
740
741 return true;
742 }
743
744 /* Last third of preparing nir from glsl, which happens after shader
745 * variant lowering.
746 */
747 void
748 st_finalize_nir(struct st_context *st, struct gl_program *prog,
749 struct gl_shader_program *shader_program, nir_shader *nir)
750 {
751 struct pipe_screen *screen = st->pipe->screen;
752 const nir_shader_compiler_options *options =
753 st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions;
754
755 NIR_PASS_V(nir, nir_split_var_copies);
756 NIR_PASS_V(nir, nir_lower_var_copies);
757 if (options->lower_all_io_to_temps ||
758 nir->info.stage == MESA_SHADER_VERTEX ||
759 nir->info.stage == MESA_SHADER_GEOMETRY) {
760 NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
761 } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
762 NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, true);
763 }
764
765 if (nir->info.stage == MESA_SHADER_VERTEX) {
766 /* Needs special handling so drvloc matches the vbo state: */
767 st_nir_assign_vs_in_locations(prog, nir);
768 /* Re-lower global vars, to deal with any dead VS inputs. */
769 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
770
771 sort_varyings(&nir->outputs);
772 st_nir_assign_var_locations(&nir->outputs,
773 &nir->num_outputs,
774 nir->info.stage);
775 st_nir_fixup_varying_slots(st, &nir->outputs);
776 } else if (nir->info.stage == MESA_SHADER_GEOMETRY ||
777 nir->info.stage == MESA_SHADER_TESS_CTRL ||
778 nir->info.stage == MESA_SHADER_TESS_EVAL) {
779 sort_varyings(&nir->inputs);
780 st_nir_assign_var_locations(&nir->inputs,
781 &nir->num_inputs,
782 nir->info.stage);
783 st_nir_fixup_varying_slots(st, &nir->inputs);
784
785 sort_varyings(&nir->outputs);
786 st_nir_assign_var_locations(&nir->outputs,
787 &nir->num_outputs,
788 nir->info.stage);
789 st_nir_fixup_varying_slots(st, &nir->outputs);
790 } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
791 sort_varyings(&nir->inputs);
792 st_nir_assign_var_locations(&nir->inputs,
793 &nir->num_inputs,
794 nir->info.stage);
795 st_nir_fixup_varying_slots(st, &nir->inputs);
796 st_nir_assign_var_locations(&nir->outputs,
797 &nir->num_outputs,
798 nir->info.stage);
799 } else if (nir->info.stage == MESA_SHADER_COMPUTE) {
800 /* TODO? */
801 } else {
802 unreachable("invalid shader type for tgsi bypass\n");
803 }
804
805 NIR_PASS_V(nir, nir_lower_atomics_to_ssbo,
806 st->ctx->Const.Program[nir->info.stage].MaxAtomicBuffers);
807
808 st_nir_assign_uniform_locations(st->ctx, prog, shader_program,
809 &nir->uniforms, &nir->num_uniforms);
810
811 if (st->ctx->Const.PackedDriverUniformStorage) {
812 NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, st_glsl_type_dword_size,
813 (nir_lower_io_options)0);
814 NIR_PASS_V(nir, st_nir_lower_uniforms_to_ubo);
815 }
816
817 if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
818 NIR_PASS_V(nir, gl_nir_lower_samplers_as_deref, shader_program);
819 else
820 NIR_PASS_V(nir, gl_nir_lower_samplers, shader_program);
821 }
822
823 } /* extern "C" */