st/glsl_to_nir: copy nir compiler options to context
[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_64bit_pack);
274 NIR_PASS(progress, nir, nir_copy_prop);
275 NIR_PASS(progress, nir, nir_opt_remove_phis);
276 NIR_PASS(progress, nir, nir_opt_dce);
277 if (nir_opt_trivial_continues(nir)) {
278 progress = true;
279 NIR_PASS(progress, nir, nir_copy_prop);
280 NIR_PASS(progress, nir, nir_opt_dce);
281 }
282 NIR_PASS(progress, nir, nir_opt_if);
283 NIR_PASS(progress, nir, nir_opt_dead_cf);
284 NIR_PASS(progress, nir, nir_opt_cse);
285 NIR_PASS(progress, nir, nir_opt_peephole_select, 8);
286
287 NIR_PASS(progress, nir, nir_opt_algebraic);
288 NIR_PASS(progress, nir, nir_opt_constant_folding);
289
290 NIR_PASS(progress, nir, nir_opt_undef);
291 NIR_PASS(progress, nir, nir_opt_conditional_discard);
292 if (nir->options->max_unroll_iterations) {
293 NIR_PASS(progress, nir, nir_opt_loop_unroll, (nir_variable_mode)0);
294 }
295 } while (progress);
296 }
297
298 /* First third of converting glsl_to_nir.. this leaves things in a pre-
299 * nir_lower_io state, so that shader variants can more easily insert/
300 * replace variables, etc.
301 */
302 static nir_shader *
303 st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
304 struct gl_shader_program *shader_program,
305 gl_shader_stage stage)
306 {
307 const nir_shader_compiler_options *options =
308 st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions;
309 assert(options);
310
311 if (prog->nir)
312 return prog->nir;
313
314 nir_shader *nir = glsl_to_nir(shader_program, stage, options);
315
316 nir_variable_mode mask =
317 (nir_variable_mode) (nir_var_shader_in | nir_var_shader_out);
318 nir_remove_dead_variables(nir, mask);
319
320 st_nir_opts(nir);
321
322 return nir;
323 }
324
325 /* Second third of converting glsl_to_nir. This creates uniforms, gathers
326 * info on varyings, etc after NIR link time opts have been applied.
327 */
328 static void
329 st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
330 struct gl_shader_program *shader_program)
331 {
332 nir_shader *nir = prog->nir;
333
334 /* Make a pass over the IR to add state references for any built-in
335 * uniforms that are used. This has to be done now (during linking).
336 * Code generation doesn't happen until the first time this shader is
337 * used for rendering. Waiting until then to generate the parameters is
338 * too late. At that point, the values for the built-in uniforms won't
339 * get sent to the shader.
340 */
341 nir_foreach_variable(var, &nir->uniforms) {
342 if (strncmp(var->name, "gl_", 3) == 0) {
343 const nir_state_slot *const slots = var->state_slots;
344 assert(var->state_slots != NULL);
345
346 for (unsigned int i = 0; i < var->num_state_slots; i++) {
347 _mesa_add_state_reference(prog->Parameters,
348 (gl_state_index *)slots[i].tokens);
349 }
350 }
351 }
352
353 /* Avoid reallocation of the program parameter list, because the uniform
354 * storage is only associated with the original parameter list.
355 * This should be enough for Bitmap and DrawPixels constants.
356 */
357 _mesa_reserve_parameter_storage(prog->Parameters, 8);
358
359 /* This has to be done last. Any operation the can cause
360 * prog->ParameterValues to get reallocated (e.g., anything that adds a
361 * program constant) has to happen before creating this linkage.
362 */
363 _mesa_associate_uniform_storage(st->ctx, shader_program, prog, true);
364
365 st_set_prog_affected_state_flags(prog);
366
367 NIR_PASS_V(nir, st_nir_lower_builtin);
368 NIR_PASS_V(nir, nir_lower_atomics, shader_program);
369
370 if (st->ctx->_Shader->Flags & GLSL_DUMP) {
371 _mesa_log("\n");
372 _mesa_log("NIR IR for linked %s program %d:\n",
373 _mesa_shader_stage_to_string(prog->info.stage),
374 shader_program->Name);
375 nir_print_shader(nir, _mesa_get_log_file());
376 _mesa_log("\n\n");
377 }
378 }
379
380 /* TODO any better helper somewhere to sort a list? */
381
382 static void
383 insert_sorted(struct exec_list *var_list, nir_variable *new_var)
384 {
385 nir_foreach_variable(var, var_list) {
386 if (var->data.location > new_var->data.location) {
387 exec_node_insert_node_before(&var->node, &new_var->node);
388 return;
389 }
390 }
391 exec_list_push_tail(var_list, &new_var->node);
392 }
393
394 static void
395 sort_varyings(struct exec_list *var_list)
396 {
397 struct exec_list new_list;
398 exec_list_make_empty(&new_list);
399 nir_foreach_variable_safe(var, var_list) {
400 exec_node_remove(&var->node);
401 insert_sorted(&new_list, var);
402 }
403 exec_list_move_nodes_to(&new_list, var_list);
404 }
405
406 static void
407 set_st_program(struct gl_program *prog,
408 struct gl_shader_program *shader_program,
409 nir_shader *nir)
410 {
411 struct st_vertex_program *stvp;
412 struct st_common_program *stp;
413 struct st_fragment_program *stfp;
414 struct st_compute_program *stcp;
415
416 switch (prog->info.stage) {
417 case MESA_SHADER_VERTEX:
418 stvp = (struct st_vertex_program *)prog;
419 stvp->shader_program = shader_program;
420 stvp->tgsi.type = PIPE_SHADER_IR_NIR;
421 stvp->tgsi.ir.nir = nir;
422 break;
423 case MESA_SHADER_GEOMETRY:
424 case MESA_SHADER_TESS_CTRL:
425 case MESA_SHADER_TESS_EVAL:
426 stp = (struct st_common_program *)prog;
427 stp->shader_program = shader_program;
428 stp->tgsi.type = PIPE_SHADER_IR_NIR;
429 stp->tgsi.ir.nir = nir;
430 break;
431 case MESA_SHADER_FRAGMENT:
432 stfp = (struct st_fragment_program *)prog;
433 stfp->shader_program = shader_program;
434 stfp->tgsi.type = PIPE_SHADER_IR_NIR;
435 stfp->tgsi.ir.nir = nir;
436 break;
437 case MESA_SHADER_COMPUTE:
438 stcp = (struct st_compute_program *)prog;
439 stcp->shader_program = shader_program;
440 stcp->tgsi.ir_type = PIPE_SHADER_IR_NIR;
441 stcp->tgsi.prog = nir;
442 break;
443 default:
444 unreachable("unknown shader stage");
445 }
446 }
447
448 static void
449 st_nir_get_mesa_program(struct gl_context *ctx,
450 struct gl_shader_program *shader_program,
451 struct gl_linked_shader *shader)
452 {
453 struct st_context *st = st_context(ctx);
454 struct gl_program *prog;
455
456 validate_ir_tree(shader->ir);
457
458 prog = shader->Program;
459
460 prog->Parameters = _mesa_new_parameter_list();
461
462 _mesa_copy_linked_program_data(shader_program, shader);
463 _mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader,
464 prog->Parameters);
465
466 if (ctx->_Shader->Flags & GLSL_DUMP) {
467 _mesa_log("\n");
468 _mesa_log("GLSL IR for linked %s program %d:\n",
469 _mesa_shader_stage_to_string(shader->Stage),
470 shader_program->Name);
471 _mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
472 _mesa_log("\n\n");
473 }
474
475 prog->ExternalSamplersUsed = gl_external_samplers(prog);
476 _mesa_update_shader_textures_used(shader_program, prog);
477
478 nir_shader *nir = st_glsl_to_nir(st, prog, shader_program, shader->Stage);
479
480 set_st_program(prog, shader_program, nir);
481 prog->nir = nir;
482
483 if (nir->info.stage != MESA_SHADER_TESS_CTRL &&
484 nir->info.stage != MESA_SHADER_TESS_EVAL) {
485 NIR_PASS_V(nir, nir_lower_io_to_temporaries,
486 nir_shader_get_entrypoint(nir),
487 true, true);
488 }
489 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
490 NIR_PASS_V(nir, nir_split_var_copies);
491 NIR_PASS_V(nir, nir_lower_var_copies);
492 }
493
494 static void
495 st_nir_link_shaders(nir_shader **producer, nir_shader **consumer)
496 {
497 nir_lower_io_arrays_to_elements(*producer, *consumer);
498
499 NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out);
500 NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in);
501
502 if (nir_remove_unused_varyings(*producer, *consumer)) {
503 NIR_PASS_V(*producer, nir_lower_global_vars_to_local);
504 NIR_PASS_V(*consumer, nir_lower_global_vars_to_local);
505
506 /* The backend might not be able to handle indirects on
507 * temporaries so we need to lower indirects on any of the
508 * varyings we have demoted here.
509 *
510 * TODO: radeonsi shouldn't need to do this, however LLVM isn't
511 * currently smart enough to handle indirects without causing excess
512 * spilling causing the gpu to hang.
513 *
514 * See the following thread for more details of the problem:
515 * https://lists.freedesktop.org/archives/mesa-dev/2017-July/162106.html
516 */
517 nir_variable_mode indirect_mask = nir_var_local;
518
519 NIR_PASS_V(*producer, nir_lower_indirect_derefs, indirect_mask);
520 NIR_PASS_V(*consumer, nir_lower_indirect_derefs, indirect_mask);
521
522 st_nir_opts(*producer);
523 st_nir_opts(*consumer);
524 }
525 }
526
527 extern "C" {
528
529 bool
530 st_link_nir(struct gl_context *ctx,
531 struct gl_shader_program *shader_program)
532 {
533 struct st_context *st = st_context(ctx);
534
535 /* Determine first and last stage. */
536 unsigned first = MESA_SHADER_STAGES;
537 unsigned last = 0;
538 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
539 if (!shader_program->_LinkedShaders[i])
540 continue;
541 if (first == MESA_SHADER_STAGES)
542 first = i;
543 last = i;
544 }
545
546 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
547 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
548 if (shader == NULL)
549 continue;
550
551 st_nir_get_mesa_program(ctx, shader_program, shader);
552
553 nir_variable_mode mask = (nir_variable_mode) 0;
554 if (i != first)
555 mask = (nir_variable_mode)(mask | nir_var_shader_in);
556
557 if (i != last)
558 mask = (nir_variable_mode)(mask | nir_var_shader_out);
559
560 nir_shader *nir = shader->Program->nir;
561 nir_lower_io_to_scalar_early(nir, mask);
562 st_nir_opts(nir);
563 }
564
565 /* Linking the stages in the opposite order (from fragment to vertex)
566 * ensures that inter-shader outputs written to in an earlier stage
567 * are eliminated if they are (transitively) not used in a later
568 * stage.
569 */
570 int next = last;
571 for (int i = next - 1; i >= 0; i--) {
572 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
573 if (shader == NULL)
574 continue;
575
576 st_nir_link_shaders(&shader->Program->nir,
577 &shader_program->_LinkedShaders[next]->Program->nir);
578 next = i;
579 }
580
581 int prev = -1;
582 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
583 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
584 if (shader == NULL)
585 continue;
586
587 nir_shader *nir = shader->Program->nir;
588
589 /* fragment shaders may need : */
590 if (nir->info.stage == MESA_SHADER_FRAGMENT) {
591 static const gl_state_index wposTransformState[STATE_LENGTH] = {
592 STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM
593 };
594 nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
595 struct pipe_screen *pscreen = st->pipe->screen;
596
597 memcpy(wpos_options.state_tokens, wposTransformState,
598 sizeof(wpos_options.state_tokens));
599 wpos_options.fs_coord_origin_upper_left =
600 pscreen->get_param(pscreen,
601 PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT);
602 wpos_options.fs_coord_origin_lower_left =
603 pscreen->get_param(pscreen,
604 PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT);
605 wpos_options.fs_coord_pixel_center_integer =
606 pscreen->get_param(pscreen,
607 PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
608 wpos_options.fs_coord_pixel_center_half_integer =
609 pscreen->get_param(pscreen,
610 PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
611
612 if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
613 nir_validate_shader(nir);
614 _mesa_add_state_reference(shader->Program->Parameters,
615 wposTransformState);
616 }
617 }
618
619 NIR_PASS_V(nir, nir_lower_system_values);
620
621 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
622 shader->Program->info = nir->info;
623
624 if (prev != -1) {
625 nir_compact_varyings(shader_program->_LinkedShaders[prev]->Program->nir,
626 nir, ctx->API != API_OPENGL_COMPAT);
627 }
628 prev = i;
629 }
630
631 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
632 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
633 if (shader == NULL)
634 continue;
635
636 st_glsl_to_nir_post_opts(st, shader->Program, shader_program);
637
638 assert(shader->Program);
639 if (!ctx->Driver.ProgramStringNotify(ctx,
640 _mesa_shader_stage_to_program(i),
641 shader->Program)) {
642 _mesa_reference_program(ctx, &shader->Program, NULL);
643 return false;
644 }
645 }
646
647 return true;
648 }
649
650 /* Last third of preparing nir from glsl, which happens after shader
651 * variant lowering.
652 */
653 void
654 st_finalize_nir(struct st_context *st, struct gl_program *prog,
655 struct gl_shader_program *shader_program, nir_shader *nir)
656 {
657 struct pipe_screen *screen = st->pipe->screen;
658
659 NIR_PASS_V(nir, nir_split_var_copies);
660 NIR_PASS_V(nir, nir_lower_var_copies);
661 if (nir->info.stage != MESA_SHADER_TESS_CTRL &&
662 nir->info.stage != MESA_SHADER_TESS_EVAL)
663 NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects);
664
665 if (nir->info.stage == MESA_SHADER_VERTEX) {
666 /* Needs special handling so drvloc matches the vbo state: */
667 st_nir_assign_vs_in_locations(prog, nir);
668 /* Re-lower global vars, to deal with any dead VS inputs. */
669 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
670
671 sort_varyings(&nir->outputs);
672 st_nir_assign_var_locations(&nir->outputs,
673 &nir->num_outputs,
674 nir->info.stage);
675 st_nir_fixup_varying_slots(st, &nir->outputs);
676 } else if (nir->info.stage == MESA_SHADER_GEOMETRY ||
677 nir->info.stage == MESA_SHADER_TESS_CTRL ||
678 nir->info.stage == MESA_SHADER_TESS_EVAL) {
679 sort_varyings(&nir->inputs);
680 st_nir_assign_var_locations(&nir->inputs,
681 &nir->num_inputs,
682 nir->info.stage);
683 st_nir_fixup_varying_slots(st, &nir->inputs);
684
685 sort_varyings(&nir->outputs);
686 st_nir_assign_var_locations(&nir->outputs,
687 &nir->num_outputs,
688 nir->info.stage);
689 st_nir_fixup_varying_slots(st, &nir->outputs);
690 } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
691 sort_varyings(&nir->inputs);
692 st_nir_assign_var_locations(&nir->inputs,
693 &nir->num_inputs,
694 nir->info.stage);
695 st_nir_fixup_varying_slots(st, &nir->inputs);
696 st_nir_assign_var_locations(&nir->outputs,
697 &nir->num_outputs,
698 nir->info.stage);
699 } else if (nir->info.stage == MESA_SHADER_COMPUTE) {
700 /* TODO? */
701 } else {
702 unreachable("invalid shader type for tgsi bypass\n");
703 }
704
705 NIR_PASS_V(nir, nir_lower_atomics_to_ssbo,
706 st->ctx->Const.Program[nir->info.stage].MaxAtomicBuffers);
707
708 st_nir_assign_uniform_locations(prog, shader_program,
709 &nir->uniforms, &nir->num_uniforms);
710
711 if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
712 NIR_PASS_V(nir, nir_lower_samplers_as_deref, shader_program);
713 else
714 NIR_PASS_V(nir, nir_lower_samplers, shader_program);
715 }
716
717 } /* extern "C" */