ac/nir_to_llvm: add image bindless support
[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 "main/shaderobj.h"
40 #include "st_context.h"
41 #include "st_glsl_types.h"
42 #include "st_program.h"
43
44 #include "compiler/nir/nir.h"
45 #include "compiler/glsl_types.h"
46 #include "compiler/glsl/glsl_to_nir.h"
47 #include "compiler/glsl/gl_nir.h"
48 #include "compiler/glsl/ir.h"
49 #include "compiler/glsl/ir_optimization.h"
50 #include "compiler/glsl/string_to_uint_map.h"
51
52 static int
53 type_size(const struct glsl_type *type)
54 {
55 return type->count_attribute_slots(false);
56 }
57
58 /* Depending on PIPE_CAP_TGSI_TEXCOORD (st->needs_texcoord_semantic) we
59 * may need to fix up varying slots so the glsl->nir path is aligned
60 * with the anything->tgsi->nir path.
61 */
62 static void
63 st_nir_fixup_varying_slots(struct st_context *st, struct exec_list *var_list)
64 {
65 if (st->needs_texcoord_semantic)
66 return;
67
68 nir_foreach_variable(var, var_list) {
69 if (var->data.location >= VARYING_SLOT_VAR0) {
70 var->data.location += 9;
71 } else if ((var->data.location >= VARYING_SLOT_TEX0) &&
72 (var->data.location <= VARYING_SLOT_TEX7)) {
73 var->data.location += VARYING_SLOT_VAR0 - VARYING_SLOT_TEX0;
74 }
75 }
76 }
77
78 /* input location assignment for VS inputs must be handled specially, so
79 * that it is aligned w/ st's vbo state.
80 * (This isn't the case with, for ex, FS inputs, which only need to agree
81 * on varying-slot w/ the VS outputs)
82 */
83 static void
84 st_nir_assign_vs_in_locations(nir_shader *nir)
85 {
86 nir->num_inputs = 0;
87 nir_foreach_variable_safe(var, &nir->inputs) {
88 /* NIR already assigns dual-slot inputs to two locations so all we have
89 * to do is compact everything down.
90 */
91 if (var->data.location == VERT_ATTRIB_EDGEFLAG) {
92 /* bit of a hack, mirroring st_translate_vertex_program */
93 var->data.driver_location = util_bitcount64(nir->info.inputs_read);
94 } else if (nir->info.inputs_read & BITFIELD64_BIT(var->data.location)) {
95 var->data.driver_location =
96 util_bitcount64(nir->info.inputs_read &
97 BITFIELD64_MASK(var->data.location));
98 nir->num_inputs++;
99 } else {
100 /* Move unused input variables to the globals list (with no
101 * initialization), to avoid confusing drivers looking through the
102 * inputs array and expecting to find inputs with a driver_location
103 * set.
104 */
105 exec_node_remove(&var->node);
106 var->data.mode = nir_var_shader_temp;
107 exec_list_push_tail(&nir->globals, &var->node);
108 }
109 }
110 }
111
112 static void
113 st_nir_assign_var_locations(struct exec_list *var_list, unsigned *size,
114 gl_shader_stage stage)
115 {
116 unsigned location = 0;
117 unsigned assigned_locations[VARYING_SLOT_TESS_MAX];
118 uint64_t processed_locs[2] = {0};
119
120 const int base = stage == MESA_SHADER_FRAGMENT ?
121 (int) FRAG_RESULT_DATA0 : (int) VARYING_SLOT_VAR0;
122
123 int UNUSED last_loc = 0;
124 nir_foreach_variable(var, var_list) {
125
126 const struct glsl_type *type = var->type;
127 if (nir_is_per_vertex_io(var, stage)) {
128 assert(glsl_type_is_array(type));
129 type = glsl_get_array_element(type);
130 }
131
132 unsigned var_size = type_size(type);
133
134 /* Builtins don't allow component packing so we only need to worry about
135 * user defined varyings sharing the same location.
136 */
137 bool processed = false;
138 if (var->data.location >= base) {
139 unsigned glsl_location = var->data.location - base;
140
141 for (unsigned i = 0; i < var_size; i++) {
142 if (processed_locs[var->data.index] &
143 ((uint64_t)1 << (glsl_location + i)))
144 processed = true;
145 else
146 processed_locs[var->data.index] |=
147 ((uint64_t)1 << (glsl_location + i));
148 }
149 }
150
151 /* Because component packing allows varyings to share the same location
152 * we may have already have processed this location.
153 */
154 if (processed) {
155 unsigned driver_location = assigned_locations[var->data.location];
156 var->data.driver_location = driver_location;
157 *size += type_size(type);
158
159 /* An array may be packed such that is crosses multiple other arrays
160 * or variables, we need to make sure we have allocated the elements
161 * consecutively if the previously proccessed var was shorter than
162 * the current array we are processing.
163 *
164 * NOTE: The code below assumes the var list is ordered in ascending
165 * location order.
166 */
167 assert(last_loc <= var->data.location);
168 last_loc = var->data.location;
169 unsigned last_slot_location = driver_location + var_size;
170 if (last_slot_location > location) {
171 unsigned num_unallocated_slots = last_slot_location - location;
172 unsigned first_unallocated_slot = var_size - num_unallocated_slots;
173 for (unsigned i = first_unallocated_slot; i < num_unallocated_slots; i++) {
174 assigned_locations[var->data.location + i] = location;
175 location++;
176 }
177 }
178 continue;
179 }
180
181 for (unsigned i = 0; i < var_size; i++) {
182 assigned_locations[var->data.location + i] = location + i;
183 }
184
185 var->data.driver_location = location;
186 location += var_size;
187 }
188
189 *size += location;
190 }
191
192 static int
193 st_nir_lookup_parameter_index(const struct gl_program_parameter_list *params,
194 const char *name)
195 {
196 int loc = _mesa_lookup_parameter_index(params, name);
197
198 /* is there a better way to do this? If we have something like:
199 *
200 * struct S {
201 * float f;
202 * vec4 v;
203 * };
204 * uniform S color;
205 *
206 * Then what we get in prog->Parameters looks like:
207 *
208 * 0: Name=color.f, Type=6, DataType=1406, Size=1
209 * 1: Name=color.v, Type=6, DataType=8b52, Size=4
210 *
211 * So the name doesn't match up and _mesa_lookup_parameter_index()
212 * fails. In this case just find the first matching "color.*"..
213 *
214 * Note for arrays you could end up w/ color[n].f, for example.
215 *
216 * glsl_to_tgsi works slightly differently in this regard. It is
217 * emitting something more low level, so it just translates the
218 * params list 1:1 to CONST[] regs. Going from GLSL IR to TGSI,
219 * it just calculates the additional offset of struct field members
220 * in glsl_to_tgsi_visitor::visit(ir_dereference_record *ir) or
221 * glsl_to_tgsi_visitor::visit(ir_dereference_array *ir). It never
222 * needs to work backwards to get base var loc from the param-list
223 * which already has them separated out.
224 */
225 if (loc < 0) {
226 int namelen = strlen(name);
227 for (unsigned i = 0; i < params->NumParameters; i++) {
228 struct gl_program_parameter *p = &params->Parameters[i];
229 if ((strncmp(p->Name, name, namelen) == 0) &&
230 ((p->Name[namelen] == '.') || (p->Name[namelen] == '['))) {
231 loc = i;
232 break;
233 }
234 }
235 }
236
237 return loc;
238 }
239
240 static void
241 st_nir_assign_uniform_locations(struct gl_context *ctx,
242 struct gl_program *prog,
243 struct exec_list *uniform_list)
244 {
245 int shaderidx = 0;
246 int imageidx = 0;
247
248 nir_foreach_variable(uniform, uniform_list) {
249 int loc;
250
251 /*
252 * UBO's have their own address spaces, so don't count them towards the
253 * number of global uniforms
254 */
255 if (uniform->data.mode == nir_var_mem_ubo || uniform->data.mode == nir_var_mem_ssbo)
256 continue;
257
258 const struct glsl_type *type = glsl_without_array(uniform->type);
259 if (!uniform->data.bindless && (type->is_sampler() || type->is_image())) {
260 if (type->is_sampler()) {
261 loc = shaderidx;
262 shaderidx += type_size(uniform->type);
263 } else {
264 loc = imageidx;
265 imageidx += type_size(uniform->type);
266 }
267 } else if (strncmp(uniform->name, "gl_", 3) == 0) {
268 const gl_state_index16 *const stateTokens = uniform->state_slots[0].tokens;
269 /* This state reference has already been setup by ir_to_mesa, but we'll
270 * get the same index back here.
271 */
272
273 unsigned comps;
274 if (glsl_type_is_struct_or_ifc(type)) {
275 comps = 4;
276 } else {
277 comps = glsl_get_vector_elements(type);
278 }
279
280 if (ctx->Const.PackedDriverUniformStorage) {
281 loc = _mesa_add_sized_state_reference(prog->Parameters,
282 stateTokens, comps, false);
283 loc = prog->Parameters->ParameterValueOffset[loc];
284 } else {
285 loc = _mesa_add_state_reference(prog->Parameters, stateTokens);
286 }
287 } else {
288 loc = st_nir_lookup_parameter_index(prog->Parameters, uniform->name);
289
290 /* We need to check that loc is not -1 here before accessing the
291 * array. It can be negative for example when we have a struct that
292 * only contains opaque types.
293 */
294 if (loc >= 0 && ctx->Const.PackedDriverUniformStorage) {
295 loc = prog->Parameters->ParameterValueOffset[loc];
296 }
297 }
298
299 uniform->data.driver_location = loc;
300 }
301 }
302
303 void
304 st_nir_opts(nir_shader *nir, bool scalar)
305 {
306 bool progress;
307 do {
308 progress = false;
309
310 NIR_PASS_V(nir, nir_lower_vars_to_ssa);
311
312 if (scalar) {
313 NIR_PASS_V(nir, nir_lower_alu_to_scalar);
314 NIR_PASS_V(nir, nir_lower_phis_to_scalar);
315 }
316
317 NIR_PASS_V(nir, nir_lower_alu);
318 NIR_PASS_V(nir, nir_lower_pack);
319 NIR_PASS(progress, nir, nir_copy_prop);
320 NIR_PASS(progress, nir, nir_opt_remove_phis);
321 NIR_PASS(progress, nir, nir_opt_dce);
322 if (nir_opt_trivial_continues(nir)) {
323 progress = true;
324 NIR_PASS(progress, nir, nir_copy_prop);
325 NIR_PASS(progress, nir, nir_opt_dce);
326 }
327 NIR_PASS(progress, nir, nir_opt_if, false);
328 NIR_PASS(progress, nir, nir_opt_dead_cf);
329 NIR_PASS(progress, nir, nir_opt_cse);
330 NIR_PASS(progress, nir, nir_opt_peephole_select, 8, true, true);
331
332 NIR_PASS(progress, nir, nir_opt_algebraic);
333 NIR_PASS(progress, nir, nir_opt_constant_folding);
334
335 NIR_PASS(progress, nir, nir_opt_undef);
336 NIR_PASS(progress, nir, nir_opt_conditional_discard);
337 if (nir->options->max_unroll_iterations) {
338 NIR_PASS(progress, nir, nir_opt_loop_unroll, (nir_variable_mode)0);
339 }
340 } while (progress);
341 }
342
343 /* First third of converting glsl_to_nir.. this leaves things in a pre-
344 * nir_lower_io state, so that shader variants can more easily insert/
345 * replace variables, etc.
346 */
347 static nir_shader *
348 st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
349 struct gl_shader_program *shader_program,
350 gl_shader_stage stage)
351 {
352 const nir_shader_compiler_options *options =
353 st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions;
354 enum pipe_shader_type type = pipe_shader_type_from_mesa(stage);
355 struct pipe_screen *screen = st->pipe->screen;
356 bool is_scalar = screen->get_shader_param(screen, type, PIPE_SHADER_CAP_SCALAR_ISA);
357 assert(options);
358 bool lower_64bit =
359 options->lower_int64_options || options->lower_doubles_options;
360
361 if (prog->nir)
362 return prog->nir;
363
364 nir_shader *nir = glsl_to_nir(st->ctx, shader_program, stage, options);
365
366 /* Set the next shader stage hint for VS and TES. */
367 if (!nir->info.separate_shader &&
368 (nir->info.stage == MESA_SHADER_VERTEX ||
369 nir->info.stage == MESA_SHADER_TESS_EVAL)) {
370
371 unsigned prev_stages = (1 << (prog->info.stage + 1)) - 1;
372 unsigned stages_mask =
373 ~prev_stages & shader_program->data->linked_stages;
374
375 nir->info.next_stage = stages_mask ?
376 (gl_shader_stage) u_bit_scan(&stages_mask) : MESA_SHADER_FRAGMENT;
377 } else {
378 nir->info.next_stage = MESA_SHADER_FRAGMENT;
379 }
380
381 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
382 nir_shader *softfp64 = NULL;
383 if (nir->info.uses_64bit &&
384 (options->lower_doubles_options & nir_lower_fp64_full_software) != 0) {
385 softfp64 = glsl_float64_funcs_to_nir(st->ctx, options);
386 ralloc_steal(ralloc_parent(nir), softfp64);
387 }
388
389 nir_variable_mode mask =
390 (nir_variable_mode) (nir_var_shader_in | nir_var_shader_out);
391 nir_remove_dead_variables(nir, mask);
392
393 if (options->lower_all_io_to_temps ||
394 nir->info.stage == MESA_SHADER_VERTEX ||
395 nir->info.stage == MESA_SHADER_GEOMETRY) {
396 NIR_PASS_V(nir, nir_lower_io_to_temporaries,
397 nir_shader_get_entrypoint(nir),
398 true, true);
399 } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
400 NIR_PASS_V(nir, nir_lower_io_to_temporaries,
401 nir_shader_get_entrypoint(nir),
402 true, false);
403 }
404
405 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
406 NIR_PASS_V(nir, nir_split_var_copies);
407 NIR_PASS_V(nir, nir_lower_var_copies);
408
409 if (is_scalar) {
410 NIR_PASS_V(nir, nir_lower_alu_to_scalar);
411 }
412
413 /* before buffers and vars_to_ssa */
414 NIR_PASS_V(nir, gl_nir_lower_bindless_images);
415 st_nir_opts(nir, is_scalar);
416
417 NIR_PASS_V(nir, gl_nir_lower_buffers, shader_program);
418 /* Do a round of constant folding to clean up address calculations */
419 NIR_PASS_V(nir, nir_opt_constant_folding);
420
421 if (lower_64bit) {
422 bool lowered_64bit_ops = false;
423 bool progress = false;
424
425 NIR_PASS_V(nir, nir_opt_algebraic);
426
427 do {
428 progress = false;
429 if (options->lower_int64_options) {
430 NIR_PASS(progress, nir, nir_lower_int64,
431 options->lower_int64_options);
432 }
433 if (options->lower_doubles_options) {
434 NIR_PASS(progress, nir, nir_lower_doubles,
435 softfp64, options->lower_doubles_options);
436 }
437 NIR_PASS(progress, nir, nir_opt_algebraic);
438 lowered_64bit_ops |= progress;
439 } while (progress);
440
441 if (lowered_64bit_ops)
442 st_nir_opts(nir, is_scalar);
443 }
444
445 return nir;
446 }
447
448 /* Second third of converting glsl_to_nir. This creates uniforms, gathers
449 * info on varyings, etc after NIR link time opts have been applied.
450 */
451 static void
452 st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
453 struct gl_shader_program *shader_program)
454 {
455 nir_shader *nir = prog->nir;
456
457 /* Make a pass over the IR to add state references for any built-in
458 * uniforms that are used. This has to be done now (during linking).
459 * Code generation doesn't happen until the first time this shader is
460 * used for rendering. Waiting until then to generate the parameters is
461 * too late. At that point, the values for the built-in uniforms won't
462 * get sent to the shader.
463 */
464 nir_foreach_variable(var, &nir->uniforms) {
465 if (strncmp(var->name, "gl_", 3) == 0) {
466 const nir_state_slot *const slots = var->state_slots;
467 assert(var->state_slots != NULL);
468
469 const struct glsl_type *type = glsl_without_array(var->type);
470 for (unsigned int i = 0; i < var->num_state_slots; i++) {
471 unsigned comps;
472 if (glsl_type_is_struct_or_ifc(type)) {
473 /* Builtin struct require specical handling for now we just
474 * make all members vec4. See st_nir_lower_builtin.
475 */
476 comps = 4;
477 } else {
478 comps = glsl_get_vector_elements(type);
479 }
480
481 if (st->ctx->Const.PackedDriverUniformStorage) {
482 _mesa_add_sized_state_reference(prog->Parameters,
483 slots[i].tokens,
484 comps, false);
485 } else {
486 _mesa_add_state_reference(prog->Parameters,
487 slots[i].tokens);
488 }
489 }
490 }
491 }
492
493 /* Avoid reallocation of the program parameter list, because the uniform
494 * storage is only associated with the original parameter list.
495 * This should be enough for Bitmap and DrawPixels constants.
496 */
497 _mesa_reserve_parameter_storage(prog->Parameters, 8);
498
499 /* This has to be done last. Any operation the can cause
500 * prog->ParameterValues to get reallocated (e.g., anything that adds a
501 * program constant) has to happen before creating this linkage.
502 */
503 _mesa_associate_uniform_storage(st->ctx, shader_program, prog, true);
504
505 st_set_prog_affected_state_flags(prog);
506
507 NIR_PASS_V(nir, st_nir_lower_builtin);
508 NIR_PASS_V(nir, gl_nir_lower_atomics, shader_program, true);
509
510 nir_variable_mode mask = nir_var_function_temp;
511 nir_remove_dead_variables(nir, mask);
512
513 if (st->ctx->_Shader->Flags & GLSL_DUMP) {
514 _mesa_log("\n");
515 _mesa_log("NIR IR for linked %s program %d:\n",
516 _mesa_shader_stage_to_string(prog->info.stage),
517 shader_program->Name);
518 nir_print_shader(nir, _mesa_get_log_file());
519 _mesa_log("\n\n");
520 }
521 }
522
523 /* TODO any better helper somewhere to sort a list? */
524
525 static void
526 insert_sorted(struct exec_list *var_list, nir_variable *new_var)
527 {
528 nir_foreach_variable(var, var_list) {
529 if (var->data.location > new_var->data.location) {
530 exec_node_insert_node_before(&var->node, &new_var->node);
531 return;
532 }
533 }
534 exec_list_push_tail(var_list, &new_var->node);
535 }
536
537 static void
538 sort_varyings(struct exec_list *var_list)
539 {
540 struct exec_list new_list;
541 exec_list_make_empty(&new_list);
542 nir_foreach_variable_safe(var, var_list) {
543 exec_node_remove(&var->node);
544 insert_sorted(&new_list, var);
545 }
546 exec_list_move_nodes_to(&new_list, var_list);
547 }
548
549 static void
550 set_st_program(struct gl_program *prog,
551 struct gl_shader_program *shader_program,
552 nir_shader *nir)
553 {
554 struct st_vertex_program *stvp;
555 struct st_common_program *stp;
556 struct st_fragment_program *stfp;
557 struct st_compute_program *stcp;
558
559 switch (prog->info.stage) {
560 case MESA_SHADER_VERTEX:
561 stvp = (struct st_vertex_program *)prog;
562 stvp->shader_program = shader_program;
563 stvp->tgsi.type = PIPE_SHADER_IR_NIR;
564 stvp->tgsi.ir.nir = nir;
565 break;
566 case MESA_SHADER_GEOMETRY:
567 case MESA_SHADER_TESS_CTRL:
568 case MESA_SHADER_TESS_EVAL:
569 stp = (struct st_common_program *)prog;
570 stp->shader_program = shader_program;
571 stp->tgsi.type = PIPE_SHADER_IR_NIR;
572 stp->tgsi.ir.nir = nir;
573 break;
574 case MESA_SHADER_FRAGMENT:
575 stfp = (struct st_fragment_program *)prog;
576 stfp->shader_program = shader_program;
577 stfp->tgsi.type = PIPE_SHADER_IR_NIR;
578 stfp->tgsi.ir.nir = nir;
579 break;
580 case MESA_SHADER_COMPUTE:
581 stcp = (struct st_compute_program *)prog;
582 stcp->shader_program = shader_program;
583 stcp->tgsi.ir_type = PIPE_SHADER_IR_NIR;
584 stcp->tgsi.prog = nir;
585 break;
586 default:
587 unreachable("unknown shader stage");
588 }
589 }
590
591 static void
592 st_nir_get_mesa_program(struct gl_context *ctx,
593 struct gl_shader_program *shader_program,
594 struct gl_linked_shader *shader)
595 {
596 struct st_context *st = st_context(ctx);
597 struct pipe_screen *pscreen = ctx->st->pipe->screen;
598 struct gl_program *prog;
599
600 validate_ir_tree(shader->ir);
601
602 prog = shader->Program;
603
604 prog->Parameters = _mesa_new_parameter_list();
605
606 _mesa_copy_linked_program_data(shader_program, shader);
607 _mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader,
608 prog->Parameters);
609
610 /* Remove reads from output registers. */
611 if (!pscreen->get_param(pscreen, PIPE_CAP_TGSI_CAN_READ_OUTPUTS))
612 lower_output_reads(shader->Stage, shader->ir);
613
614 if (ctx->_Shader->Flags & GLSL_DUMP) {
615 _mesa_log("\n");
616 _mesa_log("GLSL IR for linked %s program %d:\n",
617 _mesa_shader_stage_to_string(shader->Stage),
618 shader_program->Name);
619 _mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
620 _mesa_log("\n\n");
621 }
622
623 prog->ExternalSamplersUsed = gl_external_samplers(prog);
624 _mesa_update_shader_textures_used(shader_program, prog);
625
626 nir_shader *nir = st_glsl_to_nir(st, prog, shader_program, shader->Stage);
627
628 set_st_program(prog, shader_program, nir);
629 prog->nir = nir;
630 }
631
632 static void
633 st_nir_link_shaders(nir_shader **producer, nir_shader **consumer, bool scalar)
634 {
635 if (scalar) {
636 NIR_PASS_V(*producer, nir_lower_io_to_scalar_early, nir_var_shader_out);
637 NIR_PASS_V(*consumer, nir_lower_io_to_scalar_early, nir_var_shader_in);
638 }
639
640 nir_lower_io_arrays_to_elements(*producer, *consumer);
641
642 st_nir_opts(*producer, scalar);
643 st_nir_opts(*consumer, scalar);
644
645 if (nir_link_opt_varyings(*producer, *consumer))
646 st_nir_opts(*consumer, scalar);
647
648 NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out);
649 NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in);
650
651 if (nir_remove_unused_varyings(*producer, *consumer)) {
652 NIR_PASS_V(*producer, nir_lower_global_vars_to_local);
653 NIR_PASS_V(*consumer, nir_lower_global_vars_to_local);
654
655 /* The backend might not be able to handle indirects on
656 * temporaries so we need to lower indirects on any of the
657 * varyings we have demoted here.
658 *
659 * TODO: radeonsi shouldn't need to do this, however LLVM isn't
660 * currently smart enough to handle indirects without causing excess
661 * spilling causing the gpu to hang.
662 *
663 * See the following thread for more details of the problem:
664 * https://lists.freedesktop.org/archives/mesa-dev/2017-July/162106.html
665 */
666 nir_variable_mode indirect_mask = nir_var_function_temp;
667
668 NIR_PASS_V(*producer, nir_lower_indirect_derefs, indirect_mask);
669 NIR_PASS_V(*consumer, nir_lower_indirect_derefs, indirect_mask);
670
671 st_nir_opts(*producer, scalar);
672 st_nir_opts(*consumer, scalar);
673
674 /* Lowering indirects can cause varying to become unused.
675 * nir_compact_varyings() depends on all dead varyings being removed so
676 * we need to call nir_remove_dead_variables() again here.
677 */
678 NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out);
679 NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in);
680 }
681 }
682
683 static void
684 st_lower_patch_vertices_in(struct gl_shader_program *shader_prog)
685 {
686 struct gl_linked_shader *linked_tcs =
687 shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
688 struct gl_linked_shader *linked_tes =
689 shader_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
690
691 /* If we have a TCS and TES linked together, lower TES patch vertices. */
692 if (linked_tcs && linked_tes) {
693 nir_shader *tcs_nir = linked_tcs->Program->nir;
694 nir_shader *tes_nir = linked_tes->Program->nir;
695
696 /* The TES input vertex count is the TCS output vertex count,
697 * lower TES gl_PatchVerticesIn to a constant.
698 */
699 uint32_t tes_patch_verts = tcs_nir->info.tess.tcs_vertices_out;
700 NIR_PASS_V(tes_nir, nir_lower_patch_vertices, tes_patch_verts, NULL);
701 }
702 }
703
704 extern "C" {
705
706 void
707 st_nir_lower_wpos_ytransform(struct nir_shader *nir,
708 struct gl_program *prog,
709 struct pipe_screen *pscreen)
710 {
711 if (nir->info.stage != MESA_SHADER_FRAGMENT)
712 return;
713
714 static const gl_state_index16 wposTransformState[STATE_LENGTH] = {
715 STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM
716 };
717 nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
718
719 memcpy(wpos_options.state_tokens, wposTransformState,
720 sizeof(wpos_options.state_tokens));
721 wpos_options.fs_coord_origin_upper_left =
722 pscreen->get_param(pscreen,
723 PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT);
724 wpos_options.fs_coord_origin_lower_left =
725 pscreen->get_param(pscreen,
726 PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT);
727 wpos_options.fs_coord_pixel_center_integer =
728 pscreen->get_param(pscreen,
729 PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
730 wpos_options.fs_coord_pixel_center_half_integer =
731 pscreen->get_param(pscreen,
732 PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
733
734 if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
735 nir_validate_shader(nir, "after nir_lower_wpos_ytransform");
736 _mesa_add_state_reference(prog->Parameters, wposTransformState);
737 }
738 }
739
740 bool
741 st_link_nir(struct gl_context *ctx,
742 struct gl_shader_program *shader_program)
743 {
744 struct st_context *st = st_context(ctx);
745 struct pipe_screen *screen = st->pipe->screen;
746 bool is_scalar[MESA_SHADER_STAGES];
747
748 unsigned last_stage = 0;
749 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
750 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
751 if (shader == NULL)
752 continue;
753
754 /* Determine scalar property of each shader stage */
755 enum pipe_shader_type type = pipe_shader_type_from_mesa(shader->Stage);
756 is_scalar[i] = screen->get_shader_param(screen, type,
757 PIPE_SHADER_CAP_SCALAR_ISA);
758
759 st_nir_get_mesa_program(ctx, shader_program, shader);
760 last_stage = i;
761
762 if (is_scalar[i]) {
763 NIR_PASS_V(shader->Program->nir, nir_lower_load_const_to_scalar);
764 }
765 }
766
767 /* Linking the stages in the opposite order (from fragment to vertex)
768 * ensures that inter-shader outputs written to in an earlier stage
769 * are eliminated if they are (transitively) not used in a later
770 * stage.
771 */
772 int next = last_stage;
773 for (int i = next - 1; i >= 0; i--) {
774 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
775 if (shader == NULL)
776 continue;
777
778 st_nir_link_shaders(&shader->Program->nir,
779 &shader_program->_LinkedShaders[next]->Program->nir,
780 is_scalar[i]);
781 next = i;
782 }
783
784 int prev = -1;
785 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
786 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
787 if (shader == NULL)
788 continue;
789
790 nir_shader *nir = shader->Program->nir;
791
792 NIR_PASS_V(nir, st_nir_lower_wpos_ytransform, shader->Program,
793 st->pipe->screen);
794
795 NIR_PASS_V(nir, nir_lower_system_values);
796 NIR_PASS_V(nir, nir_lower_clip_cull_distance_arrays);
797
798 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
799 shader->Program->info = nir->info;
800 if (i == MESA_SHADER_VERTEX) {
801 /* NIR expands dual-slot inputs out to two locations. We need to
802 * compact things back down GL-style single-slot inputs to avoid
803 * confusing the state tracker.
804 */
805 shader->Program->info.inputs_read =
806 nir_get_single_slot_attribs_mask(nir->info.inputs_read,
807 shader->Program->DualSlotInputs);
808 }
809
810 if (prev != -1) {
811 struct gl_program *prev_shader =
812 shader_program->_LinkedShaders[prev]->Program;
813
814 /* We can't use nir_compact_varyings with transform feedback, since
815 * the pipe_stream_output->output_register field is based on the
816 * pre-compacted driver_locations.
817 */
818 if (!(prev_shader->sh.LinkedTransformFeedback &&
819 prev_shader->sh.LinkedTransformFeedback->NumVarying > 0))
820 nir_compact_varyings(shader_program->_LinkedShaders[prev]->Program->nir,
821 nir, ctx->API != API_OPENGL_COMPAT);
822 }
823 prev = i;
824 }
825
826 st_lower_patch_vertices_in(shader_program);
827
828 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
829 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
830 if (shader == NULL)
831 continue;
832
833 st_glsl_to_nir_post_opts(st, shader->Program, shader_program);
834
835 assert(shader->Program);
836 if (!ctx->Driver.ProgramStringNotify(ctx,
837 _mesa_shader_stage_to_program(i),
838 shader->Program)) {
839 _mesa_reference_program(ctx, &shader->Program, NULL);
840 return false;
841 }
842
843 nir_sweep(shader->Program->nir);
844
845 /* The GLSL IR won't be needed anymore. */
846 ralloc_free(shader->ir);
847 shader->ir = NULL;
848 }
849
850 return true;
851 }
852
853 void
854 st_nir_assign_varying_locations(struct st_context *st, nir_shader *nir)
855 {
856 if (nir->info.stage == MESA_SHADER_VERTEX) {
857 /* Needs special handling so drvloc matches the vbo state: */
858 st_nir_assign_vs_in_locations(nir);
859 /* Re-lower global vars, to deal with any dead VS inputs. */
860 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
861
862 sort_varyings(&nir->outputs);
863 st_nir_assign_var_locations(&nir->outputs,
864 &nir->num_outputs,
865 nir->info.stage);
866 st_nir_fixup_varying_slots(st, &nir->outputs);
867 } else if (nir->info.stage == MESA_SHADER_GEOMETRY ||
868 nir->info.stage == MESA_SHADER_TESS_CTRL ||
869 nir->info.stage == MESA_SHADER_TESS_EVAL) {
870 sort_varyings(&nir->inputs);
871 st_nir_assign_var_locations(&nir->inputs,
872 &nir->num_inputs,
873 nir->info.stage);
874 st_nir_fixup_varying_slots(st, &nir->inputs);
875
876 sort_varyings(&nir->outputs);
877 st_nir_assign_var_locations(&nir->outputs,
878 &nir->num_outputs,
879 nir->info.stage);
880 st_nir_fixup_varying_slots(st, &nir->outputs);
881 } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
882 sort_varyings(&nir->inputs);
883 st_nir_assign_var_locations(&nir->inputs,
884 &nir->num_inputs,
885 nir->info.stage);
886 st_nir_fixup_varying_slots(st, &nir->inputs);
887 st_nir_assign_var_locations(&nir->outputs,
888 &nir->num_outputs,
889 nir->info.stage);
890 } else if (nir->info.stage == MESA_SHADER_COMPUTE) {
891 /* TODO? */
892 } else {
893 unreachable("invalid shader type");
894 }
895 }
896
897 void
898 st_nir_lower_samplers(struct pipe_screen *screen, nir_shader *nir,
899 struct gl_shader_program *shader_program,
900 struct gl_program *prog)
901 {
902 if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
903 NIR_PASS_V(nir, gl_nir_lower_samplers_as_deref, shader_program);
904 else
905 NIR_PASS_V(nir, gl_nir_lower_samplers, shader_program);
906
907 if (prog) {
908 prog->info.textures_used = nir->info.textures_used;
909 prog->info.textures_used_by_txf = nir->info.textures_used_by_txf;
910 }
911 }
912
913 /* Last third of preparing nir from glsl, which happens after shader
914 * variant lowering.
915 */
916 void
917 st_finalize_nir(struct st_context *st, struct gl_program *prog,
918 struct gl_shader_program *shader_program, nir_shader *nir)
919 {
920 struct pipe_screen *screen = st->pipe->screen;
921 const nir_shader_compiler_options *options =
922 st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions;
923
924 NIR_PASS_V(nir, nir_split_var_copies);
925 NIR_PASS_V(nir, nir_lower_var_copies);
926 if (options->lower_all_io_to_temps ||
927 options->lower_all_io_to_elements ||
928 nir->info.stage == MESA_SHADER_VERTEX ||
929 nir->info.stage == MESA_SHADER_GEOMETRY) {
930 NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
931 } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
932 NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, true);
933 }
934
935 st_nir_assign_varying_locations(st, nir);
936
937 NIR_PASS_V(nir, nir_lower_atomics_to_ssbo,
938 st->ctx->Const.Program[nir->info.stage].MaxAtomicBuffers);
939
940 st_nir_assign_uniform_locations(st->ctx, prog,
941 &nir->uniforms);
942
943 /* Set num_uniforms in number of attribute slots (vec4s) */
944 nir->num_uniforms = DIV_ROUND_UP(prog->Parameters->NumParameterValues, 4);
945
946 if (st->ctx->Const.PackedDriverUniformStorage) {
947 NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, st_glsl_type_dword_size,
948 (nir_lower_io_options)0);
949 NIR_PASS_V(nir, nir_lower_uniforms_to_ubo, 4);
950 } else {
951 NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, st_glsl_uniforms_type_size,
952 (nir_lower_io_options)0);
953 }
954
955 st_nir_lower_samplers(screen, nir, shader_program, prog);
956 }
957
958 } /* extern "C" */