st/glsl: Perform some var optimizations
[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 unsigned lower_flrp =
308 (nir->options->lower_flrp16 ? 16 : 0) |
309 (nir->options->lower_flrp32 ? 32 : 0) |
310 (nir->options->lower_flrp64 ? 64 : 0);
311
312 do {
313 progress = false;
314
315 NIR_PASS_V(nir, nir_lower_vars_to_ssa);
316
317 NIR_PASS(progress, nir, nir_opt_copy_prop_vars);
318 NIR_PASS(progress, nir, nir_opt_dead_write_vars);
319
320 if (scalar) {
321 NIR_PASS_V(nir, nir_lower_alu_to_scalar, NULL);
322 NIR_PASS_V(nir, nir_lower_phis_to_scalar);
323 }
324
325 NIR_PASS_V(nir, nir_lower_alu);
326 NIR_PASS_V(nir, nir_lower_pack);
327 NIR_PASS(progress, nir, nir_copy_prop);
328 NIR_PASS(progress, nir, nir_opt_remove_phis);
329 NIR_PASS(progress, nir, nir_opt_dce);
330 if (nir_opt_trivial_continues(nir)) {
331 progress = true;
332 NIR_PASS(progress, nir, nir_copy_prop);
333 NIR_PASS(progress, nir, nir_opt_dce);
334 }
335 NIR_PASS(progress, nir, nir_opt_if, false);
336 NIR_PASS(progress, nir, nir_opt_dead_cf);
337 NIR_PASS(progress, nir, nir_opt_cse);
338 NIR_PASS(progress, nir, nir_opt_peephole_select, 8, true, true);
339
340 NIR_PASS(progress, nir, nir_opt_algebraic);
341 NIR_PASS(progress, nir, nir_opt_constant_folding);
342
343 if (lower_flrp != 0) {
344 bool lower_flrp_progress = false;
345
346 NIR_PASS(lower_flrp_progress, nir, nir_lower_flrp,
347 lower_flrp,
348 false /* always_precise */,
349 nir->options->lower_ffma);
350 if (lower_flrp_progress) {
351 NIR_PASS(progress, nir,
352 nir_opt_constant_folding);
353 progress = true;
354 }
355
356 /* Nothing should rematerialize any flrps, so we only need to do this
357 * lowering once.
358 */
359 lower_flrp = 0;
360 }
361
362 NIR_PASS(progress, nir, nir_opt_undef);
363 NIR_PASS(progress, nir, nir_opt_conditional_discard);
364 if (nir->options->max_unroll_iterations) {
365 NIR_PASS(progress, nir, nir_opt_loop_unroll, (nir_variable_mode)0);
366 }
367 } while (progress);
368 }
369
370 /* First third of converting glsl_to_nir.. this leaves things in a pre-
371 * nir_lower_io state, so that shader variants can more easily insert/
372 * replace variables, etc.
373 */
374 static nir_shader *
375 st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
376 struct gl_shader_program *shader_program,
377 gl_shader_stage stage)
378 {
379 const nir_shader_compiler_options *options =
380 st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions;
381 enum pipe_shader_type type = pipe_shader_type_from_mesa(stage);
382 struct pipe_screen *screen = st->pipe->screen;
383 bool is_scalar = screen->get_shader_param(screen, type, PIPE_SHADER_CAP_SCALAR_ISA);
384 assert(options);
385 bool lower_64bit =
386 options->lower_int64_options || options->lower_doubles_options;
387
388 if (prog->nir)
389 return prog->nir;
390
391 nir_shader *nir = glsl_to_nir(st->ctx, shader_program, stage, options);
392
393 /* Set the next shader stage hint for VS and TES. */
394 if (!nir->info.separate_shader &&
395 (nir->info.stage == MESA_SHADER_VERTEX ||
396 nir->info.stage == MESA_SHADER_TESS_EVAL)) {
397
398 unsigned prev_stages = (1 << (prog->info.stage + 1)) - 1;
399 unsigned stages_mask =
400 ~prev_stages & shader_program->data->linked_stages;
401
402 nir->info.next_stage = stages_mask ?
403 (gl_shader_stage) u_bit_scan(&stages_mask) : MESA_SHADER_FRAGMENT;
404 } else {
405 nir->info.next_stage = MESA_SHADER_FRAGMENT;
406 }
407
408 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
409 nir_shader *softfp64 = NULL;
410 if (nir->info.uses_64bit &&
411 (options->lower_doubles_options & nir_lower_fp64_full_software) != 0) {
412 softfp64 = glsl_float64_funcs_to_nir(st->ctx, options);
413 ralloc_steal(ralloc_parent(nir), softfp64);
414 }
415
416 nir_variable_mode mask =
417 (nir_variable_mode) (nir_var_shader_in | nir_var_shader_out);
418 nir_remove_dead_variables(nir, mask);
419
420 if (options->lower_all_io_to_temps ||
421 nir->info.stage == MESA_SHADER_VERTEX ||
422 nir->info.stage == MESA_SHADER_GEOMETRY) {
423 NIR_PASS_V(nir, nir_lower_io_to_temporaries,
424 nir_shader_get_entrypoint(nir),
425 true, true);
426 } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
427 NIR_PASS_V(nir, nir_lower_io_to_temporaries,
428 nir_shader_get_entrypoint(nir),
429 true, false);
430 }
431
432 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
433 NIR_PASS_V(nir, nir_split_var_copies);
434 NIR_PASS_V(nir, nir_lower_var_copies);
435
436 if (is_scalar) {
437 NIR_PASS_V(nir, nir_lower_alu_to_scalar, NULL);
438 }
439
440 /* before buffers and vars_to_ssa */
441 NIR_PASS_V(nir, gl_nir_lower_bindless_images);
442 st_nir_opts(nir, is_scalar);
443
444 NIR_PASS_V(nir, gl_nir_lower_buffers, shader_program);
445 /* Do a round of constant folding to clean up address calculations */
446 NIR_PASS_V(nir, nir_opt_constant_folding);
447
448 if (lower_64bit) {
449 bool lowered_64bit_ops = false;
450 bool progress = false;
451
452 NIR_PASS_V(nir, nir_opt_algebraic);
453
454 do {
455 progress = false;
456 if (options->lower_int64_options) {
457 NIR_PASS(progress, nir, nir_lower_int64,
458 options->lower_int64_options);
459 }
460 if (options->lower_doubles_options) {
461 NIR_PASS(progress, nir, nir_lower_doubles,
462 softfp64, options->lower_doubles_options);
463 }
464 NIR_PASS(progress, nir, nir_opt_algebraic);
465 lowered_64bit_ops |= progress;
466 } while (progress);
467
468 if (lowered_64bit_ops)
469 st_nir_opts(nir, is_scalar);
470 }
471
472 return nir;
473 }
474
475 /* Second third of converting glsl_to_nir. This creates uniforms, gathers
476 * info on varyings, etc after NIR link time opts have been applied.
477 */
478 static void
479 st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
480 struct gl_shader_program *shader_program)
481 {
482 nir_shader *nir = prog->nir;
483
484 /* Make a pass over the IR to add state references for any built-in
485 * uniforms that are used. This has to be done now (during linking).
486 * Code generation doesn't happen until the first time this shader is
487 * used for rendering. Waiting until then to generate the parameters is
488 * too late. At that point, the values for the built-in uniforms won't
489 * get sent to the shader.
490 */
491 nir_foreach_variable(var, &nir->uniforms) {
492 if (strncmp(var->name, "gl_", 3) == 0) {
493 const nir_state_slot *const slots = var->state_slots;
494 assert(var->state_slots != NULL);
495
496 const struct glsl_type *type = glsl_without_array(var->type);
497 for (unsigned int i = 0; i < var->num_state_slots; i++) {
498 unsigned comps;
499 if (glsl_type_is_struct_or_ifc(type)) {
500 /* Builtin struct require specical handling for now we just
501 * make all members vec4. See st_nir_lower_builtin.
502 */
503 comps = 4;
504 } else {
505 comps = glsl_get_vector_elements(type);
506 }
507
508 if (st->ctx->Const.PackedDriverUniformStorage) {
509 _mesa_add_sized_state_reference(prog->Parameters,
510 slots[i].tokens,
511 comps, false);
512 } else {
513 _mesa_add_state_reference(prog->Parameters,
514 slots[i].tokens);
515 }
516 }
517 }
518 }
519
520 /* Avoid reallocation of the program parameter list, because the uniform
521 * storage is only associated with the original parameter list.
522 * This should be enough for Bitmap and DrawPixels constants.
523 */
524 _mesa_reserve_parameter_storage(prog->Parameters, 8);
525
526 /* This has to be done last. Any operation the can cause
527 * prog->ParameterValues to get reallocated (e.g., anything that adds a
528 * program constant) has to happen before creating this linkage.
529 */
530 _mesa_associate_uniform_storage(st->ctx, shader_program, prog);
531
532 st_set_prog_affected_state_flags(prog);
533
534 NIR_PASS_V(nir, st_nir_lower_builtin);
535 NIR_PASS_V(nir, gl_nir_lower_atomics, shader_program, true);
536 NIR_PASS_V(nir, nir_opt_intrinsics);
537
538 nir_variable_mode mask = nir_var_function_temp;
539 nir_remove_dead_variables(nir, mask);
540
541 if (st->ctx->_Shader->Flags & GLSL_DUMP) {
542 _mesa_log("\n");
543 _mesa_log("NIR IR for linked %s program %d:\n",
544 _mesa_shader_stage_to_string(prog->info.stage),
545 shader_program->Name);
546 nir_print_shader(nir, _mesa_get_log_file());
547 _mesa_log("\n\n");
548 }
549 }
550
551 /* TODO any better helper somewhere to sort a list? */
552
553 static void
554 insert_sorted(struct exec_list *var_list, nir_variable *new_var)
555 {
556 nir_foreach_variable(var, var_list) {
557 if (var->data.location > new_var->data.location) {
558 exec_node_insert_node_before(&var->node, &new_var->node);
559 return;
560 }
561 }
562 exec_list_push_tail(var_list, &new_var->node);
563 }
564
565 static void
566 sort_varyings(struct exec_list *var_list)
567 {
568 struct exec_list new_list;
569 exec_list_make_empty(&new_list);
570 nir_foreach_variable_safe(var, var_list) {
571 exec_node_remove(&var->node);
572 insert_sorted(&new_list, var);
573 }
574 exec_list_move_nodes_to(&new_list, var_list);
575 }
576
577 static void
578 set_st_program(struct gl_program *prog,
579 struct gl_shader_program *shader_program,
580 nir_shader *nir)
581 {
582 struct st_vertex_program *stvp;
583 struct st_common_program *stp;
584 struct st_fragment_program *stfp;
585 struct st_compute_program *stcp;
586
587 switch (prog->info.stage) {
588 case MESA_SHADER_VERTEX:
589 stvp = (struct st_vertex_program *)prog;
590 stvp->shader_program = shader_program;
591 stvp->tgsi.type = PIPE_SHADER_IR_NIR;
592 stvp->tgsi.ir.nir = nir;
593 break;
594 case MESA_SHADER_GEOMETRY:
595 case MESA_SHADER_TESS_CTRL:
596 case MESA_SHADER_TESS_EVAL:
597 stp = (struct st_common_program *)prog;
598 stp->shader_program = shader_program;
599 stp->tgsi.type = PIPE_SHADER_IR_NIR;
600 stp->tgsi.ir.nir = nir;
601 break;
602 case MESA_SHADER_FRAGMENT:
603 stfp = (struct st_fragment_program *)prog;
604 stfp->shader_program = shader_program;
605 stfp->tgsi.type = PIPE_SHADER_IR_NIR;
606 stfp->tgsi.ir.nir = nir;
607 break;
608 case MESA_SHADER_COMPUTE:
609 stcp = (struct st_compute_program *)prog;
610 stcp->shader_program = shader_program;
611 stcp->tgsi.ir_type = PIPE_SHADER_IR_NIR;
612 stcp->tgsi.prog = nir;
613 break;
614 default:
615 unreachable("unknown shader stage");
616 }
617 }
618
619 static void
620 st_nir_get_mesa_program(struct gl_context *ctx,
621 struct gl_shader_program *shader_program,
622 struct gl_linked_shader *shader)
623 {
624 struct st_context *st = st_context(ctx);
625 struct pipe_screen *pscreen = ctx->st->pipe->screen;
626 struct gl_program *prog;
627
628 validate_ir_tree(shader->ir);
629
630 prog = shader->Program;
631
632 prog->Parameters = _mesa_new_parameter_list();
633
634 _mesa_copy_linked_program_data(shader_program, shader);
635 _mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader,
636 prog->Parameters);
637
638 /* Remove reads from output registers. */
639 if (!pscreen->get_param(pscreen, PIPE_CAP_TGSI_CAN_READ_OUTPUTS))
640 lower_output_reads(shader->Stage, shader->ir);
641
642 if (ctx->_Shader->Flags & GLSL_DUMP) {
643 _mesa_log("\n");
644 _mesa_log("GLSL IR for linked %s program %d:\n",
645 _mesa_shader_stage_to_string(shader->Stage),
646 shader_program->Name);
647 _mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
648 _mesa_log("\n\n");
649 }
650
651 prog->ExternalSamplersUsed = gl_external_samplers(prog);
652 _mesa_update_shader_textures_used(shader_program, prog);
653
654 nir_shader *nir = st_glsl_to_nir(st, prog, shader_program, shader->Stage);
655
656 set_st_program(prog, shader_program, nir);
657 prog->nir = nir;
658 }
659
660 static void
661 st_nir_vectorize_io(nir_shader *producer, nir_shader *consumer)
662 {
663 NIR_PASS_V(producer, nir_lower_io_to_vector, nir_var_shader_out);
664 NIR_PASS_V(producer, nir_opt_combine_stores, nir_var_shader_out);
665 NIR_PASS_V(consumer, nir_lower_io_to_vector, nir_var_shader_in);
666
667 if ((producer)->info.stage != MESA_SHADER_TESS_CTRL) {
668 /* Calling lower_io_to_vector creates output variable writes with
669 * write-masks. We only support these for TCS outputs, so for other
670 * stages, we need to call nir_lower_io_to_temporaries to get rid of
671 * them. This, in turn, creates temporary variables and extra
672 * copy_deref intrinsics that we need to clean up.
673 */
674 NIR_PASS_V(producer, nir_lower_io_to_temporaries,
675 nir_shader_get_entrypoint(producer), true, false);
676 NIR_PASS_V(producer, nir_lower_global_vars_to_local);
677 NIR_PASS_V(producer, nir_split_var_copies);
678 NIR_PASS_V(producer, nir_lower_var_copies);
679 }
680 }
681
682 static void
683 st_nir_link_shaders(nir_shader **producer, nir_shader **consumer, bool scalar)
684 {
685 if (scalar) {
686 NIR_PASS_V(*producer, nir_lower_io_to_scalar_early, nir_var_shader_out);
687 NIR_PASS_V(*consumer, nir_lower_io_to_scalar_early, nir_var_shader_in);
688 }
689
690 nir_lower_io_arrays_to_elements(*producer, *consumer);
691
692 st_nir_opts(*producer, scalar);
693 st_nir_opts(*consumer, scalar);
694
695 if (nir_link_opt_varyings(*producer, *consumer))
696 st_nir_opts(*consumer, scalar);
697
698 NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out);
699 NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in);
700
701 if (nir_remove_unused_varyings(*producer, *consumer)) {
702 NIR_PASS_V(*producer, nir_lower_global_vars_to_local);
703 NIR_PASS_V(*consumer, nir_lower_global_vars_to_local);
704
705 /* The backend might not be able to handle indirects on
706 * temporaries so we need to lower indirects on any of the
707 * varyings we have demoted here.
708 *
709 * TODO: radeonsi shouldn't need to do this, however LLVM isn't
710 * currently smart enough to handle indirects without causing excess
711 * spilling causing the gpu to hang.
712 *
713 * See the following thread for more details of the problem:
714 * https://lists.freedesktop.org/archives/mesa-dev/2017-July/162106.html
715 */
716 nir_variable_mode indirect_mask = nir_var_function_temp;
717
718 NIR_PASS_V(*producer, nir_lower_indirect_derefs, indirect_mask);
719 NIR_PASS_V(*consumer, nir_lower_indirect_derefs, indirect_mask);
720
721 st_nir_opts(*producer, scalar);
722 st_nir_opts(*consumer, scalar);
723
724 /* Lowering indirects can cause varying to become unused.
725 * nir_compact_varyings() depends on all dead varyings being removed so
726 * we need to call nir_remove_dead_variables() again here.
727 */
728 NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out);
729 NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in);
730 }
731 }
732
733 static void
734 st_lower_patch_vertices_in(struct gl_shader_program *shader_prog)
735 {
736 struct gl_linked_shader *linked_tcs =
737 shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
738 struct gl_linked_shader *linked_tes =
739 shader_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
740
741 /* If we have a TCS and TES linked together, lower TES patch vertices. */
742 if (linked_tcs && linked_tes) {
743 nir_shader *tcs_nir = linked_tcs->Program->nir;
744 nir_shader *tes_nir = linked_tes->Program->nir;
745
746 /* The TES input vertex count is the TCS output vertex count,
747 * lower TES gl_PatchVerticesIn to a constant.
748 */
749 uint32_t tes_patch_verts = tcs_nir->info.tess.tcs_vertices_out;
750 NIR_PASS_V(tes_nir, nir_lower_patch_vertices, tes_patch_verts, NULL);
751 }
752 }
753
754 extern "C" {
755
756 void
757 st_nir_lower_wpos_ytransform(struct nir_shader *nir,
758 struct gl_program *prog,
759 struct pipe_screen *pscreen)
760 {
761 if (nir->info.stage != MESA_SHADER_FRAGMENT)
762 return;
763
764 static const gl_state_index16 wposTransformState[STATE_LENGTH] = {
765 STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM
766 };
767 nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
768
769 memcpy(wpos_options.state_tokens, wposTransformState,
770 sizeof(wpos_options.state_tokens));
771 wpos_options.fs_coord_origin_upper_left =
772 pscreen->get_param(pscreen,
773 PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT);
774 wpos_options.fs_coord_origin_lower_left =
775 pscreen->get_param(pscreen,
776 PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT);
777 wpos_options.fs_coord_pixel_center_integer =
778 pscreen->get_param(pscreen,
779 PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
780 wpos_options.fs_coord_pixel_center_half_integer =
781 pscreen->get_param(pscreen,
782 PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
783
784 if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
785 nir_validate_shader(nir, "after nir_lower_wpos_ytransform");
786 _mesa_add_state_reference(prog->Parameters, wposTransformState);
787 }
788 }
789
790 bool
791 st_link_nir(struct gl_context *ctx,
792 struct gl_shader_program *shader_program)
793 {
794 struct st_context *st = st_context(ctx);
795 struct pipe_screen *screen = st->pipe->screen;
796 bool is_scalar[MESA_SHADER_STAGES];
797
798 unsigned last_stage = 0;
799 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
800 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
801 if (shader == NULL)
802 continue;
803
804 /* Determine scalar property of each shader stage */
805 enum pipe_shader_type type = pipe_shader_type_from_mesa(shader->Stage);
806 is_scalar[i] = screen->get_shader_param(screen, type,
807 PIPE_SHADER_CAP_SCALAR_ISA);
808
809 st_nir_get_mesa_program(ctx, shader_program, shader);
810 last_stage = i;
811
812 if (is_scalar[i]) {
813 NIR_PASS_V(shader->Program->nir, nir_lower_load_const_to_scalar);
814 }
815 }
816
817 /* Linking the stages in the opposite order (from fragment to vertex)
818 * ensures that inter-shader outputs written to in an earlier stage
819 * are eliminated if they are (transitively) not used in a later
820 * stage.
821 */
822 int next = last_stage;
823 for (int i = next - 1; i >= 0; i--) {
824 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
825 if (shader == NULL)
826 continue;
827
828 st_nir_link_shaders(&shader->Program->nir,
829 &shader_program->_LinkedShaders[next]->Program->nir,
830 is_scalar[i]);
831 next = i;
832 }
833
834 int prev = -1;
835 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
836 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
837 if (shader == NULL)
838 continue;
839
840 nir_shader *nir = shader->Program->nir;
841
842 NIR_PASS_V(nir, st_nir_lower_wpos_ytransform, shader->Program,
843 st->pipe->screen);
844
845 NIR_PASS_V(nir, nir_lower_system_values);
846 NIR_PASS_V(nir, nir_lower_clip_cull_distance_arrays);
847
848 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
849 shader->Program->info = nir->info;
850 if (i == MESA_SHADER_VERTEX) {
851 /* NIR expands dual-slot inputs out to two locations. We need to
852 * compact things back down GL-style single-slot inputs to avoid
853 * confusing the state tracker.
854 */
855 shader->Program->info.inputs_read =
856 nir_get_single_slot_attribs_mask(nir->info.inputs_read,
857 shader->Program->DualSlotInputs);
858 }
859
860 if (prev != -1) {
861 struct gl_program *prev_shader =
862 shader_program->_LinkedShaders[prev]->Program;
863
864 /* We can't use nir_compact_varyings with transform feedback, since
865 * the pipe_stream_output->output_register field is based on the
866 * pre-compacted driver_locations.
867 */
868 if (!(prev_shader->sh.LinkedTransformFeedback &&
869 prev_shader->sh.LinkedTransformFeedback->NumVarying > 0))
870 nir_compact_varyings(shader_program->_LinkedShaders[prev]->Program->nir,
871 nir, ctx->API != API_OPENGL_COMPAT);
872
873 if (ctx->Const.ShaderCompilerOptions[i].NirOptions->vectorize_io)
874 st_nir_vectorize_io(prev_shader->nir, nir);
875 }
876 prev = i;
877 }
878
879 st_lower_patch_vertices_in(shader_program);
880
881 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
882 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
883 if (shader == NULL)
884 continue;
885
886 st_glsl_to_nir_post_opts(st, shader->Program, shader_program);
887
888 assert(shader->Program);
889 if (!ctx->Driver.ProgramStringNotify(ctx,
890 _mesa_shader_stage_to_program(i),
891 shader->Program)) {
892 _mesa_reference_program(ctx, &shader->Program, NULL);
893 return false;
894 }
895
896 nir_sweep(shader->Program->nir);
897
898 /* The GLSL IR won't be needed anymore. */
899 ralloc_free(shader->ir);
900 shader->ir = NULL;
901 }
902
903 return true;
904 }
905
906 void
907 st_nir_assign_varying_locations(struct st_context *st, nir_shader *nir)
908 {
909 if (nir->info.stage == MESA_SHADER_VERTEX) {
910 /* Needs special handling so drvloc matches the vbo state: */
911 st_nir_assign_vs_in_locations(nir);
912 /* Re-lower global vars, to deal with any dead VS inputs. */
913 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
914
915 sort_varyings(&nir->outputs);
916 st_nir_assign_var_locations(&nir->outputs,
917 &nir->num_outputs,
918 nir->info.stage);
919 st_nir_fixup_varying_slots(st, &nir->outputs);
920 } else if (nir->info.stage == MESA_SHADER_GEOMETRY ||
921 nir->info.stage == MESA_SHADER_TESS_CTRL ||
922 nir->info.stage == MESA_SHADER_TESS_EVAL) {
923 sort_varyings(&nir->inputs);
924 st_nir_assign_var_locations(&nir->inputs,
925 &nir->num_inputs,
926 nir->info.stage);
927 st_nir_fixup_varying_slots(st, &nir->inputs);
928
929 sort_varyings(&nir->outputs);
930 st_nir_assign_var_locations(&nir->outputs,
931 &nir->num_outputs,
932 nir->info.stage);
933 st_nir_fixup_varying_slots(st, &nir->outputs);
934 } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
935 sort_varyings(&nir->inputs);
936 st_nir_assign_var_locations(&nir->inputs,
937 &nir->num_inputs,
938 nir->info.stage);
939 st_nir_fixup_varying_slots(st, &nir->inputs);
940 st_nir_assign_var_locations(&nir->outputs,
941 &nir->num_outputs,
942 nir->info.stage);
943 } else if (nir->info.stage == MESA_SHADER_COMPUTE) {
944 /* TODO? */
945 } else {
946 unreachable("invalid shader type");
947 }
948 }
949
950 void
951 st_nir_lower_samplers(struct pipe_screen *screen, nir_shader *nir,
952 struct gl_shader_program *shader_program,
953 struct gl_program *prog)
954 {
955 if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
956 NIR_PASS_V(nir, gl_nir_lower_samplers_as_deref, shader_program);
957 else
958 NIR_PASS_V(nir, gl_nir_lower_samplers, shader_program);
959
960 if (prog) {
961 prog->info.textures_used = nir->info.textures_used;
962 prog->info.textures_used_by_txf = nir->info.textures_used_by_txf;
963 }
964 }
965
966 /* Last third of preparing nir from glsl, which happens after shader
967 * variant lowering.
968 */
969 void
970 st_finalize_nir(struct st_context *st, struct gl_program *prog,
971 struct gl_shader_program *shader_program, nir_shader *nir)
972 {
973 struct pipe_screen *screen = st->pipe->screen;
974 const nir_shader_compiler_options *options =
975 st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions;
976
977 NIR_PASS_V(nir, nir_split_var_copies);
978 NIR_PASS_V(nir, nir_lower_var_copies);
979 if (options->lower_all_io_to_temps ||
980 options->lower_all_io_to_elements ||
981 nir->info.stage == MESA_SHADER_VERTEX ||
982 nir->info.stage == MESA_SHADER_GEOMETRY) {
983 NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
984 } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
985 NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, true);
986 }
987
988 st_nir_assign_varying_locations(st, nir);
989
990 NIR_PASS_V(nir, nir_lower_atomics_to_ssbo,
991 st->ctx->Const.Program[nir->info.stage].MaxAtomicBuffers);
992
993 st_nir_assign_uniform_locations(st->ctx, prog,
994 &nir->uniforms);
995
996 /* Set num_uniforms in number of attribute slots (vec4s) */
997 nir->num_uniforms = DIV_ROUND_UP(prog->Parameters->NumParameterValues, 4);
998
999 if (st->ctx->Const.PackedDriverUniformStorage) {
1000 NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, st_glsl_type_dword_size,
1001 (nir_lower_io_options)0);
1002 NIR_PASS_V(nir, nir_lower_uniforms_to_ubo, 4);
1003 } else {
1004 NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, st_glsl_uniforms_type_size,
1005 (nir_lower_io_options)0);
1006 }
1007
1008 st_nir_lower_samplers(screen, nir, shader_program, prog);
1009 }
1010
1011 } /* extern "C" */