#include "brw_context.h"
#include "compiler/brw_nir.h"
#include "brw_program.h"
+#include "compiler/glsl/gl_nir.h"
+#include "compiler/glsl/gl_nir_linker.h"
#include "compiler/glsl/ir.h"
#include "compiler/glsl/ir_optimization.h"
#include "compiler/glsl/program.h"
#include "compiler/nir/nir_serialize.h"
#include "program/program.h"
+#include "main/glspirv.h"
#include "main/mtypes.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
ralloc_adopt(mem_ctx, shader->ir);
- lower_blend_equation_advanced(shader);
+ lower_blend_equation_advanced(
+ shader, ctx->Extensions.KHR_blend_equation_advanced_coherent);
/* lower_packing_builtins() inserts arithmetic instructions, so it
* must precede lower_instructions().
do_vec_index_to_cond_assign(shader->ir);
lower_vector_insert(shader->ir, true);
lower_offset_arrays(shader->ir);
- lower_noise(shader->ir);
lower_quadop_vector(shader->ir, false);
validate_ir_tree(shader->ir);
unsigned int stage;
struct shader_info *infos[MESA_SHADER_STAGES] = { 0, };
+ if (shProg->data->LinkStatus == LINKING_SKIPPED)
+ return GL_TRUE;
+
for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
if (!shader)
struct gl_program *prog = shader->Program;
prog->Parameters = _mesa_new_parameter_list();
- process_glsl_ir(brw, shProg, shader);
+ if (!shader->spirv_data)
+ process_glsl_ir(brw, shProg, shader);
_mesa_copy_linked_program_data(shProg, shader);
prog->ShadowSamplers = shader->shadow_samplers;
- _mesa_update_shader_textures_used(shProg, prog);
bool debug_enabled =
(INTEL_DEBUG & intel_debug_flag_for_shader_stage(shader->Stage));
compiler->scalar_stage[stage]);
}
+ /* TODO: Verify if its feasible to split up the NIR linking work into a
+ * per-stage part (that fill out information we need for the passes) and a
+ * actual linking part, so that we could fold back brw_nir_lower_resources
+ * back into brw_create_nir.
+ */
+
+ /* SPIR-V programs use a NIR linker */
+ if (shProg->data->spirv) {
+ static const gl_nir_linker_options opts = {
+ .fill_parameters = false,
+ };
+ if (!gl_nir_link_spirv(ctx, shProg, &opts))
+ return GL_FALSE;
+ }
+
+ for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
+ struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
+ if (!shader)
+ continue;
+
+ struct gl_program *prog = shader->Program;
+
+ brw_nir_lower_resources(prog->nir, shProg, prog, &brw->screen->devinfo);
+
+ NIR_PASS_V(prog->nir, brw_nir_lower_gl_images, prog);
+ }
+
/* Determine first and last stage. */
unsigned first = MESA_SHADER_STAGES;
unsigned last = 0;
* ensures that inter-shader outputs written to in an earlier stage
* are eliminated if they are (transitively) not used in a later
* stage.
+ *
+ * TODO: Look into Shadow of Mordor regressions on HSW and enable this for
+ * all platforms. See: https://bugs.freedesktop.org/show_bug.cgi?id=103537
*/
- if (first != last) {
+ if (first != last && brw->screen->devinfo.gen >= 8) {
int next = last;
for (int i = next - 1; i >= 0; i--) {
if (shProg->_LinkedShaders[i] == NULL)
continue;
- nir_shader *producer = shProg->_LinkedShaders[i]->Program->nir;
- nir_shader *consumer = shProg->_LinkedShaders[next]->Program->nir;
-
- NIR_PASS_V(producer, nir_remove_dead_variables, nir_var_shader_out);
- NIR_PASS_V(consumer, nir_remove_dead_variables, nir_var_shader_in);
-
- if (nir_remove_unused_varyings(producer, consumer)) {
- NIR_PASS_V(producer, nir_lower_global_vars_to_local);
- NIR_PASS_V(consumer, nir_lower_global_vars_to_local);
-
- nir_variable_mode indirect_mask = (nir_variable_mode) 0;
- if (compiler->glsl_compiler_options[i].EmitNoIndirectTemp)
- indirect_mask = (nir_variable_mode) nir_var_local;
-
- /* The backend might not be able to handle indirects on
- * temporaries so we need to lower indirects on any of the
- * varyings we have demoted here.
- */
- NIR_PASS_V(producer, nir_lower_indirect_derefs, indirect_mask);
- NIR_PASS_V(consumer, nir_lower_indirect_derefs, indirect_mask);
-
- const bool p_is_scalar =
- compiler->scalar_stage[producer->info.stage];
- producer = brw_nir_optimize(producer, compiler, p_is_scalar);
-
- const bool c_is_scalar =
- compiler->scalar_stage[producer->info.stage];
- consumer = brw_nir_optimize(consumer, compiler, c_is_scalar);
- }
-
- shProg->_LinkedShaders[i]->Program->nir = producer;
- shProg->_LinkedShaders[next]->Program->nir = consumer;
-
- next = i;
+ brw_nir_link_shaders(compiler,
+ shProg->_LinkedShaders[i]->Program->nir,
+ shProg->_LinkedShaders[next]->Program->nir);
+ next = i;
}
}
continue;
struct gl_program *prog = shader->Program;
+
+ _mesa_update_shader_textures_used(shProg, prog);
+
brw_shader_gather_info(prog->nir, prog);
- NIR_PASS_V(prog->nir, nir_lower_samplers, shProg);
- NIR_PASS_V(prog->nir, nir_lower_atomics, shProg);
+ NIR_PASS_V(prog->nir, gl_nir_lower_atomics, shProg, false);
+ NIR_PASS_V(prog->nir, nir_lower_atomics_to_ssbo);
- if (brw->ctx.Cache) {
- struct blob writer;
- blob_init(&writer);
- nir_serialize(&writer, prog->nir);
- prog->driver_cache_blob = ralloc_size(NULL, writer.size);
- memcpy(prog->driver_cache_blob, writer.data, writer.size);
- prog->driver_cache_blob_size = writer.size;
- }
+ nir_sweep(prog->nir);
infos[stage] = &prog->nir->info;
* get sent to the shader.
*/
nir_foreach_variable(var, &prog->nir->uniforms) {
- if (strncmp(var->name, "gl_", 3) == 0) {
- const nir_state_slot *const slots = var->state_slots;
- assert(var->state_slots != NULL);
-
- for (unsigned int i = 0; i < var->num_state_slots; i++) {
- _mesa_add_state_reference(prog->Parameters,
- (gl_state_index *)slots[i].tokens);
- }
+ const nir_state_slot *const slots = var->state_slots;
+ for (unsigned int i = 0; i < var->num_state_slots; i++) {
+ assert(slots != NULL);
+ _mesa_add_state_reference(prog->Parameters, slots[i].tokens);
}
}
}
}
if (brw->precompile && !brw_shader_precompile(ctx, shProg))
- return false;
+ return GL_FALSE;
- build_program_resource_list(ctx, shProg);
+ /* SPIR-V programs build its resource list from linked NIR shaders. */
+ if (!shProg->data->spirv)
+ build_program_resource_list(ctx, shProg, false);
+ else
+ nir_build_program_resource_list(ctx, shProg, true);
for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
shader->ir = NULL;
}
- return true;
+ return GL_TRUE;
}