#include "program/prog_statevars.h"
#include "program/prog_parameter.h"
#include "program/ir_to_mesa.h"
+#include "main/context.h"
#include "main/mtypes.h"
#include "main/errors.h"
+#include "main/glspirv.h"
#include "main/shaderapi.h"
#include "main/uniforms.h"
#include "main/shaderobj.h"
#include "st_context.h"
-#include "st_glsl_types.h"
#include "st_program.h"
+#include "st_shader_cache.h"
#include "compiler/nir/nir.h"
#include "compiler/glsl_types.h"
#include "compiler/glsl/glsl_to_nir.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/string_to_uint_map.h"
* with the anything->tgsi->nir path.
*/
static void
-st_nir_fixup_varying_slots(struct st_context *st, struct exec_list *var_list)
+st_nir_fixup_varying_slots(struct st_context *st, nir_shader *shader,
+ nir_variable_mode mode)
{
if (st->needs_texcoord_semantic)
return;
- nir_foreach_variable(var, var_list) {
+ nir_foreach_variable_with_modes(var, shader, mode) {
if (var->data.location >= VARYING_SLOT_VAR0) {
var->data.location += 9;
+ } else if (var->data.location == VARYING_SLOT_PNTC) {
+ var->data.location = VARYING_SLOT_VAR8;
} else if ((var->data.location >= VARYING_SLOT_TEX0) &&
(var->data.location <= VARYING_SLOT_TEX7)) {
var->data.location += VARYING_SLOT_VAR0 - VARYING_SLOT_TEX0;
}
}
+static void
+st_shader_gather_info(nir_shader *nir, struct gl_program *prog)
+{
+ nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
+
+ /* Copy the info we just generated back into the gl_program */
+ const char *prog_name = prog->info.name;
+ const char *prog_label = prog->info.label;
+ prog->info = nir->info;
+ prog->info.name = prog_name;
+ prog->info.label = prog_label;
+}
+
/* input location assignment for VS inputs must be handled specially, so
* that it is aligned w/ st's vbo state.
* (This isn't the case with, for ex, FS inputs, which only need to agree
* on varying-slot w/ the VS outputs)
*/
-static void
-st_nir_assign_vs_in_locations(nir_shader *nir)
+void
+st_nir_assign_vs_in_locations(struct nir_shader *nir)
{
- nir->num_inputs = 0;
- nir_foreach_variable_safe(var, &nir->inputs) {
+ if (nir->info.stage != MESA_SHADER_VERTEX)
+ return;
+
+ bool removed_inputs = false;
+
+ nir->num_inputs = util_bitcount64(nir->info.inputs_read);
+ nir_foreach_shader_in_variable_safe(var, nir) {
/* NIR already assigns dual-slot inputs to two locations so all we have
* to do is compact everything down.
*/
- if (var->data.location == VERT_ATTRIB_EDGEFLAG) {
- /* bit of a hack, mirroring st_translate_vertex_program */
- var->data.driver_location = util_bitcount64(nir->info.inputs_read);
- } else if (nir->info.inputs_read & BITFIELD64_BIT(var->data.location)) {
+ if (nir->info.inputs_read & BITFIELD64_BIT(var->data.location)) {
var->data.driver_location =
util_bitcount64(nir->info.inputs_read &
BITFIELD64_MASK(var->data.location));
- nir->num_inputs++;
} else {
- /* Move unused input variables to the globals list (with no
+ /* Convert unused input variables to shader_temp (with no
* initialization), to avoid confusing drivers looking through the
* inputs array and expecting to find inputs with a driver_location
* set.
*/
- exec_node_remove(&var->node);
var->data.mode = nir_var_shader_temp;
- exec_list_push_tail(&nir->globals, &var->node);
+ removed_inputs = true;
}
}
+
+ /* Re-lower global vars, to deal with any dead VS inputs. */
+ if (removed_inputs)
+ NIR_PASS_V(nir, nir_lower_global_vars_to_local);
}
-static void
-st_nir_assign_var_locations(struct exec_list *var_list, unsigned *size,
- gl_shader_stage stage)
+static int
+st_nir_lookup_parameter_index(struct gl_program *prog, nir_variable *var)
{
- unsigned location = 0;
- unsigned assigned_locations[VARYING_SLOT_TESS_MAX];
- uint64_t processed_locs[2] = {0};
-
- const int base = stage == MESA_SHADER_FRAGMENT ?
- (int) FRAG_RESULT_DATA0 : (int) VARYING_SLOT_VAR0;
-
- int UNUSED last_loc = 0;
- nir_foreach_variable(var, var_list) {
-
- const struct glsl_type *type = var->type;
- if (nir_is_per_vertex_io(var, stage)) {
- assert(glsl_type_is_array(type));
- type = glsl_get_array_element(type);
- }
-
- unsigned var_size = type_size(type);
-
- /* Builtins don't allow component packing so we only need to worry about
- * user defined varyings sharing the same location.
- */
- bool processed = false;
- if (var->data.location >= base) {
- unsigned glsl_location = var->data.location - base;
-
- for (unsigned i = 0; i < var_size; i++) {
- if (processed_locs[var->data.index] &
- ((uint64_t)1 << (glsl_location + i)))
- processed = true;
- else
- processed_locs[var->data.index] |=
- ((uint64_t)1 << (glsl_location + i));
- }
- }
+ struct gl_program_parameter_list *params = prog->Parameters;
- /* Because component packing allows varyings to share the same location
- * we may have already have processed this location.
- */
- if (processed) {
- unsigned driver_location = assigned_locations[var->data.location];
- var->data.driver_location = driver_location;
- *size += type_size(type);
-
- /* An array may be packed such that is crosses multiple other arrays
- * or variables, we need to make sure we have allocated the elements
- * consecutively if the previously proccessed var was shorter than
- * the current array we are processing.
- *
- * NOTE: The code below assumes the var list is ordered in ascending
- * location order.
- */
- assert(last_loc <= var->data.location);
- last_loc = var->data.location;
- unsigned last_slot_location = driver_location + var_size;
- if (last_slot_location > location) {
- unsigned num_unallocated_slots = last_slot_location - location;
- unsigned first_unallocated_slot = var_size - num_unallocated_slots;
- for (unsigned i = first_unallocated_slot; i < num_unallocated_slots; i++) {
- assigned_locations[var->data.location + i] = location;
- location++;
- }
- }
- continue;
- }
-
- for (unsigned i = 0; i < var_size; i++) {
- assigned_locations[var->data.location + i] = location + i;
- }
-
- var->data.driver_location = location;
- location += var_size;
+ /* Lookup the first parameter that the uniform storage that match the
+ * variable location.
+ */
+ for (unsigned i = 0; i < params->NumParameters; i++) {
+ int index = params->Parameters[i].MainUniformStorageIndex;
+ if (index == var->data.location)
+ return i;
}
- *size += location;
-}
-
-static int
-st_nir_lookup_parameter_index(const struct gl_program_parameter_list *params,
- const char *name)
-{
- int loc = _mesa_lookup_parameter_index(params, name);
+ /* TODO: Handle this fallback for SPIR-V. We need this for GLSL e.g. in
+ * dEQP-GLES2.functional.uniform_api.random.3
+ */
/* is there a better way to do this? If we have something like:
*
* needs to work backwards to get base var loc from the param-list
* which already has them separated out.
*/
- if (loc < 0) {
- int namelen = strlen(name);
+ if (!prog->sh.data->spirv) {
+ int namelen = strlen(var->name);
for (unsigned i = 0; i < params->NumParameters; i++) {
struct gl_program_parameter *p = ¶ms->Parameters[i];
- if ((strncmp(p->Name, name, namelen) == 0) &&
+ if ((strncmp(p->Name, var->name, namelen) == 0) &&
((p->Name[namelen] == '.') || (p->Name[namelen] == '['))) {
- loc = i;
- break;
+ return i;
}
}
}
- return loc;
+ return -1;
}
static void
st_nir_assign_uniform_locations(struct gl_context *ctx,
struct gl_program *prog,
- struct exec_list *uniform_list)
+ nir_shader *nir)
{
int shaderidx = 0;
int imageidx = 0;
- nir_foreach_variable(uniform, uniform_list) {
+ nir_foreach_uniform_variable(uniform, nir) {
int loc;
- /*
- * UBO's have their own address spaces, so don't count them towards the
- * number of global uniforms
- */
- if (uniform->data.mode == nir_var_mem_ubo || uniform->data.mode == nir_var_mem_ssbo)
- continue;
-
const struct glsl_type *type = glsl_without_array(uniform->type);
if (!uniform->data.bindless && (type->is_sampler() || type->is_image())) {
if (type->is_sampler()) {
loc = imageidx;
imageidx += type_size(uniform->type);
}
- } else if (strncmp(uniform->name, "gl_", 3) == 0) {
+ } else if (uniform->state_slots) {
const gl_state_index16 *const stateTokens = uniform->state_slots[0].tokens;
/* This state reference has already been setup by ir_to_mesa, but we'll
* get the same index back here.
loc = _mesa_add_state_reference(prog->Parameters, stateTokens);
}
} else {
- loc = st_nir_lookup_parameter_index(prog->Parameters, uniform->name);
+ loc = st_nir_lookup_parameter_index(prog, uniform);
/* We need to check that loc is not -1 here before accessing the
* array. It can be negative for example when we have a struct that
}
void
-st_nir_opts(nir_shader *nir, bool scalar)
+st_nir_opts(nir_shader *nir)
{
bool progress;
- unsigned lower_flrp =
- (nir->options->lower_flrp16 ? 16 : 0) |
- (nir->options->lower_flrp32 ? 32 : 0) |
- (nir->options->lower_flrp64 ? 64 : 0);
do {
progress = false;
NIR_PASS_V(nir, nir_lower_vars_to_ssa);
+
+ /* Linking deals with unused inputs/outputs, but here we can remove
+ * things local to the shader in the hopes that we can cleanup other
+ * things. This pass will also remove variables with only stores, so we
+ * might be able to make progress after it.
+ */
+ NIR_PASS(progress, nir, nir_remove_dead_variables,
+ (nir_variable_mode)(nir_var_function_temp |
+ nir_var_shader_temp |
+ nir_var_mem_shared),
+ NULL);
NIR_PASS(progress, nir, nir_opt_copy_prop_vars);
NIR_PASS(progress, nir, nir_opt_dead_write_vars);
- if (scalar) {
- NIR_PASS_V(nir, nir_lower_alu_to_scalar, NULL);
+ if (nir->options->lower_to_scalar) {
+ NIR_PASS_V(nir, nir_lower_alu_to_scalar, NULL, NULL);
NIR_PASS_V(nir, nir_lower_phis_to_scalar);
}
NIR_PASS(progress, nir, nir_opt_algebraic);
NIR_PASS(progress, nir, nir_opt_constant_folding);
- if (lower_flrp != 0) {
- bool lower_flrp_progress = false;
-
- NIR_PASS(lower_flrp_progress, nir, nir_lower_flrp,
- lower_flrp,
- false /* always_precise */,
- nir->options->lower_ffma);
- if (lower_flrp_progress) {
- NIR_PASS(progress, nir,
- nir_opt_constant_folding);
- progress = true;
+ if (!nir->info.flrp_lowered) {
+ unsigned lower_flrp =
+ (nir->options->lower_flrp16 ? 16 : 0) |
+ (nir->options->lower_flrp32 ? 32 : 0) |
+ (nir->options->lower_flrp64 ? 64 : 0);
+
+ if (lower_flrp) {
+ bool lower_flrp_progress = false;
+
+ NIR_PASS(lower_flrp_progress, nir, nir_lower_flrp,
+ lower_flrp,
+ false /* always_precise */,
+ nir->options->lower_ffma);
+ if (lower_flrp_progress) {
+ NIR_PASS(progress, nir,
+ nir_opt_constant_folding);
+ progress = true;
+ }
}
/* Nothing should rematerialize any flrps, so we only need to do this
* lowering once.
*/
- lower_flrp = 0;
+ nir->info.flrp_lowered = true;
}
- NIR_PASS(progress, nir, gl_nir_opt_access);
-
NIR_PASS(progress, nir, nir_opt_undef);
NIR_PASS(progress, nir, nir_opt_conditional_discard);
if (nir->options->max_unroll_iterations) {
} while (progress);
}
+static void
+shared_type_info(const struct glsl_type *type, unsigned *size, unsigned *align)
+{
+ assert(glsl_type_is_vector_or_scalar(type));
+
+ uint32_t comp_size = glsl_type_is_boolean(type)
+ ? 4 : glsl_get_bit_size(type) / 8;
+ unsigned length = glsl_get_vector_elements(type);
+ *size = comp_size * length,
+ *align = comp_size * (length == 3 ? 4 : length);
+}
+
/* First third of converting glsl_to_nir.. this leaves things in a pre-
* nir_lower_io state, so that shader variants can more easily insert/
* replace variables, etc.
*/
-static nir_shader *
-st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
- struct gl_shader_program *shader_program,
- gl_shader_stage stage)
+static void
+st_nir_preprocess(struct st_context *st, struct gl_program *prog,
+ struct gl_shader_program *shader_program,
+ gl_shader_stage stage)
{
+ struct pipe_screen *screen = st->pipe->screen;
const nir_shader_compiler_options *options =
st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions;
- enum pipe_shader_type type = pipe_shader_type_from_mesa(stage);
- struct pipe_screen *screen = st->pipe->screen;
- bool is_scalar = screen->get_shader_param(screen, type, PIPE_SHADER_CAP_SCALAR_ISA);
assert(options);
- bool lower_64bit =
- options->lower_int64_options || options->lower_doubles_options;
-
- if (prog->nir)
- return prog->nir;
-
- nir_shader *nir = glsl_to_nir(st->ctx, shader_program, stage, options);
+ nir_shader *nir = prog->nir;
/* Set the next shader stage hint for VS and TES. */
if (!nir->info.separate_shader &&
}
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
- nir_shader *softfp64 = NULL;
- if (nir->info.uses_64bit &&
+ if (!st->ctx->SoftFP64 && nir->info.uses_64bit &&
(options->lower_doubles_options & nir_lower_fp64_full_software) != 0) {
- softfp64 = glsl_float64_funcs_to_nir(st->ctx, options);
- ralloc_steal(ralloc_parent(nir), softfp64);
+ st->ctx->SoftFP64 = glsl_float64_funcs_to_nir(st->ctx, options);
}
- nir_variable_mode mask =
- (nir_variable_mode) (nir_var_shader_in | nir_var_shader_out);
- nir_remove_dead_variables(nir, mask);
+ /* ES has strict SSO validation rules for shader IO matching so we can't
+ * remove dead IO until the resource list has been built. Here we skip
+ * removing them until later. This will potentially make the IO lowering
+ * calls below do a little extra work but should otherwise have no impact.
+ */
+ if (!_mesa_is_gles(st->ctx) || !nir->info.separate_shader) {
+ nir_variable_mode mask =
+ (nir_variable_mode) (nir_var_shader_in | nir_var_shader_out);
+ nir_remove_dead_variables(nir, mask, NULL);
+ }
if (options->lower_all_io_to_temps ||
nir->info.stage == MESA_SHADER_VERTEX ||
NIR_PASS_V(nir, nir_lower_io_to_temporaries,
nir_shader_get_entrypoint(nir),
true, true);
- } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
+ } else if (nir->info.stage == MESA_SHADER_FRAGMENT ||
+ !screen->get_param(screen, PIPE_CAP_TGSI_CAN_READ_OUTPUTS)) {
NIR_PASS_V(nir, nir_lower_io_to_temporaries,
nir_shader_get_entrypoint(nir),
true, false);
NIR_PASS_V(nir, nir_split_var_copies);
NIR_PASS_V(nir, nir_lower_var_copies);
- if (is_scalar) {
- NIR_PASS_V(nir, nir_lower_alu_to_scalar, NULL);
+ if (options->lower_to_scalar) {
+ NIR_PASS_V(nir, nir_lower_alu_to_scalar, NULL, NULL);
}
/* before buffers and vars_to_ssa */
- NIR_PASS_V(nir, gl_nir_lower_bindless_images);
- st_nir_opts(nir, is_scalar);
+ NIR_PASS_V(nir, gl_nir_lower_images, true);
+
+ /* TODO: Change GLSL to not lower shared memory. */
+ if (prog->nir->info.stage == MESA_SHADER_COMPUTE &&
+ shader_program->data->spirv) {
+ NIR_PASS_V(prog->nir, nir_lower_vars_to_explicit_types,
+ nir_var_mem_shared, shared_type_info);
+ NIR_PASS_V(prog->nir, nir_lower_explicit_io,
+ nir_var_mem_shared, nir_address_format_32bit_offset);
+ }
- NIR_PASS_V(nir, gl_nir_lower_buffers, shader_program);
/* Do a round of constant folding to clean up address calculations */
NIR_PASS_V(nir, nir_opt_constant_folding);
-
- if (lower_64bit) {
- bool lowered_64bit_ops = false;
- bool progress = false;
-
- NIR_PASS_V(nir, nir_opt_algebraic);
-
- do {
- progress = false;
- if (options->lower_int64_options) {
- NIR_PASS(progress, nir, nir_lower_int64,
- options->lower_int64_options);
- }
- if (options->lower_doubles_options) {
- NIR_PASS(progress, nir, nir_lower_doubles,
- softfp64, options->lower_doubles_options);
- }
- NIR_PASS(progress, nir, nir_opt_algebraic);
- lowered_64bit_ops |= progress;
- } while (progress);
-
- if (lowered_64bit_ops)
- st_nir_opts(nir, is_scalar);
- }
-
- return nir;
}
/* Second third of converting glsl_to_nir. This creates uniforms, gathers
* too late. At that point, the values for the built-in uniforms won't
* get sent to the shader.
*/
- nir_foreach_variable(var, &nir->uniforms) {
- if (strncmp(var->name, "gl_", 3) == 0) {
- const nir_state_slot *const slots = var->state_slots;
- assert(var->state_slots != NULL);
-
+ nir_foreach_uniform_variable(var, nir) {
+ const nir_state_slot *const slots = var->state_slots;
+ if (slots != NULL) {
const struct glsl_type *type = glsl_without_array(var->type);
for (unsigned int i = 0; i < var->num_state_slots; i++) {
unsigned comps;
if (glsl_type_is_struct_or_ifc(type)) {
- /* Builtin struct require specical handling for now we just
- * make all members vec4. See st_nir_lower_builtin.
- */
- comps = 4;
+ comps = _mesa_program_state_value_size(slots[i].tokens);
} else {
comps = glsl_get_vector_elements(type);
}
st_set_prog_affected_state_flags(prog);
- NIR_PASS_V(nir, st_nir_lower_builtin);
+ /* None of the builtins being lowered here can be produced by SPIR-V. See
+ * _mesa_builtin_uniform_desc. Also drivers that support packed uniform
+ * storage don't need to lower builtins.
+ */
+ if (!shader_program->data->spirv &&
+ !st->ctx->Const.PackedDriverUniformStorage)
+ NIR_PASS_V(nir, st_nir_lower_builtin);
+
NIR_PASS_V(nir, gl_nir_lower_atomics, shader_program, true);
NIR_PASS_V(nir, nir_opt_intrinsics);
- nir_variable_mode mask = nir_var_function_temp;
- nir_remove_dead_variables(nir, mask);
-
- if (st->ctx->_Shader->Flags & GLSL_DUMP) {
- _mesa_log("\n");
- _mesa_log("NIR IR for linked %s program %d:\n",
- _mesa_shader_stage_to_string(prog->info.stage),
- shader_program->Name);
- nir_print_shader(nir, _mesa_get_log_file());
- _mesa_log("\n\n");
- }
-}
-
-/* TODO any better helper somewhere to sort a list? */
-
-static void
-insert_sorted(struct exec_list *var_list, nir_variable *new_var)
-{
- nir_foreach_variable(var, var_list) {
- if (var->data.location > new_var->data.location) {
- exec_node_insert_node_before(&var->node, &new_var->node);
- return;
+ /* Lower 64-bit ops. */
+ if (nir->options->lower_int64_options ||
+ nir->options->lower_doubles_options) {
+ bool lowered_64bit_ops = false;
+ if (nir->options->lower_doubles_options) {
+ NIR_PASS(lowered_64bit_ops, nir, nir_lower_doubles,
+ st->ctx->SoftFP64, nir->options->lower_doubles_options);
}
- }
- exec_list_push_tail(var_list, &new_var->node);
-}
-
-static void
-sort_varyings(struct exec_list *var_list)
-{
- struct exec_list new_list;
- exec_list_make_empty(&new_list);
- nir_foreach_variable_safe(var, var_list) {
- exec_node_remove(&var->node);
- insert_sorted(&new_list, var);
- }
- exec_list_move_nodes_to(&new_list, var_list);
-}
+ if (nir->options->lower_int64_options)
+ NIR_PASS(lowered_64bit_ops, nir, nir_lower_int64);
-static void
-set_st_program(struct gl_program *prog,
- struct gl_shader_program *shader_program,
- nir_shader *nir)
-{
- struct st_vertex_program *stvp;
- struct st_common_program *stp;
- struct st_fragment_program *stfp;
- struct st_compute_program *stcp;
-
- switch (prog->info.stage) {
- case MESA_SHADER_VERTEX:
- stvp = (struct st_vertex_program *)prog;
- stvp->shader_program = shader_program;
- stvp->tgsi.type = PIPE_SHADER_IR_NIR;
- stvp->tgsi.ir.nir = nir;
- break;
- case MESA_SHADER_GEOMETRY:
- case MESA_SHADER_TESS_CTRL:
- case MESA_SHADER_TESS_EVAL:
- stp = (struct st_common_program *)prog;
- stp->shader_program = shader_program;
- stp->tgsi.type = PIPE_SHADER_IR_NIR;
- stp->tgsi.ir.nir = nir;
- break;
- case MESA_SHADER_FRAGMENT:
- stfp = (struct st_fragment_program *)prog;
- stfp->shader_program = shader_program;
- stfp->tgsi.type = PIPE_SHADER_IR_NIR;
- stfp->tgsi.ir.nir = nir;
- break;
- case MESA_SHADER_COMPUTE:
- stcp = (struct st_compute_program *)prog;
- stcp->shader_program = shader_program;
- stcp->tgsi.ir_type = PIPE_SHADER_IR_NIR;
- stcp->tgsi.prog = nir;
- break;
- default:
- unreachable("unknown shader stage");
+ if (lowered_64bit_ops)
+ st_nir_opts(nir);
}
-}
-
-static void
-st_nir_get_mesa_program(struct gl_context *ctx,
- struct gl_shader_program *shader_program,
- struct gl_linked_shader *shader)
-{
- struct st_context *st = st_context(ctx);
- struct pipe_screen *pscreen = ctx->st->pipe->screen;
- struct gl_program *prog;
- validate_ir_tree(shader->ir);
+ nir_variable_mode mask = (nir_variable_mode)
+ (nir_var_shader_in | nir_var_shader_out | nir_var_function_temp );
+ nir_remove_dead_variables(nir, mask, NULL);
- prog = shader->Program;
+ if (!st->has_hw_atomics)
+ NIR_PASS_V(nir, nir_lower_atomics_to_ssbo);
- prog->Parameters = _mesa_new_parameter_list();
+ st_finalize_nir_before_variants(nir);
- _mesa_copy_linked_program_data(shader_program, shader);
- _mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader,
- prog->Parameters);
+ if (st->allow_st_finalize_nir_twice)
+ st_finalize_nir(st, prog, shader_program, nir, true);
- /* Remove reads from output registers. */
- if (!pscreen->get_param(pscreen, PIPE_CAP_TGSI_CAN_READ_OUTPUTS))
- lower_output_reads(shader->Stage, shader->ir);
-
- if (ctx->_Shader->Flags & GLSL_DUMP) {
+ if (st->ctx->_Shader->Flags & GLSL_DUMP) {
_mesa_log("\n");
- _mesa_log("GLSL IR for linked %s program %d:\n",
- _mesa_shader_stage_to_string(shader->Stage),
+ _mesa_log("NIR IR for linked %s program %d:\n",
+ _mesa_shader_stage_to_string(prog->info.stage),
shader_program->Name);
- _mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
+ nir_print_shader(nir, _mesa_get_log_file());
_mesa_log("\n\n");
}
-
- prog->ExternalSamplersUsed = gl_external_samplers(prog);
- _mesa_update_shader_textures_used(shader_program, prog);
-
- nir_shader *nir = st_glsl_to_nir(st, prog, shader_program, shader->Stage);
-
- set_st_program(prog, shader_program, nir);
- prog->nir = nir;
}
static void
}
static void
-st_nir_link_shaders(nir_shader **producer, nir_shader **consumer, bool scalar)
+st_nir_link_shaders(nir_shader *producer, nir_shader *consumer)
{
- if (scalar) {
- NIR_PASS_V(*producer, nir_lower_io_to_scalar_early, nir_var_shader_out);
- NIR_PASS_V(*consumer, nir_lower_io_to_scalar_early, nir_var_shader_in);
+ if (producer->options->lower_to_scalar) {
+ NIR_PASS_V(producer, nir_lower_io_to_scalar_early, nir_var_shader_out);
+ NIR_PASS_V(consumer, nir_lower_io_to_scalar_early, nir_var_shader_in);
}
- nir_lower_io_arrays_to_elements(*producer, *consumer);
-
- st_nir_opts(*producer, scalar);
- st_nir_opts(*consumer, scalar);
+ nir_lower_io_arrays_to_elements(producer, consumer);
- if (nir_link_opt_varyings(*producer, *consumer))
- st_nir_opts(*consumer, scalar);
+ st_nir_opts(producer);
+ st_nir_opts(consumer);
- 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_link_opt_varyings(producer, consumer))
+ st_nir_opts(consumer);
- 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_PASS_V(producer, nir_remove_dead_variables, nir_var_shader_out, NULL);
+ NIR_PASS_V(consumer, nir_remove_dead_variables, nir_var_shader_in, NULL);
- /* 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.
- *
- * TODO: radeonsi shouldn't need to do this, however LLVM isn't
- * currently smart enough to handle indirects without causing excess
- * spilling causing the gpu to hang.
- *
- * See the following thread for more details of the problem:
- * https://lists.freedesktop.org/archives/mesa-dev/2017-July/162106.html
- */
- nir_variable_mode indirect_mask = nir_var_function_temp;
-
- NIR_PASS_V(*producer, nir_lower_indirect_derefs, indirect_mask);
- NIR_PASS_V(*consumer, nir_lower_indirect_derefs, indirect_mask);
+ 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);
- st_nir_opts(*producer, scalar);
- st_nir_opts(*consumer, scalar);
+ st_nir_opts(producer);
+ st_nir_opts(consumer);
- /* Lowering indirects can cause varying to become unused.
+ /* Optimizations can cause varyings to become unused.
* nir_compact_varyings() depends on all dead varyings being removed so
* we need to call nir_remove_dead_variables() again here.
*/
- NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out);
- NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in);
+ NIR_PASS_V(producer, nir_remove_dead_variables, nir_var_shader_out,
+ NULL);
+ NIR_PASS_V(consumer, nir_remove_dead_variables, nir_var_shader_in,
+ NULL);
}
}
struct gl_shader_program *shader_program)
{
struct st_context *st = st_context(ctx);
- struct pipe_screen *screen = st->pipe->screen;
- bool is_scalar[MESA_SHADER_STAGES];
+ struct gl_linked_shader *linked_shader[MESA_SHADER_STAGES];
+ unsigned num_shaders = 0;
- unsigned last_stage = 0;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
- if (shader == NULL)
- continue;
+ if (shader_program->_LinkedShaders[i])
+ linked_shader[num_shaders++] = shader_program->_LinkedShaders[i];
+ }
- /* Determine scalar property of each shader stage */
- enum pipe_shader_type type = pipe_shader_type_from_mesa(shader->Stage);
- is_scalar[i] = screen->get_shader_param(screen, type,
- PIPE_SHADER_CAP_SCALAR_ISA);
+ for (unsigned i = 0; i < num_shaders; i++) {
+ struct gl_linked_shader *shader = linked_shader[i];
+ const nir_shader_compiler_options *options =
+ st->ctx->Const.ShaderCompilerOptions[shader->Stage].NirOptions;
+ struct gl_program *prog = shader->Program;
+ struct st_program *stp = (struct st_program *)prog;
- st_nir_get_mesa_program(ctx, shader_program, shader);
- last_stage = i;
+ _mesa_copy_linked_program_data(shader_program, shader);
- if (is_scalar[i]) {
+ assert(!prog->nir);
+ stp->shader_program = shader_program;
+ stp->state.type = PIPE_SHADER_IR_NIR;
+
+ /* Parameters will be filled during NIR linking. */
+ prog->Parameters = _mesa_new_parameter_list();
+
+ if (shader_program->data->spirv) {
+ prog->nir = _mesa_spirv_to_nir(ctx, shader_program, shader->Stage, options);
+ } else {
+ validate_ir_tree(shader->ir);
+
+ if (ctx->_Shader->Flags & GLSL_DUMP) {
+ _mesa_log("\n");
+ _mesa_log("GLSL IR for linked %s program %d:\n",
+ _mesa_shader_stage_to_string(shader->Stage),
+ shader_program->Name);
+ _mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
+ _mesa_log("\n\n");
+ }
+
+ prog->nir = glsl_to_nir(st->ctx, shader_program, shader->Stage, options);
+ st_nir_preprocess(st, prog, shader_program, shader->Stage);
+ }
+
+ if (options->lower_to_scalar) {
NIR_PASS_V(shader->Program->nir, nir_lower_load_const_to_scalar);
}
}
+ st_lower_patch_vertices_in(shader_program);
+
+ /* For SPIR-V, we have to perform the NIR linking before applying
+ * st_nir_preprocess.
+ */
+ if (shader_program->data->spirv) {
+ static const gl_nir_linker_options opts = {
+ true /*fill_parameters */
+ };
+ if (!gl_nir_link_spirv(ctx, shader_program, &opts))
+ return GL_FALSE;
+
+ nir_build_program_resource_list(ctx, shader_program, true);
+
+ for (unsigned i = 0; i < num_shaders; i++) {
+ struct gl_linked_shader *shader = linked_shader[i];
+ struct gl_program *prog = shader->Program;
+
+ prog->ExternalSamplersUsed = gl_external_samplers(prog);
+ _mesa_update_shader_textures_used(shader_program, prog);
+ st_nir_preprocess(st, prog, shader_program, shader->Stage);
+ }
+ }
+
/* Linking the stages in the opposite order (from fragment to vertex)
* ensures that inter-shader outputs written to in an earlier stage
* are eliminated if they are (transitively) not used in a later
* stage.
*/
- int next = last_stage;
- for (int i = next - 1; i >= 0; i--) {
- struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
- if (shader == NULL)
- continue;
-
- st_nir_link_shaders(&shader->Program->nir,
- &shader_program->_LinkedShaders[next]->Program->nir,
- is_scalar[i]);
- next = i;
+ for (int i = num_shaders - 2; i >= 0; i--) {
+ st_nir_link_shaders(linked_shader[i]->Program->nir,
+ linked_shader[i + 1]->Program->nir);
}
+ /* Linking shaders also optimizes them. Separate shaders, compute shaders
+ * and shaders with a fixed-func VS or FS that don't need linking are
+ * optimized here.
+ */
+ if (num_shaders == 1)
+ st_nir_opts(linked_shader[0]->Program->nir);
- int prev = -1;
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
- if (shader == NULL)
- continue;
+ if (!shader_program->data->spirv) {
+ if (!gl_nir_link_glsl(ctx, shader_program))
+ return GL_FALSE;
+
+ for (unsigned i = 0; i < num_shaders; i++) {
+ struct gl_program *prog = linked_shader[i]->Program;
+ prog->ExternalSamplersUsed = gl_external_samplers(prog);
+ _mesa_update_shader_textures_used(shader_program, prog);
+ }
+ nir_build_program_resource_list(ctx, shader_program, false);
+ }
+
+ for (unsigned i = 0; i < num_shaders; i++) {
+ struct gl_linked_shader *shader = linked_shader[i];
nir_shader *nir = shader->Program->nir;
+ /* This needs to run after the initial pass of nir_lower_vars_to_ssa, so
+ * that the buffer indices are constants in nir where they where
+ * constants in GLSL. */
+ NIR_PASS_V(nir, gl_nir_lower_buffers, shader_program);
+
+ /* Remap the locations to slots so those requiring two slots will occupy
+ * two locations. For instance, if we have in the IR code a dvec3 attr0 in
+ * location 0 and vec4 attr1 in location 1, in NIR attr0 will use
+ * locations/slots 0 and 1, and attr1 will use location/slot 2
+ */
+ if (nir->info.stage == MESA_SHADER_VERTEX && !shader_program->data->spirv)
+ nir_remap_dual_slot_attributes(nir, &shader->Program->DualSlotInputs);
+
NIR_PASS_V(nir, st_nir_lower_wpos_ytransform, shader->Program,
st->pipe->screen);
NIR_PASS_V(nir, nir_lower_system_values);
NIR_PASS_V(nir, nir_lower_clip_cull_distance_arrays);
- nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
- shader->Program->info = nir->info;
- if (i == MESA_SHADER_VERTEX) {
+ st_shader_gather_info(nir, shader->Program);
+ if (shader->Stage == MESA_SHADER_VERTEX) {
/* NIR expands dual-slot inputs out to two locations. We need to
* compact things back down GL-style single-slot inputs to avoid
* confusing the state tracker.
shader->Program->DualSlotInputs);
}
- if (prev != -1) {
- struct gl_program *prev_shader =
- shader_program->_LinkedShaders[prev]->Program;
+ if (i >= 1) {
+ struct gl_program *prev_shader = linked_shader[i - 1]->Program;
/* We can't use nir_compact_varyings with transform feedback, since
* the pipe_stream_output->output_register field is based on the
*/
if (!(prev_shader->sh.LinkedTransformFeedback &&
prev_shader->sh.LinkedTransformFeedback->NumVarying > 0))
- nir_compact_varyings(shader_program->_LinkedShaders[prev]->Program->nir,
- nir, ctx->API != API_OPENGL_COMPAT);
+ nir_compact_varyings(prev_shader->nir,
+ nir, ctx->API != API_OPENGL_COMPAT);
- if (ctx->Const.ShaderCompilerOptions[i].NirOptions->vectorize_io)
+ if (ctx->Const.ShaderCompilerOptions[shader->Stage].NirOptions->vectorize_io)
st_nir_vectorize_io(prev_shader->nir, nir);
}
- prev = i;
}
- st_lower_patch_vertices_in(shader_program);
+ struct shader_info *prev_info = NULL;
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
- if (shader == NULL)
- continue;
-
- st_glsl_to_nir_post_opts(st, shader->Program, shader_program);
-
- assert(shader->Program);
- if (!ctx->Driver.ProgramStringNotify(ctx,
- _mesa_shader_stage_to_program(i),
- shader->Program)) {
- _mesa_reference_program(ctx, &shader->Program, NULL);
- return false;
+ for (unsigned i = 0; i < num_shaders; i++) {
+ struct gl_linked_shader *shader = linked_shader[i];
+ struct shader_info *info = &shader->Program->nir->info;
+
+ if (prev_info &&
+ ctx->Const.ShaderCompilerOptions[shader->Stage].NirOptions->unify_interfaces) {
+ prev_info->outputs_written |= info->inputs_read &
+ ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
+ info->inputs_read |= prev_info->outputs_written &
+ ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
+
+ prev_info->patch_outputs_written |= info->patch_inputs_read;
+ info->patch_inputs_read |= prev_info->patch_outputs_written;
}
+ prev_info = info;
+ }
+
+ for (unsigned i = 0; i < num_shaders; i++) {
+ struct gl_linked_shader *shader = linked_shader[i];
+ struct gl_program *prog = shader->Program;
+ struct st_program *stp = st_program(prog);
+ st_glsl_to_nir_post_opts(st, prog, shader_program);
- nir_sweep(shader->Program->nir);
+ /* Initialize st_vertex_program members. */
+ if (shader->Stage == MESA_SHADER_VERTEX)
+ st_prepare_vertex_program(stp);
+
+ /* Get pipe_stream_output_info. */
+ if (shader->Stage == MESA_SHADER_VERTEX ||
+ shader->Stage == MESA_SHADER_TESS_EVAL ||
+ shader->Stage == MESA_SHADER_GEOMETRY)
+ st_translate_stream_output_info(prog);
+
+ st_store_ir_in_disk_cache(st, prog, true);
+
+ st_release_variants(st, stp);
+ st_finalize_program(st, prog);
/* The GLSL IR won't be needed anymore. */
ralloc_free(shader->ir);
st_nir_assign_varying_locations(struct st_context *st, nir_shader *nir)
{
if (nir->info.stage == MESA_SHADER_VERTEX) {
- /* Needs special handling so drvloc matches the vbo state: */
- st_nir_assign_vs_in_locations(nir);
- /* Re-lower global vars, to deal with any dead VS inputs. */
- NIR_PASS_V(nir, nir_lower_global_vars_to_local);
-
- sort_varyings(&nir->outputs);
- st_nir_assign_var_locations(&nir->outputs,
+ nir_assign_io_var_locations(nir, nir_var_shader_out,
&nir->num_outputs,
nir->info.stage);
- st_nir_fixup_varying_slots(st, &nir->outputs);
+ st_nir_fixup_varying_slots(st, nir, nir_var_shader_out);
} else if (nir->info.stage == MESA_SHADER_GEOMETRY ||
nir->info.stage == MESA_SHADER_TESS_CTRL ||
nir->info.stage == MESA_SHADER_TESS_EVAL) {
- sort_varyings(&nir->inputs);
- st_nir_assign_var_locations(&nir->inputs,
+ nir_assign_io_var_locations(nir, nir_var_shader_in,
&nir->num_inputs,
nir->info.stage);
- st_nir_fixup_varying_slots(st, &nir->inputs);
+ st_nir_fixup_varying_slots(st, nir, nir_var_shader_in);
- sort_varyings(&nir->outputs);
- st_nir_assign_var_locations(&nir->outputs,
+ nir_assign_io_var_locations(nir, nir_var_shader_out,
&nir->num_outputs,
nir->info.stage);
- st_nir_fixup_varying_slots(st, &nir->outputs);
+ st_nir_fixup_varying_slots(st, nir, nir_var_shader_out);
} else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
- sort_varyings(&nir->inputs);
- st_nir_assign_var_locations(&nir->inputs,
+ nir_assign_io_var_locations(nir, nir_var_shader_in,
&nir->num_inputs,
nir->info.stage);
- st_nir_fixup_varying_slots(st, &nir->inputs);
- st_nir_assign_var_locations(&nir->outputs,
+ st_nir_fixup_varying_slots(st, nir, nir_var_shader_in);
+ nir_assign_io_var_locations(nir, nir_var_shader_out,
&nir->num_outputs,
nir->info.stage);
} else if (nir->info.stage == MESA_SHADER_COMPUTE) {
if (prog) {
prog->info.textures_used = nir->info.textures_used;
prog->info.textures_used_by_txf = nir->info.textures_used_by_txf;
+ prog->info.images_used = nir->info.images_used;
+ }
+}
+
+static int
+st_packed_uniforms_type_size(const struct glsl_type *type, bool bindless)
+{
+ return glsl_count_dword_slots(type, bindless);
+}
+
+static int
+st_unpacked_uniforms_type_size(const struct glsl_type *type, bool bindless)
+{
+ return glsl_count_vec4_slots(type, false, bindless);
+}
+
+void
+st_nir_lower_uniforms(struct st_context *st, nir_shader *nir)
+{
+ if (st->ctx->Const.PackedDriverUniformStorage) {
+ NIR_PASS_V(nir, nir_lower_io, nir_var_uniform,
+ st_packed_uniforms_type_size,
+ (nir_lower_io_options)0);
+ NIR_PASS_V(nir, nir_lower_uniforms_to_ubo, 4);
+ } else {
+ NIR_PASS_V(nir, nir_lower_io, nir_var_uniform,
+ st_unpacked_uniforms_type_size,
+ (nir_lower_io_options)0);
}
}
*/
void
st_finalize_nir(struct st_context *st, struct gl_program *prog,
- struct gl_shader_program *shader_program, nir_shader *nir)
+ struct gl_shader_program *shader_program,
+ nir_shader *nir, bool finalize_by_driver)
{
struct pipe_screen *screen = st->pipe->screen;
- const nir_shader_compiler_options *options =
- st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions;
NIR_PASS_V(nir, nir_split_var_copies);
NIR_PASS_V(nir, nir_lower_var_copies);
- if (options->lower_all_io_to_temps ||
- options->lower_all_io_to_elements ||
- nir->info.stage == MESA_SHADER_VERTEX ||
- nir->info.stage == MESA_SHADER_GEOMETRY) {
- NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
- } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
- NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, true);
- }
st_nir_assign_varying_locations(st, nir);
-
- NIR_PASS_V(nir, nir_lower_atomics_to_ssbo,
- st->ctx->Const.Program[nir->info.stage].MaxAtomicBuffers);
-
- st_nir_assign_uniform_locations(st->ctx, prog,
- &nir->uniforms);
+ st_nir_assign_uniform_locations(st->ctx, prog, nir);
/* Set num_uniforms in number of attribute slots (vec4s) */
nir->num_uniforms = DIV_ROUND_UP(prog->Parameters->NumParameterValues, 4);
- if (st->ctx->Const.PackedDriverUniformStorage) {
- NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, st_glsl_type_dword_size,
- (nir_lower_io_options)0);
- NIR_PASS_V(nir, nir_lower_uniforms_to_ubo, 4);
- } else {
- NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, st_glsl_uniforms_type_size,
- (nir_lower_io_options)0);
- }
-
+ st_nir_lower_uniforms(st, nir);
st_nir_lower_samplers(screen, nir, shader_program, prog);
+ if (!screen->get_param(screen, PIPE_CAP_NIR_IMAGES_AS_DEREF))
+ NIR_PASS_V(nir, gl_nir_lower_images, false);
+
+ if (finalize_by_driver && screen->finalize_nir)
+ screen->finalize_nir(screen, nir, false);
}
} /* extern "C" */