st/nir/radeonsi: move nir_lower_uniforms_to_ubo() to the state tracker
[mesa.git] / src / mesa / state_tracker / st_glsl_to_nir.cpp
index 9672ffbe6428d3e56ba08f3dace38fb1e863a345..2ca64231e0d7d52f236c41a381c32e91cea8d2c2 100644 (file)
@@ -37,6 +37,7 @@
 #include "main/uniforms.h"
 
 #include "st_context.h"
+#include "st_glsl_types.h"
 #include "st_program.h"
 
 #include "compiler/nir/nir.h"
@@ -88,7 +89,7 @@ st_nir_assign_vs_in_locations(struct gl_program *prog, nir_shader *nir)
       if ((prog->info.inputs_read & BITFIELD64_BIT(attr)) != 0) {
          input_to_index[attr] = num_inputs;
          num_inputs++;
-         if ((prog->info.double_inputs_read & BITFIELD64_BIT(attr)) != 0) {
+         if ((prog->info.vs.double_inputs_read & BITFIELD64_BIT(attr)) != 0) {
             /* add placeholder for second part of a double attribute */
             num_inputs++;
          }
@@ -122,28 +123,48 @@ st_nir_assign_vs_in_locations(struct gl_program *prog, nir_shader *nir)
 }
 
 static void
-st_nir_assign_var_locations(struct exec_list *var_list, unsigned *size)
+st_nir_assign_var_locations(struct exec_list *var_list, unsigned *size,
+                            gl_shader_stage stage)
 {
    unsigned location = 0;
-   unsigned assigned_locations[VARYING_SLOT_MAX];
-   uint64_t processed_locs = 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;
 
    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);
+      }
+
+      /* 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;
+         if (processed_locs[var->data.index] & ((uint64_t)1 << glsl_location))
+            processed = true;
+         else
+            processed_locs[var->data.index] |= ((uint64_t)1 << glsl_location);
+      }
+
       /* Because component packing allows varyings to share the same location
        * we may have already have processed this location.
        */
-      if (var->data.location >= VARYING_SLOT_VAR0 &&
-          processed_locs & ((uint64_t)1 << var->data.location)) {
+      if (processed) {
          var->data.driver_location = assigned_locations[var->data.location];
-         *size += type_size(var->type);
+         *size += type_size(type);
          continue;
       }
 
       assigned_locations[var->data.location] = location;
       var->data.driver_location = location;
-      location += type_size(var->type);
-
-      processed_locs |= ((uint64_t)1 << var->data.location);
+      location += type_size(type);
    }
 
    *size += location;
@@ -198,7 +219,8 @@ st_nir_lookup_parameter_index(const struct gl_program_parameter_list *params,
 }
 
 static void
-st_nir_assign_uniform_locations(struct gl_program *prog,
+st_nir_assign_uniform_locations(struct gl_context *ctx,
+                                struct gl_program *prog,
                                 struct gl_shader_program *shader_program,
                                 struct exec_list *uniform_list, unsigned *size)
 {
@@ -218,24 +240,30 @@ st_nir_assign_uniform_locations(struct gl_program *prog,
          continue;
 
       if (uniform->type->is_sampler() || uniform->type->is_image()) {
-         unsigned val = 0;
-         bool found = shader_program->UniformHash->get(val, uniform->name);
          if (uniform->type->is_sampler())
             loc = shaderidx++;
          else
             loc = imageidx++;
-         assert(found);
-         (void) found; /* silence unused var warning */
-         /* this ensure that nir_lower_samplers looks at the correct
-          * shader_program->UniformStorage[location]:
-          */
-         uniform->data.location = val;
       } else if (strncmp(uniform->name, "gl_", 3) == 0) {
-         const gl_state_index *const stateTokens = (gl_state_index *)uniform->state_slots[0].tokens;
+         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);
+
+         unsigned comps;
+         const struct glsl_type *type = glsl_without_array(uniform->type);
+         if (glsl_type_is_struct(type)) {
+            comps = 4;
+         } else {
+            comps = glsl_get_vector_elements(type);
+         }
+
+         if (ctx->Const.PackedDriverUniformStorage) {
+            loc = _mesa_add_sized_state_reference(prog->Parameters,
+                                                  stateTokens, comps, false);
+         } else {
+            loc = _mesa_add_state_reference(prog->Parameters, stateTokens);
+         }
       } else {
          loc = st_nir_lookup_parameter_index(prog->Parameters, uniform->name);
       }
@@ -254,6 +282,11 @@ st_nir_opts(nir_shader *nir)
    do {
       progress = false;
 
+      NIR_PASS_V(nir, nir_lower_vars_to_ssa);
+      NIR_PASS_V(nir, nir_lower_alu_to_scalar);
+      NIR_PASS_V(nir, nir_lower_phis_to_scalar);
+
+      NIR_PASS_V(nir, nir_lower_64bit_pack);
       NIR_PASS(progress, nir, nir_copy_prop);
       NIR_PASS(progress, nir, nir_opt_remove_phis);
       NIR_PASS(progress, nir, nir_opt_dce);
@@ -287,14 +320,8 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
                struct gl_shader_program *shader_program,
                gl_shader_stage stage)
 {
-   struct pipe_screen *pscreen = st->pipe->screen;
-   enum pipe_shader_type ptarget = pipe_shader_type_from_mesa(stage);
-   const nir_shader_compiler_options *options;
-
-   assert(pscreen->get_compiler_options);   /* drivers using NIR must implement this */
-
-   options = (const nir_shader_compiler_options *)
-      pscreen->get_compiler_options(pscreen, PIPE_SHADER_IR_NIR, ptarget);
+   const nir_shader_compiler_options *options =
+      st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions;
    assert(options);
 
    if (prog->nir)
@@ -302,6 +329,26 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
 
    nir_shader *nir = glsl_to_nir(shader_program, stage, options);
 
+   nir_variable_mode mask =
+      (nir_variable_mode) (nir_var_shader_in | nir_var_shader_out);
+   nir_remove_dead_variables(nir, mask);
+
+   if (options->lower_all_io_to_temps ||
+       nir->info.stage == MESA_SHADER_VERTEX ||
+       nir->info.stage == MESA_SHADER_GEOMETRY) {
+      NIR_PASS_V(nir, nir_lower_io_to_temporaries,
+                 nir_shader_get_entrypoint(nir),
+                 true, true);
+   } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
+      NIR_PASS_V(nir, nir_lower_io_to_temporaries,
+                 nir_shader_get_entrypoint(nir),
+                 true, false);
+   }
+
+   NIR_PASS_V(nir, nir_lower_global_vars_to_local);
+   NIR_PASS_V(nir, nir_split_var_copies);
+   NIR_PASS_V(nir, nir_lower_var_copies);
+
    st_nir_opts(nir);
 
    return nir;
@@ -328,9 +375,26 @@ st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
          const nir_state_slot *const slots = var->state_slots;
          assert(var->state_slots != NULL);
 
+         const struct glsl_type *type = glsl_without_array(var->type);
          for (unsigned int i = 0; i < var->num_state_slots; i++) {
-            _mesa_add_state_reference(prog->Parameters,
-                                      (gl_state_index *)slots[i].tokens);
+            unsigned comps;
+            if (glsl_type_is_struct(type)) {
+               /* Builtin struct require specical handling for now we just
+                * make all members vec4. See st_nir_lower_builtin.
+                */
+               comps = 4;
+            } else {
+               comps = glsl_get_vector_elements(type);
+            }
+
+            if (st->ctx->Const.PackedDriverUniformStorage) {
+               _mesa_add_sized_state_reference(prog->Parameters,
+                                               slots[i].tokens,
+                                               comps, false);
+            } else {
+               _mesa_add_state_reference(prog->Parameters,
+                                         slots[i].tokens);
+            }
          }
       }
    }
@@ -423,7 +487,7 @@ set_st_program(struct gl_program *prog,
       stcp = (struct st_compute_program *)prog;
       stcp->shader_program = shader_program;
       stcp->tgsi.ir_type = PIPE_SHADER_IR_NIR;
-      stcp->tgsi.prog = nir_shader_clone(NULL, nir);
+      stcp->tgsi.prog = nir;
       break;
    default:
       unreachable("unknown shader stage");
@@ -464,13 +528,6 @@ st_nir_get_mesa_program(struct gl_context *ctx,
 
    set_st_program(prog, shader_program, nir);
    prog->nir = nir;
-
-   NIR_PASS_V(nir, nir_lower_io_to_temporaries,
-              nir_shader_get_entrypoint(nir),
-              true, true);
-   NIR_PASS_V(nir, nir_lower_global_vars_to_local);
-   NIR_PASS_V(nir, nir_split_var_copies);
-   NIR_PASS_V(nir, nir_lower_var_copies);
 }
 
 static void
@@ -570,7 +627,7 @@ st_link_nir(struct gl_context *ctx,
 
       /* fragment shaders may need : */
       if (nir->info.stage == MESA_SHADER_FRAGMENT) {
-         static const gl_state_index wposTransformState[STATE_LENGTH] = {
+         static const gl_state_index16 wposTransformState[STATE_LENGTH] = {
             STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM
          };
          nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
@@ -608,6 +665,12 @@ st_link_nir(struct gl_context *ctx,
                               nir, ctx->API != API_OPENGL_COMPAT);
       }
       prev = i;
+   }
+
+   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);
 
@@ -631,10 +694,18 @@ st_finalize_nir(struct st_context *st, struct gl_program *prog,
                 struct gl_shader_program *shader_program, nir_shader *nir)
 {
    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);
-   NIR_PASS_V(nir, nir_lower_io_types);
+   if (options->lower_all_io_to_temps ||
+       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);
+   }
 
    if (nir->info.stage == MESA_SHADER_VERTEX) {
       /* Needs special handling so drvloc matches the vbo state: */
@@ -644,15 +715,32 @@ st_finalize_nir(struct st_context *st, struct gl_program *prog,
 
       sort_varyings(&nir->outputs);
       st_nir_assign_var_locations(&nir->outputs,
-                                  &nir->num_outputs);
+                                  &nir->num_outputs,
+                                  nir->info.stage);
+      st_nir_fixup_varying_slots(st, &nir->outputs);
+   } 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->num_inputs,
+                                  nir->info.stage);
+      st_nir_fixup_varying_slots(st, &nir->inputs);
+
+      sort_varyings(&nir->outputs);
+      st_nir_assign_var_locations(&nir->outputs,
+                                  &nir->num_outputs,
+                                  nir->info.stage);
       st_nir_fixup_varying_slots(st, &nir->outputs);
    } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
       sort_varyings(&nir->inputs);
       st_nir_assign_var_locations(&nir->inputs,
-                                  &nir->num_inputs);
+                                  &nir->num_inputs,
+                                  nir->info.stage);
       st_nir_fixup_varying_slots(st, &nir->inputs);
       st_nir_assign_var_locations(&nir->outputs,
-                                  &nir->num_outputs);
+                                  &nir->num_outputs,
+                                  nir->info.stage);
    } else if (nir->info.stage == MESA_SHADER_COMPUTE) {
        /* TODO? */
    } else {
@@ -662,9 +750,21 @@ st_finalize_nir(struct st_context *st, struct gl_program *prog,
    NIR_PASS_V(nir, nir_lower_atomics_to_ssbo,
          st->ctx->Const.Program[nir->info.stage].MaxAtomicBuffers);
 
-   st_nir_assign_uniform_locations(prog, shader_program,
+   st_nir_assign_uniform_locations(st->ctx, prog, shader_program,
                                    &nir->uniforms, &nir->num_uniforms);
 
+   /* Below is a quick hack so that uniform lowering only runs on radeonsi
+    * (the only NIR backend that currently supports tess) once we enable
+    * uniform packing support we will just use
+    * ctx->Const.PackedDriverUniformStorage for this check.
+    */
+   if (screen->get_shader_param(screen, PIPE_SHADER_TESS_CTRL,
+                                PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) {
+      NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, type_size,
+                 (nir_lower_io_options)0);
+      NIR_PASS_V(nir, st_nir_lower_uniforms_to_ubo);
+   }
+
    if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
       NIR_PASS_V(nir, nir_lower_samplers_as_deref, shader_program);
    else