nir: Add nir_foreach_shader_in/out_variable helpers
[mesa.git] / src / mesa / state_tracker / st_glsl_to_nir.cpp
index ad104686310da7962b3edbef652e7dadc4b8b09e..6b1c1d6c39131008734c86c367de6ea7565115db 100644 (file)
@@ -71,6 +71,8 @@ st_nir_fixup_varying_slots(struct st_context *st, struct exec_list *var_list)
    nir_foreach_variable(var, var_list) {
       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;
@@ -78,6 +80,19 @@ st_nir_fixup_varying_slots(struct st_context *st, struct exec_list *var_list)
    }
 }
 
+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
@@ -92,7 +107,7 @@ st_nir_assign_vs_in_locations(struct nir_shader *nir)
    bool removed_inputs = false;
 
    nir->num_inputs = util_bitcount64(nir->info.inputs_read);
-   nir_foreach_variable_safe(var, &nir->inputs) {
+   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.
        */
@@ -258,7 +273,8 @@ st_nir_opts(nir_shader *nir)
       NIR_PASS(progress, nir, nir_remove_dead_variables,
                (nir_variable_mode)(nir_var_function_temp |
                                    nir_var_shader_temp |
-                                   nir_var_mem_shared));
+                                   nir_var_mem_shared),
+               NULL);
 
       NIR_PASS(progress, nir, nir_opt_copy_prop_vars);
       NIR_PASS(progress, nir, nir_opt_dead_write_vars);
@@ -376,7 +392,7 @@ st_nir_preprocess(struct st_context *st, struct gl_program *prog,
    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);
+      nir_remove_dead_variables(nir, mask, NULL);
    }
 
    if (options->lower_all_io_to_temps ||
@@ -439,10 +455,7 @@ st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
          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);
             }
@@ -474,9 +487,11 @@ st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
    st_set_prog_affected_state_flags(prog);
 
    /* None of the builtins being lowered here can be produced by SPIR-V.  See
-    * _mesa_builtin_uniform_desc.
+    * _mesa_builtin_uniform_desc. Also drivers that support packed uniform
+    * storage don't need to lower builtins.
     */
-   if (!shader_program->data->spirv)
+   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);
@@ -501,7 +516,7 @@ st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
 
    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);
+   nir_remove_dead_variables(nir, mask, NULL);
 
    if (!st->has_hw_atomics)
       NIR_PASS_V(nir, nir_lower_atomics_to_ssbo);
@@ -559,8 +574,8 @@ st_nir_link_shaders(nir_shader *producer, nir_shader *consumer)
    if (nir_link_opt_varyings(producer, consumer))
       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);
+   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);
 
    if (nir_remove_unused_varyings(producer, consumer)) {
       NIR_PASS_V(producer, nir_lower_global_vars_to_local);
@@ -573,8 +588,10 @@ st_nir_link_shaders(nir_shader *producer, nir_shader *consumer)
        * 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);
    }
 }
 
@@ -661,18 +678,14 @@ st_link_nir(struct gl_context *ctx,
       stp->shader_program = shader_program;
       stp->state.type = PIPE_SHADER_IR_NIR;
 
-      if (shader_program->data->spirv) {
-         prog->Parameters = _mesa_new_parameter_list();
-         /* Parameters will be filled during NIR linking. */
+      /* 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);
 
-         prog->Parameters = _mesa_new_parameter_list();
-         _mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader,
-                                                     prog->Parameters);
-
          if (ctx->_Shader->Flags & GLSL_DUMP) {
             _mesa_log("\n");
             _mesa_log("GLSL IR for linked %s program %d:\n",
@@ -682,9 +695,6 @@ st_link_nir(struct gl_context *ctx,
             _mesa_log("\n\n");
          }
 
-         prog->ExternalSamplersUsed = gl_external_samplers(prog);
-         _mesa_update_shader_textures_used(shader_program, prog);
-
          prog->nir = glsl_to_nir(st->ctx, shader_program, shader->Stage, options);
          st_nir_preprocess(st, prog, shader_program, shader->Stage);
       }
@@ -738,6 +748,12 @@ st_link_nir(struct gl_context *ctx,
       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);
    }
 
@@ -764,8 +780,7 @@ st_link_nir(struct gl_context *ctx,
       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;
+      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
@@ -889,6 +904,7 @@ st_nir_lower_samplers(struct pipe_screen *screen, nir_shader *nir,
    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;
    }
 }
 
@@ -941,6 +957,8 @@ st_finalize_nir(struct st_context *st, struct gl_program *prog,
 
    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);