#include "main/errors.h"
#include "main/shaderapi.h"
#include "main/uniforms.h"
-#include "util/string_to_uint_map.h"
#include "st_context.h"
#include "st_program.h"
-#include "st_glsl_types.h"
#include "compiler/nir/nir.h"
#include "compiler/glsl_types.h"
#include "compiler/glsl/glsl_to_nir.h"
#include "compiler/glsl/ir.h"
+#include "compiler/glsl/string_to_uint_map.h"
+static int
+type_size(const struct glsl_type *type)
+{
+ return type->count_attribute_slots(false);
+}
+
/* Depending on PIPE_CAP_TGSI_TEXCOORD (st->needs_texcoord_semantic) we
* may need to fix up varying slots so the glsl->nir path is aligned
* with the anything->tgsi->nir path.
/* TODO de-duplicate w/ similar code in st_translate_vertex_program()? */
for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
- if ((prog->InputsRead & BITFIELD64_BIT(attr)) != 0) {
+ if ((prog->info.inputs_read & BITFIELD64_BIT(attr)) != 0) {
input_to_index[attr] = num_inputs;
num_inputs++;
- if ((prog->DoubleInputsRead & BITFIELD64_BIT(attr)) != 0) {
+ if ((prog->info.double_inputs_read & BITFIELD64_BIT(attr)) != 0) {
/* add placeholder for second part of a double attribute */
num_inputs++;
}
}
}
+ /* bit of a hack, mirroring st_translate_vertex_program */
+ input_to_index[VERT_ATTRIB_EDGEFLAG] = num_inputs;
+
nir->num_inputs = 0;
nir_foreach_variable_safe(var, &nir->inputs) {
attr = var->data.location;
}
}
+static void
+st_nir_assign_var_locations(struct exec_list *var_list, unsigned *size)
+{
+ unsigned location = 0;
+ unsigned assigned_locations[VARYING_SLOT_MAX];
+ uint64_t processed_locs = 0;
+
+ nir_foreach_variable(var, var_list) {
+ /* 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)) {
+ var->data.driver_location = assigned_locations[var->data.location];
+ *size += type_size(var->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);
+ }
+
+ *size += location;
+}
+
static int
st_nir_lookup_parameter_index(const struct gl_program_parameter_list *params,
const char *name)
{
int max = 0;
int shaderidx = 0;
+ int imageidx = 0;
nir_foreach_variable(uniform, uniform_list) {
int loc;
uniform->interface_type != NULL)
continue;
- if (uniform->type->is_sampler()) {
- unsigned val;
+ if (uniform->type->is_sampler() || uniform->type->is_image()) {
+ unsigned val = 0;
bool found = shader_program->UniformHash->get(val, uniform->name);
- loc = shaderidx++;
+ 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.driver_location = loc;
- max = MAX2(max, loc + st_glsl_type_size(uniform->type));
+ max = MAX2(max, loc + type_size(uniform->type));
}
*size = max;
}
gl_shader_stage stage)
{
struct pipe_screen *pscreen = st->pipe->screen;
- enum pipe_shader_type ptarget = st_shader_stage_to_ptarget(stage);
+ enum pipe_shader_type ptarget = pipe_shader_type_from_mesa(stage);
const nir_shader_compiler_options *options;
nir_shader *nir;
return prog->nir;
nir = glsl_to_nir(shader_program, stage, options);
- prog->nir = nir;
+
+ /* Make a pass over the IR to add state references for any built-in
+ * uniforms that are used. This has to be done now (during linking).
+ * Code generation doesn't happen until the first time this shader is
+ * used for rendering. Waiting until then to generate the parameters is
+ * 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);
+
+ for (unsigned int i = 0; i < var->num_state_slots; i++) {
+ _mesa_add_state_reference(prog->Parameters,
+ (gl_state_index *)slots[i].tokens);
+ }
+ }
+ }
+
+ /* Avoid reallocation of the program parameter list, because the uniform
+ * storage is only associated with the original parameter list.
+ * This should be enough for Bitmap and DrawPixels constants.
+ */
+ _mesa_reserve_parameter_storage(prog->Parameters, 8);
+
+ /* This has to be done last. Any operation the can cause
+ * prog->ParameterValues to get reallocated (e.g., anything that adds a
+ * program constant) has to happen before creating this linkage.
+ */
+ _mesa_associate_uniform_storage(st->ctx, shader_program, prog, true);
NIR_PASS_V(nir, nir_lower_io_to_temporaries,
nir_shader_get_entrypoint(nir),
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);
- NIR_PASS_V(nir, st_nir_lower_builtin);
/* fragment shaders may need : */
if (stage == MESA_SHADER_FRAGMENT) {
static const gl_state_index wposTransformState[STATE_LENGTH] = {
STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM
};
- nir_lower_wpos_ytransform_options wpos_options = {0};
+ nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
struct pipe_screen *pscreen = st->pipe->screen;
memcpy(wpos_options.state_tokens, wposTransformState,
}
}
+ NIR_PASS_V(nir, nir_lower_system_values);
+
+ nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
+ prog->info = nir->info;
+
+ st_set_prog_affected_state_flags(prog);
+
+ NIR_PASS_V(nir, st_nir_lower_builtin);
+ NIR_PASS_V(nir, nir_lower_atomics, shader_program);
+
if (st->ctx->_Shader->Flags & GLSL_DUMP) {
_mesa_log("\n");
_mesa_log("NIR IR for linked %s program %d:\n",
_mesa_log("\n\n");
}
+ prog->nir = nir;
+
return nir;
}
* variant lowering.
*/
void
-st_finalize_nir(struct st_context *st, struct gl_program *prog, nir_shader *nir)
+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;
+
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 (nir->stage == MESA_SHADER_VERTEX) {
+ if (nir->info.stage == MESA_SHADER_VERTEX) {
/* Needs special handling so drvloc matches the vbo state: */
st_nir_assign_vs_in_locations(prog, 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);
- nir_assign_var_locations(&nir->outputs,
- &nir->num_outputs,
- VARYING_SLOT_VAR0,
- st_glsl_type_size);
+ st_nir_assign_var_locations(&nir->outputs,
+ &nir->num_outputs);
st_nir_fixup_varying_slots(st, &nir->outputs);
- } else if (nir->stage == MESA_SHADER_FRAGMENT) {
+ } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
sort_varyings(&nir->inputs);
- nir_assign_var_locations(&nir->inputs,
- &nir->num_inputs,
- VARYING_SLOT_VAR0,
- st_glsl_type_size);
+ st_nir_assign_var_locations(&nir->inputs,
+ &nir->num_inputs);
st_nir_fixup_varying_slots(st, &nir->inputs);
- nir_assign_var_locations(&nir->outputs,
- &nir->num_outputs,
- FRAG_RESULT_DATA0,
- st_glsl_type_size);
+ st_nir_assign_var_locations(&nir->outputs,
+ &nir->num_outputs);
+ } else if (nir->info.stage == MESA_SHADER_COMPUTE) {
+ /* TODO? */
} else {
unreachable("invalid shader type for tgsi bypass\n");
}
- struct gl_shader_program *shader_program;
- switch (nir->stage) {
- case MESA_SHADER_VERTEX:
- shader_program = ((struct st_vertex_program *)prog)->shader_program;
- break;
- case MESA_SHADER_FRAGMENT:
- shader_program = ((struct st_fragment_program *)prog)->shader_program;
- break;
- default:
- assert(!"should not be reached");
- return;
- }
+ 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,
&nir->uniforms, &nir->num_uniforms);
- NIR_PASS_V(nir, nir_lower_system_values);
- NIR_PASS_V(nir, nir_lower_io, nir_var_all, st_glsl_type_size,
- (nir_lower_io_options)0);
- NIR_PASS_V(nir, nir_lower_samplers, shader_program);
+ if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
+ NIR_PASS_V(nir, nir_lower_samplers_as_deref, shader_program);
+ else
+ NIR_PASS_V(nir, nir_lower_samplers, shader_program);
}
struct gl_program *
struct gl_shader_program *shader_program,
struct gl_linked_shader *shader)
{
+ struct st_context *st = st_context(ctx);
struct gl_program *prog;
- GLenum target = _mesa_shader_stage_to_program(shader->Stage);
validate_ir_tree(shader->ir);
- prog = ctx->Driver.NewProgram(ctx, target, shader_program->Name);
- if (!prog)
- return NULL;
-
- _mesa_reference_program(ctx, &shader->Program, prog);
+ prog = shader->Program;
prog->Parameters = _mesa_new_parameter_list();
_mesa_copy_linked_program_data(shader_program, shader);
- _mesa_generate_parameters_list_for_uniforms(shader_program, shader,
+ _mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader,
prog->Parameters);
- /* Make a pass over the IR to add state references for any built-in
- * uniforms that are used. This has to be done now (during linking).
- * Code generation doesn't happen until the first time this shader is
- * used for rendering. Waiting until then to generate the parameters is
- * too late. At that point, the values for the built-in uniforms won't
- * get sent to the shader.
- */
- foreach_in_list(ir_instruction, node, shader->ir) {
- ir_variable *var = node->as_variable();
-
- if ((var == NULL) || (var->data.mode != ir_var_uniform) ||
- (strncmp(var->name, "gl_", 3) != 0))
- continue;
-
- const ir_state_slot *const slots = var->get_state_slots();
- assert(slots != NULL);
-
- for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
- _mesa_add_state_reference(prog->Parameters,
- (gl_state_index *) slots[i].tokens);
- }
- }
-
if (ctx->_Shader->Flags & GLSL_DUMP) {
_mesa_log("\n");
_mesa_log("GLSL IR for linked %s program %d:\n",
_mesa_log("\n\n");
}
- prog->Instructions = NULL;
- prog->NumInstructions = 0;
-
- do_set_program_inouts(shader->ir, prog, shader->Stage);
-
- prog->SamplersUsed = shader->active_samplers;
- prog->ShadowSamplers = shader->shadow_samplers;
- prog->ExternalSamplersUsed = gl_external_samplers(shader);
+ prog->ExternalSamplersUsed = gl_external_samplers(prog);
_mesa_update_shader_textures_used(shader_program, prog);
- /* Avoid reallocation of the program parameter list, because the uniform
- * storage is only associated with the original parameter list.
- * This should be enough for Bitmap and DrawPixels constants.
- */
- _mesa_reserve_parameter_storage(prog->Parameters, 8);
-
- /* This has to be done last. Any operation the can cause
- * prog->ParameterValues to get reallocated (e.g., anything that adds a
- * program constant) has to happen before creating this linkage.
- */
- _mesa_associate_uniform_storage(ctx, shader_program, prog->Parameters);
-
struct st_vertex_program *stvp;
+ struct st_common_program *stp;
struct st_fragment_program *stfp;
+ struct st_compute_program *stcp;
+
+ nir_shader *nir = st_glsl_to_nir(st, prog, shader_program, shader->Stage);
switch (shader->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_shader_clone(NULL, nir);
break;
default:
assert(!"should not be reached");
return NULL;
}
+
return prog;
}
+bool
+st_link_nir(struct gl_context *ctx,
+ struct gl_shader_program *shader_program)
+{
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
+ if (shader == NULL)
+ continue;
+
+ struct gl_program *linked_prog =
+ st_nir_get_mesa_program(ctx, shader_program, shader);
+
+ if (linked_prog) {
+ if (!ctx->Driver.ProgramStringNotify(ctx,
+ _mesa_shader_stage_to_program(i),
+ linked_prog)) {
+ _mesa_reference_program(ctx, &shader->Program, NULL);
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
} /* extern "C" */