st/glsl_to_nir: move some calls out of st_glsl_to_nir_post_opts()
[mesa.git] / src / mesa / state_tracker / st_glsl_to_nir.cpp
index dd4b05d7b9786f9c39c83e2b021b12a9b545f42b..fdb6b8be04aa2ce960f35143a91636f8ea6fbd91 100644 (file)
@@ -121,6 +121,34 @@ 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)
+{
+   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)
@@ -219,13 +247,42 @@ st_nir_assign_uniform_locations(struct gl_program *prog,
    *size = max;
 }
 
-extern "C" {
+static void
+st_nir_opts(nir_shader *nir)
+{
+   bool progress;
+   do {
+      progress = false;
+
+      NIR_PASS(progress, nir, nir_copy_prop);
+      NIR_PASS(progress, nir, nir_opt_remove_phis);
+      NIR_PASS(progress, nir, nir_opt_dce);
+      if (nir_opt_trivial_continues(nir)) {
+         progress = true;
+         NIR_PASS(progress, nir, nir_copy_prop);
+         NIR_PASS(progress, nir, nir_opt_dce);
+      }
+      NIR_PASS(progress, nir, nir_opt_if);
+      NIR_PASS(progress, nir, nir_opt_dead_cf);
+      NIR_PASS(progress, nir, nir_opt_cse);
+      NIR_PASS(progress, nir, nir_opt_peephole_select, 8);
+
+      NIR_PASS(progress, nir, nir_opt_algebraic);
+      NIR_PASS(progress, nir, nir_opt_constant_folding);
+
+      NIR_PASS(progress, nir, nir_opt_undef);
+      NIR_PASS(progress, nir, nir_opt_conditional_discard);
+      if (nir->options->max_unroll_iterations) {
+         NIR_PASS(progress, nir, nir_opt_loop_unroll, (nir_variable_mode)0);
+      }
+   } while (progress);
+}
 
-/* First half of converting glsl_to_nir.. this leaves things in a pre-
+/* 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.
  */
-nir_shader *
+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)
@@ -233,7 +290,6 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
    struct pipe_screen *pscreen = st->pipe->screen;
    enum pipe_shader_type ptarget = pipe_shader_type_from_mesa(stage);
    const nir_shader_compiler_options *options;
-   nir_shader *nir;
 
    assert(pscreen->get_compiler_options);   /* drivers using NIR must implement this */
 
@@ -244,7 +300,21 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
    if (prog->nir)
       return prog->nir;
 
-   nir = glsl_to_nir(shader_program, stage, options);
+   nir_shader *nir = glsl_to_nir(shader_program, stage, options);
+
+   st_nir_opts(nir);
+
+   return nir;
+}
+
+/* Second third of converting glsl_to_nir. This creates uniforms, gathers
+ * info on varyings, etc after NIR link time opts have been applied.
+ */
+static void
+st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
+                         struct gl_shader_program *shader_program)
+{
+   nir_shader *nir = prog->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).
@@ -277,43 +347,6 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
     */
    _mesa_associate_uniform_storage(st->ctx, shader_program, prog, true);
 
-   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);
-
-   /* 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 } };
-      struct pipe_screen *pscreen = st->pipe->screen;
-
-      memcpy(wpos_options.state_tokens, wposTransformState,
-             sizeof(wpos_options.state_tokens));
-      wpos_options.fs_coord_origin_upper_left =
-         pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT);
-      wpos_options.fs_coord_origin_lower_left =
-         pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT);
-      wpos_options.fs_coord_pixel_center_integer =
-         pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
-      wpos_options.fs_coord_pixel_center_half_integer =
-         pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
-
-      if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
-         nir_validate_shader(nir);
-         _mesa_add_state_reference(prog->Parameters, 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);
@@ -322,15 +355,11 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
    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(stage),
+             _mesa_shader_stage_to_string(prog->info.stage),
              shader_program->Name);
       nir_print_shader(nir, _mesa_get_log_file());
       _mesa_log("\n\n");
    }
-
-   prog->nir = nir;
-
-   return nir;
 }
 
 /* TODO any better helper somewhere to sort a list? */
@@ -359,58 +388,49 @@ sort_varyings(struct exec_list *var_list)
    exec_list_move_nodes_to(&new_list, var_list);
 }
 
-/* Second half of preparing nir from glsl, which happens after shader
- * variant lowering.
- */
-void
-st_finalize_nir(struct st_context *st, struct gl_program *prog,
-                struct gl_shader_program *shader_program, nir_shader *nir)
+static void
+set_st_program(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->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);
+   struct st_vertex_program *stvp;
+   struct st_common_program *stp;
+   struct st_fragment_program *stfp;
+   struct st_compute_program *stcp;
 
-      sort_varyings(&nir->outputs);
-      nir_assign_var_locations(&nir->outputs,
-                               &nir->num_outputs,
-                               type_size);
-      st_nir_fixup_varying_slots(st, &nir->outputs);
-   } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
-      sort_varyings(&nir->inputs);
-      nir_assign_var_locations(&nir->inputs,
-                               &nir->num_inputs,
-                               type_size);
-      st_nir_fixup_varying_slots(st, &nir->inputs);
-      nir_assign_var_locations(&nir->outputs,
-                               &nir->num_outputs,
-                               type_size);
-   } else if (nir->info.stage == MESA_SHADER_COMPUTE) {
-       /* TODO? */
-   } else {
-      unreachable("invalid shader type for tgsi bypass\n");
+   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_shader_clone(NULL, nir);
+      break;
+   default:
+      unreachable("unknown shader stage");
    }
-
-   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);
-
-   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 *
+static void
 st_nir_get_mesa_program(struct gl_context *ctx,
                         struct gl_shader_program *shader_program,
                         struct gl_linked_shader *shader)
@@ -440,47 +460,137 @@ st_nir_get_mesa_program(struct gl_context *ctx,
    prog->ExternalSamplersUsed = gl_external_samplers(prog);
    _mesa_update_shader_textures_used(shader_program, prog);
 
-   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;
+   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);
+}
+
+extern "C" {
+
+bool
+st_link_nir(struct gl_context *ctx,
+            struct gl_shader_program *shader_program)
+{
+   struct st_context *st = st_context(ctx);
+
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
+      if (shader == NULL)
+         continue;
+
+      st_nir_get_mesa_program(ctx, shader_program, shader);
+   }
+
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
+      if (shader == NULL)
+         continue;
+
+      nir_shader *nir = shader->Program->nir;
+
+      /* fragment shaders may need : */
+      if (nir->info.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 } };
+         struct pipe_screen *pscreen = st->pipe->screen;
+
+         memcpy(wpos_options.state_tokens, wposTransformState,
+                sizeof(wpos_options.state_tokens));
+         wpos_options.fs_coord_origin_upper_left =
+            pscreen->get_param(pscreen,
+                               PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT);
+         wpos_options.fs_coord_origin_lower_left =
+            pscreen->get_param(pscreen,
+                               PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT);
+         wpos_options.fs_coord_pixel_center_integer =
+            pscreen->get_param(pscreen,
+                               PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
+         wpos_options.fs_coord_pixel_center_half_integer =
+            pscreen->get_param(pscreen,
+                               PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
+
+         if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
+            nir_validate_shader(nir);
+            _mesa_add_state_reference(shader->Program->Parameters,
+                                      wposTransformState);
+         }
+      }
+
+      NIR_PASS_V(nir, nir_lower_system_values);
+
+      nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
+      shader->Program->info = nir->info;
+
+      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;
+      }
+   }
+
+   return true;
+}
+
+/* Last third of preparing nir from glsl, which happens after shader
+ * variant lowering.
+ */
+void
+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->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);
+      st_nir_assign_var_locations(&nir->outputs,
+                                  &nir->num_outputs);
+      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);
+      st_nir_fixup_varying_slots(st, &nir->inputs);
+      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");
    }
 
+   NIR_PASS_V(nir, nir_lower_atomics_to_ssbo,
+         st->ctx->Const.Program[nir->info.stage].MaxAtomicBuffers);
 
-   return prog;
+   st_nir_assign_uniform_locations(prog, shader_program,
+                                   &nir->uniforms, &nir->num_uniforms);
+
+   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);
 }
 
 } /* extern "C" */