--- /dev/null
+/*
+ * Copyright © 2018 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+#include "tgsi/tgsi_from_mesa.h"
+#include "st_glsl_types.h"
+#include "st_nir.h"
+#include "nir_builder.h"
+
+struct pipe_shader_state *
+st_nir_finish_builtin_shader(struct st_context *st,
+ nir_shader *nir,
+ const char *name)
+{
+ struct pipe_context *pipe = st->pipe;
+ struct pipe_screen *screen = pipe->screen;
+ enum pipe_shader_type p_stage = pipe_shader_type_from_mesa(nir->info.stage);
+ bool is_scalar =
+ screen->get_shader_param(screen, p_stage, PIPE_SHADER_CAP_SCALAR_ISA);
+
+ nir->info.name = ralloc_strdup(nir, name);
+ nir->info.separate_shader = true;
+ if (nir->info.stage == MESA_SHADER_FRAGMENT)
+ nir->info.fs.untyped_color_outputs = 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);
+ NIR_PASS_V(nir, nir_lower_system_values);
+
+ if (is_scalar) {
+ nir_variable_mode mask =
+ (nir->info.stage > MESA_SHADER_VERTEX ? nir_var_shader_in : 0) |
+ (nir->info.stage < MESA_SHADER_FRAGMENT ? nir_var_shader_out : 0);
+
+ NIR_PASS_V(nir, nir_lower_io_to_scalar_early, mask);
+ }
+
+ st_nir_opts(nir, is_scalar);
+
+ nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
+
+ st_nir_assign_varying_locations(st, nir);
+
+ 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, st_nir_lower_uniforms_to_ubo);
+ }
+
+ struct pipe_shader_state state = {
+ .type = PIPE_SHADER_IR_NIR,
+ .ir.nir = nir,
+ };
+
+ switch (nir->info.stage) {
+ case MESA_SHADER_VERTEX:
+ return pipe->create_vs_state(pipe, &state);
+ case MESA_SHADER_TESS_CTRL:
+ return pipe->create_tcs_state(pipe, &state);
+ case MESA_SHADER_TESS_EVAL:
+ return pipe->create_tes_state(pipe, &state);
+ case MESA_SHADER_GEOMETRY:
+ return pipe->create_gs_state(pipe, &state);
+ case MESA_SHADER_FRAGMENT:
+ return pipe->create_fs_state(pipe, &state);
+ default:
+ unreachable("unsupported shader stage");
+ return NULL;
+ }
+}
+
+/**
+ * Make a simple shader that copies inputs to corresponding outputs.
+ */
+struct pipe_shader_state *
+st_nir_make_passthrough_shader(struct st_context *st,
+ const char *shader_name,
+ gl_shader_stage stage,
+ unsigned num_vars,
+ unsigned *input_locations,
+ unsigned *output_locations,
+ unsigned *interpolation_modes,
+ unsigned sysval_mask)
+{
+ struct nir_builder b;
+ const struct glsl_type *vec4 = glsl_vec4_type();
+ const nir_shader_compiler_options *options =
+ st->ctx->Const.ShaderCompilerOptions[stage].NirOptions;
+
+ nir_builder_init_simple_shader(&b, NULL, stage, options);
+
+ char var_name[15];
+
+ for (unsigned i = 0; i < num_vars; i++) {
+ nir_variable *in;
+ if (sysval_mask & (1 << i)) {
+ snprintf(var_name, sizeof(var_name), "sys_%u", input_locations[i]);
+ in = nir_variable_create(b.shader, nir_var_system_value,
+ glsl_int_type(), var_name);
+ in->data.interpolation = INTERP_MODE_FLAT;
+ } else {
+ snprintf(var_name, sizeof(var_name), "in_%u", input_locations[i]);
+ in = nir_variable_create(b.shader, nir_var_shader_in, vec4, var_name);
+ }
+ in->data.location = input_locations[i];
+ if (interpolation_modes)
+ in->data.interpolation = interpolation_modes[i];
+
+ snprintf(var_name, sizeof(var_name), "out_%u", output_locations[i]);
+ nir_variable *out =
+ nir_variable_create(b.shader, nir_var_shader_out, in->type, var_name);
+ out->data.location = output_locations[i];
+ out->data.interpolation = in->data.interpolation;
+
+ nir_copy_var(&b, out, in);
+ }
+
+ return st_nir_finish_builtin_shader(st, b.shader, shader_name);
+}