nir: Use the flrp lowering pass instead of nir_opt_algebraic
[mesa.git] / src / mesa / state_tracker / st_glsl_to_nir.cpp
1 /*
2 * Copyright © 2015 Red Hat
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 * SOFTWARE.
22 */
23
24 #include "st_nir.h"
25
26 #include "pipe/p_defines.h"
27 #include "pipe/p_screen.h"
28 #include "pipe/p_context.h"
29
30 #include "program/program.h"
31 #include "program/prog_statevars.h"
32 #include "program/prog_parameter.h"
33 #include "program/ir_to_mesa.h"
34 #include "main/mtypes.h"
35 #include "main/errors.h"
36 #include "main/shaderapi.h"
37 #include "main/uniforms.h"
38
39 #include "main/shaderobj.h"
40 #include "st_context.h"
41 #include "st_glsl_types.h"
42 #include "st_program.h"
43
44 #include "compiler/nir/nir.h"
45 #include "compiler/glsl_types.h"
46 #include "compiler/glsl/glsl_to_nir.h"
47 #include "compiler/glsl/gl_nir.h"
48 #include "compiler/glsl/ir.h"
49 #include "compiler/glsl/ir_optimization.h"
50 #include "compiler/glsl/string_to_uint_map.h"
51
52 static int
53 type_size(const struct glsl_type *type)
54 {
55 return type->count_attribute_slots(false);
56 }
57
58 /* Depending on PIPE_CAP_TGSI_TEXCOORD (st->needs_texcoord_semantic) we
59 * may need to fix up varying slots so the glsl->nir path is aligned
60 * with the anything->tgsi->nir path.
61 */
62 static void
63 st_nir_fixup_varying_slots(struct st_context *st, struct exec_list *var_list)
64 {
65 if (st->needs_texcoord_semantic)
66 return;
67
68 nir_foreach_variable(var, var_list) {
69 if (var->data.location >= VARYING_SLOT_VAR0) {
70 var->data.location += 9;
71 } else if ((var->data.location >= VARYING_SLOT_TEX0) &&
72 (var->data.location <= VARYING_SLOT_TEX7)) {
73 var->data.location += VARYING_SLOT_VAR0 - VARYING_SLOT_TEX0;
74 }
75 }
76 }
77
78 /* input location assignment for VS inputs must be handled specially, so
79 * that it is aligned w/ st's vbo state.
80 * (This isn't the case with, for ex, FS inputs, which only need to agree
81 * on varying-slot w/ the VS outputs)
82 */
83 static void
84 st_nir_assign_vs_in_locations(nir_shader *nir)
85 {
86 nir->num_inputs = 0;
87 nir_foreach_variable_safe(var, &nir->inputs) {
88 /* NIR already assigns dual-slot inputs to two locations so all we have
89 * to do is compact everything down.
90 */
91 if (var->data.location == VERT_ATTRIB_EDGEFLAG) {
92 /* bit of a hack, mirroring st_translate_vertex_program */
93 var->data.driver_location = util_bitcount64(nir->info.inputs_read);
94 } else if (nir->info.inputs_read & BITFIELD64_BIT(var->data.location)) {
95 var->data.driver_location =
96 util_bitcount64(nir->info.inputs_read &
97 BITFIELD64_MASK(var->data.location));
98 nir->num_inputs++;
99 } else {
100 /* Move unused input variables to the globals list (with no
101 * initialization), to avoid confusing drivers looking through the
102 * inputs array and expecting to find inputs with a driver_location
103 * set.
104 */
105 exec_node_remove(&var->node);
106 var->data.mode = nir_var_shader_temp;
107 exec_list_push_tail(&nir->globals, &var->node);
108 }
109 }
110 }
111
112 static void
113 st_nir_assign_var_locations(struct exec_list *var_list, unsigned *size,
114 gl_shader_stage stage)
115 {
116 unsigned location = 0;
117 unsigned assigned_locations[VARYING_SLOT_TESS_MAX];
118 uint64_t processed_locs[2] = {0};
119
120 const int base = stage == MESA_SHADER_FRAGMENT ?
121 (int) FRAG_RESULT_DATA0 : (int) VARYING_SLOT_VAR0;
122
123 int UNUSED last_loc = 0;
124 nir_foreach_variable(var, var_list) {
125
126 const struct glsl_type *type = var->type;
127 if (nir_is_per_vertex_io(var, stage)) {
128 assert(glsl_type_is_array(type));
129 type = glsl_get_array_element(type);
130 }
131
132 unsigned var_size = type_size(type);
133
134 /* Builtins don't allow component packing so we only need to worry about
135 * user defined varyings sharing the same location.
136 */
137 bool processed = false;
138 if (var->data.location >= base) {
139 unsigned glsl_location = var->data.location - base;
140
141 for (unsigned i = 0; i < var_size; i++) {
142 if (processed_locs[var->data.index] &
143 ((uint64_t)1 << (glsl_location + i)))
144 processed = true;
145 else
146 processed_locs[var->data.index] |=
147 ((uint64_t)1 << (glsl_location + i));
148 }
149 }
150
151 /* Because component packing allows varyings to share the same location
152 * we may have already have processed this location.
153 */
154 if (processed) {
155 unsigned driver_location = assigned_locations[var->data.location];
156 var->data.driver_location = driver_location;
157 *size += type_size(type);
158
159 /* An array may be packed such that is crosses multiple other arrays
160 * or variables, we need to make sure we have allocated the elements
161 * consecutively if the previously proccessed var was shorter than
162 * the current array we are processing.
163 *
164 * NOTE: The code below assumes the var list is ordered in ascending
165 * location order.
166 */
167 assert(last_loc <= var->data.location);
168 last_loc = var->data.location;
169 unsigned last_slot_location = driver_location + var_size;
170 if (last_slot_location > location) {
171 unsigned num_unallocated_slots = last_slot_location - location;
172 unsigned first_unallocated_slot = var_size - num_unallocated_slots;
173 for (unsigned i = first_unallocated_slot; i < num_unallocated_slots; i++) {
174 assigned_locations[var->data.location + i] = location;
175 location++;
176 }
177 }
178 continue;
179 }
180
181 for (unsigned i = 0; i < var_size; i++) {
182 assigned_locations[var->data.location + i] = location + i;
183 }
184
185 var->data.driver_location = location;
186 location += var_size;
187 }
188
189 *size += location;
190 }
191
192 static int
193 st_nir_lookup_parameter_index(const struct gl_program_parameter_list *params,
194 const char *name)
195 {
196 int loc = _mesa_lookup_parameter_index(params, name);
197
198 /* is there a better way to do this? If we have something like:
199 *
200 * struct S {
201 * float f;
202 * vec4 v;
203 * };
204 * uniform S color;
205 *
206 * Then what we get in prog->Parameters looks like:
207 *
208 * 0: Name=color.f, Type=6, DataType=1406, Size=1
209 * 1: Name=color.v, Type=6, DataType=8b52, Size=4
210 *
211 * So the name doesn't match up and _mesa_lookup_parameter_index()
212 * fails. In this case just find the first matching "color.*"..
213 *
214 * Note for arrays you could end up w/ color[n].f, for example.
215 *
216 * glsl_to_tgsi works slightly differently in this regard. It is
217 * emitting something more low level, so it just translates the
218 * params list 1:1 to CONST[] regs. Going from GLSL IR to TGSI,
219 * it just calculates the additional offset of struct field members
220 * in glsl_to_tgsi_visitor::visit(ir_dereference_record *ir) or
221 * glsl_to_tgsi_visitor::visit(ir_dereference_array *ir). It never
222 * needs to work backwards to get base var loc from the param-list
223 * which already has them separated out.
224 */
225 if (loc < 0) {
226 int namelen = strlen(name);
227 for (unsigned i = 0; i < params->NumParameters; i++) {
228 struct gl_program_parameter *p = &params->Parameters[i];
229 if ((strncmp(p->Name, name, namelen) == 0) &&
230 ((p->Name[namelen] == '.') || (p->Name[namelen] == '['))) {
231 loc = i;
232 break;
233 }
234 }
235 }
236
237 return loc;
238 }
239
240 static void
241 st_nir_assign_uniform_locations(struct gl_context *ctx,
242 struct gl_program *prog,
243 struct exec_list *uniform_list)
244 {
245 int shaderidx = 0;
246 int imageidx = 0;
247
248 nir_foreach_variable(uniform, uniform_list) {
249 int loc;
250
251 /*
252 * UBO's have their own address spaces, so don't count them towards the
253 * number of global uniforms
254 */
255 if (uniform->data.mode == nir_var_mem_ubo || uniform->data.mode == nir_var_mem_ssbo)
256 continue;
257
258 const struct glsl_type *type = glsl_without_array(uniform->type);
259 if (!uniform->data.bindless && (type->is_sampler() || type->is_image())) {
260 if (type->is_sampler()) {
261 loc = shaderidx;
262 shaderidx += type_size(uniform->type);
263 } else {
264 loc = imageidx;
265 imageidx += type_size(uniform->type);
266 }
267 } else if (strncmp(uniform->name, "gl_", 3) == 0) {
268 const gl_state_index16 *const stateTokens = uniform->state_slots[0].tokens;
269 /* This state reference has already been setup by ir_to_mesa, but we'll
270 * get the same index back here.
271 */
272
273 unsigned comps;
274 if (glsl_type_is_struct_or_ifc(type)) {
275 comps = 4;
276 } else {
277 comps = glsl_get_vector_elements(type);
278 }
279
280 if (ctx->Const.PackedDriverUniformStorage) {
281 loc = _mesa_add_sized_state_reference(prog->Parameters,
282 stateTokens, comps, false);
283 loc = prog->Parameters->ParameterValueOffset[loc];
284 } else {
285 loc = _mesa_add_state_reference(prog->Parameters, stateTokens);
286 }
287 } else {
288 loc = st_nir_lookup_parameter_index(prog->Parameters, uniform->name);
289
290 /* We need to check that loc is not -1 here before accessing the
291 * array. It can be negative for example when we have a struct that
292 * only contains opaque types.
293 */
294 if (loc >= 0 && ctx->Const.PackedDriverUniformStorage) {
295 loc = prog->Parameters->ParameterValueOffset[loc];
296 }
297 }
298
299 uniform->data.driver_location = loc;
300 }
301 }
302
303 void
304 st_nir_opts(nir_shader *nir, bool scalar)
305 {
306 bool progress;
307 unsigned lower_flrp =
308 (nir->options->lower_flrp16 ? 16 : 0) |
309 (nir->options->lower_flrp32 ? 32 : 0) |
310 (nir->options->lower_flrp64 ? 64 : 0);
311
312 do {
313 progress = false;
314
315 NIR_PASS_V(nir, nir_lower_vars_to_ssa);
316
317 if (scalar) {
318 NIR_PASS_V(nir, nir_lower_alu_to_scalar);
319 NIR_PASS_V(nir, nir_lower_phis_to_scalar);
320 }
321
322 NIR_PASS_V(nir, nir_lower_alu);
323 NIR_PASS_V(nir, nir_lower_pack);
324 NIR_PASS(progress, nir, nir_copy_prop);
325 NIR_PASS(progress, nir, nir_opt_remove_phis);
326 NIR_PASS(progress, nir, nir_opt_dce);
327 if (nir_opt_trivial_continues(nir)) {
328 progress = true;
329 NIR_PASS(progress, nir, nir_copy_prop);
330 NIR_PASS(progress, nir, nir_opt_dce);
331 }
332 NIR_PASS(progress, nir, nir_opt_if, false);
333 NIR_PASS(progress, nir, nir_opt_dead_cf);
334 NIR_PASS(progress, nir, nir_opt_cse);
335 NIR_PASS(progress, nir, nir_opt_peephole_select, 8, true, true);
336
337 NIR_PASS(progress, nir, nir_opt_algebraic);
338 NIR_PASS(progress, nir, nir_opt_constant_folding);
339
340 if (lower_flrp != 0) {
341 bool lower_flrp_progress;
342
343 NIR_PASS(lower_flrp_progress, nir, nir_lower_flrp,
344 lower_flrp,
345 false /* always_precise */,
346 nir->options->lower_ffma);
347 if (lower_flrp_progress) {
348 NIR_PASS(progress, nir,
349 nir_opt_constant_folding);
350 progress = true;
351 }
352
353 /* Nothing should rematerialize any flrps, so we only need to do this
354 * lowering once.
355 */
356 lower_flrp = 0;
357 }
358
359 NIR_PASS(progress, nir, nir_opt_undef);
360 NIR_PASS(progress, nir, nir_opt_conditional_discard);
361 if (nir->options->max_unroll_iterations) {
362 NIR_PASS(progress, nir, nir_opt_loop_unroll, (nir_variable_mode)0);
363 }
364 } while (progress);
365 }
366
367 /* First third of converting glsl_to_nir.. this leaves things in a pre-
368 * nir_lower_io state, so that shader variants can more easily insert/
369 * replace variables, etc.
370 */
371 static nir_shader *
372 st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
373 struct gl_shader_program *shader_program,
374 gl_shader_stage stage)
375 {
376 const nir_shader_compiler_options *options =
377 st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions;
378 enum pipe_shader_type type = pipe_shader_type_from_mesa(stage);
379 struct pipe_screen *screen = st->pipe->screen;
380 bool is_scalar = screen->get_shader_param(screen, type, PIPE_SHADER_CAP_SCALAR_ISA);
381 assert(options);
382 bool lower_64bit =
383 options->lower_int64_options || options->lower_doubles_options;
384
385 if (prog->nir)
386 return prog->nir;
387
388 nir_shader *nir = glsl_to_nir(st->ctx, shader_program, stage, options);
389
390 /* Set the next shader stage hint for VS and TES. */
391 if (!nir->info.separate_shader &&
392 (nir->info.stage == MESA_SHADER_VERTEX ||
393 nir->info.stage == MESA_SHADER_TESS_EVAL)) {
394
395 unsigned prev_stages = (1 << (prog->info.stage + 1)) - 1;
396 unsigned stages_mask =
397 ~prev_stages & shader_program->data->linked_stages;
398
399 nir->info.next_stage = stages_mask ?
400 (gl_shader_stage) u_bit_scan(&stages_mask) : MESA_SHADER_FRAGMENT;
401 } else {
402 nir->info.next_stage = MESA_SHADER_FRAGMENT;
403 }
404
405 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
406 nir_shader *softfp64 = NULL;
407 if (nir->info.uses_64bit &&
408 (options->lower_doubles_options & nir_lower_fp64_full_software) != 0) {
409 softfp64 = glsl_float64_funcs_to_nir(st->ctx, options);
410 ralloc_steal(ralloc_parent(nir), softfp64);
411 }
412
413 nir_variable_mode mask =
414 (nir_variable_mode) (nir_var_shader_in | nir_var_shader_out);
415 nir_remove_dead_variables(nir, mask);
416
417 if (options->lower_all_io_to_temps ||
418 nir->info.stage == MESA_SHADER_VERTEX ||
419 nir->info.stage == MESA_SHADER_GEOMETRY) {
420 NIR_PASS_V(nir, nir_lower_io_to_temporaries,
421 nir_shader_get_entrypoint(nir),
422 true, true);
423 } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
424 NIR_PASS_V(nir, nir_lower_io_to_temporaries,
425 nir_shader_get_entrypoint(nir),
426 true, false);
427 }
428
429 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
430 NIR_PASS_V(nir, nir_split_var_copies);
431 NIR_PASS_V(nir, nir_lower_var_copies);
432
433 if (is_scalar) {
434 NIR_PASS_V(nir, nir_lower_alu_to_scalar);
435 }
436
437 /* before buffers and vars_to_ssa */
438 NIR_PASS_V(nir, gl_nir_lower_bindless_images);
439 st_nir_opts(nir, is_scalar);
440
441 NIR_PASS_V(nir, gl_nir_lower_buffers, shader_program);
442 /* Do a round of constant folding to clean up address calculations */
443 NIR_PASS_V(nir, nir_opt_constant_folding);
444
445 if (lower_64bit) {
446 bool lowered_64bit_ops = false;
447 bool progress = false;
448
449 NIR_PASS_V(nir, nir_opt_algebraic);
450
451 do {
452 progress = false;
453 if (options->lower_int64_options) {
454 NIR_PASS(progress, nir, nir_lower_int64,
455 options->lower_int64_options);
456 }
457 if (options->lower_doubles_options) {
458 NIR_PASS(progress, nir, nir_lower_doubles,
459 softfp64, options->lower_doubles_options);
460 }
461 NIR_PASS(progress, nir, nir_opt_algebraic);
462 lowered_64bit_ops |= progress;
463 } while (progress);
464
465 if (lowered_64bit_ops)
466 st_nir_opts(nir, is_scalar);
467 }
468
469 return nir;
470 }
471
472 /* Second third of converting glsl_to_nir. This creates uniforms, gathers
473 * info on varyings, etc after NIR link time opts have been applied.
474 */
475 static void
476 st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
477 struct gl_shader_program *shader_program)
478 {
479 nir_shader *nir = prog->nir;
480
481 /* Make a pass over the IR to add state references for any built-in
482 * uniforms that are used. This has to be done now (during linking).
483 * Code generation doesn't happen until the first time this shader is
484 * used for rendering. Waiting until then to generate the parameters is
485 * too late. At that point, the values for the built-in uniforms won't
486 * get sent to the shader.
487 */
488 nir_foreach_variable(var, &nir->uniforms) {
489 if (strncmp(var->name, "gl_", 3) == 0) {
490 const nir_state_slot *const slots = var->state_slots;
491 assert(var->state_slots != NULL);
492
493 const struct glsl_type *type = glsl_without_array(var->type);
494 for (unsigned int i = 0; i < var->num_state_slots; i++) {
495 unsigned comps;
496 if (glsl_type_is_struct_or_ifc(type)) {
497 /* Builtin struct require specical handling for now we just
498 * make all members vec4. See st_nir_lower_builtin.
499 */
500 comps = 4;
501 } else {
502 comps = glsl_get_vector_elements(type);
503 }
504
505 if (st->ctx->Const.PackedDriverUniformStorage) {
506 _mesa_add_sized_state_reference(prog->Parameters,
507 slots[i].tokens,
508 comps, false);
509 } else {
510 _mesa_add_state_reference(prog->Parameters,
511 slots[i].tokens);
512 }
513 }
514 }
515 }
516
517 /* Avoid reallocation of the program parameter list, because the uniform
518 * storage is only associated with the original parameter list.
519 * This should be enough for Bitmap and DrawPixels constants.
520 */
521 _mesa_reserve_parameter_storage(prog->Parameters, 8);
522
523 /* This has to be done last. Any operation the can cause
524 * prog->ParameterValues to get reallocated (e.g., anything that adds a
525 * program constant) has to happen before creating this linkage.
526 */
527 _mesa_associate_uniform_storage(st->ctx, shader_program, prog, true);
528
529 st_set_prog_affected_state_flags(prog);
530
531 NIR_PASS_V(nir, st_nir_lower_builtin);
532 NIR_PASS_V(nir, gl_nir_lower_atomics, shader_program, true);
533 NIR_PASS_V(nir, nir_opt_intrinsics);
534
535 nir_variable_mode mask = nir_var_function_temp;
536 nir_remove_dead_variables(nir, mask);
537
538 if (st->ctx->_Shader->Flags & GLSL_DUMP) {
539 _mesa_log("\n");
540 _mesa_log("NIR IR for linked %s program %d:\n",
541 _mesa_shader_stage_to_string(prog->info.stage),
542 shader_program->Name);
543 nir_print_shader(nir, _mesa_get_log_file());
544 _mesa_log("\n\n");
545 }
546 }
547
548 /* TODO any better helper somewhere to sort a list? */
549
550 static void
551 insert_sorted(struct exec_list *var_list, nir_variable *new_var)
552 {
553 nir_foreach_variable(var, var_list) {
554 if (var->data.location > new_var->data.location) {
555 exec_node_insert_node_before(&var->node, &new_var->node);
556 return;
557 }
558 }
559 exec_list_push_tail(var_list, &new_var->node);
560 }
561
562 static void
563 sort_varyings(struct exec_list *var_list)
564 {
565 struct exec_list new_list;
566 exec_list_make_empty(&new_list);
567 nir_foreach_variable_safe(var, var_list) {
568 exec_node_remove(&var->node);
569 insert_sorted(&new_list, var);
570 }
571 exec_list_move_nodes_to(&new_list, var_list);
572 }
573
574 static void
575 set_st_program(struct gl_program *prog,
576 struct gl_shader_program *shader_program,
577 nir_shader *nir)
578 {
579 struct st_vertex_program *stvp;
580 struct st_common_program *stp;
581 struct st_fragment_program *stfp;
582 struct st_compute_program *stcp;
583
584 switch (prog->info.stage) {
585 case MESA_SHADER_VERTEX:
586 stvp = (struct st_vertex_program *)prog;
587 stvp->shader_program = shader_program;
588 stvp->tgsi.type = PIPE_SHADER_IR_NIR;
589 stvp->tgsi.ir.nir = nir;
590 break;
591 case MESA_SHADER_GEOMETRY:
592 case MESA_SHADER_TESS_CTRL:
593 case MESA_SHADER_TESS_EVAL:
594 stp = (struct st_common_program *)prog;
595 stp->shader_program = shader_program;
596 stp->tgsi.type = PIPE_SHADER_IR_NIR;
597 stp->tgsi.ir.nir = nir;
598 break;
599 case MESA_SHADER_FRAGMENT:
600 stfp = (struct st_fragment_program *)prog;
601 stfp->shader_program = shader_program;
602 stfp->tgsi.type = PIPE_SHADER_IR_NIR;
603 stfp->tgsi.ir.nir = nir;
604 break;
605 case MESA_SHADER_COMPUTE:
606 stcp = (struct st_compute_program *)prog;
607 stcp->shader_program = shader_program;
608 stcp->tgsi.ir_type = PIPE_SHADER_IR_NIR;
609 stcp->tgsi.prog = nir;
610 break;
611 default:
612 unreachable("unknown shader stage");
613 }
614 }
615
616 static void
617 st_nir_get_mesa_program(struct gl_context *ctx,
618 struct gl_shader_program *shader_program,
619 struct gl_linked_shader *shader)
620 {
621 struct st_context *st = st_context(ctx);
622 struct pipe_screen *pscreen = ctx->st->pipe->screen;
623 struct gl_program *prog;
624
625 validate_ir_tree(shader->ir);
626
627 prog = shader->Program;
628
629 prog->Parameters = _mesa_new_parameter_list();
630
631 _mesa_copy_linked_program_data(shader_program, shader);
632 _mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader,
633 prog->Parameters);
634
635 /* Remove reads from output registers. */
636 if (!pscreen->get_param(pscreen, PIPE_CAP_TGSI_CAN_READ_OUTPUTS))
637 lower_output_reads(shader->Stage, shader->ir);
638
639 if (ctx->_Shader->Flags & GLSL_DUMP) {
640 _mesa_log("\n");
641 _mesa_log("GLSL IR for linked %s program %d:\n",
642 _mesa_shader_stage_to_string(shader->Stage),
643 shader_program->Name);
644 _mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
645 _mesa_log("\n\n");
646 }
647
648 prog->ExternalSamplersUsed = gl_external_samplers(prog);
649 _mesa_update_shader_textures_used(shader_program, prog);
650
651 nir_shader *nir = st_glsl_to_nir(st, prog, shader_program, shader->Stage);
652
653 set_st_program(prog, shader_program, nir);
654 prog->nir = nir;
655 }
656
657 static void
658 st_nir_link_shaders(nir_shader **producer, nir_shader **consumer, bool scalar)
659 {
660 if (scalar) {
661 NIR_PASS_V(*producer, nir_lower_io_to_scalar_early, nir_var_shader_out);
662 NIR_PASS_V(*consumer, nir_lower_io_to_scalar_early, nir_var_shader_in);
663 }
664
665 nir_lower_io_arrays_to_elements(*producer, *consumer);
666
667 st_nir_opts(*producer, scalar);
668 st_nir_opts(*consumer, scalar);
669
670 if (nir_link_opt_varyings(*producer, *consumer))
671 st_nir_opts(*consumer, scalar);
672
673 NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out);
674 NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in);
675
676 if (nir_remove_unused_varyings(*producer, *consumer)) {
677 NIR_PASS_V(*producer, nir_lower_global_vars_to_local);
678 NIR_PASS_V(*consumer, nir_lower_global_vars_to_local);
679
680 /* The backend might not be able to handle indirects on
681 * temporaries so we need to lower indirects on any of the
682 * varyings we have demoted here.
683 *
684 * TODO: radeonsi shouldn't need to do this, however LLVM isn't
685 * currently smart enough to handle indirects without causing excess
686 * spilling causing the gpu to hang.
687 *
688 * See the following thread for more details of the problem:
689 * https://lists.freedesktop.org/archives/mesa-dev/2017-July/162106.html
690 */
691 nir_variable_mode indirect_mask = nir_var_function_temp;
692
693 NIR_PASS_V(*producer, nir_lower_indirect_derefs, indirect_mask);
694 NIR_PASS_V(*consumer, nir_lower_indirect_derefs, indirect_mask);
695
696 st_nir_opts(*producer, scalar);
697 st_nir_opts(*consumer, scalar);
698
699 /* Lowering indirects can cause varying to become unused.
700 * nir_compact_varyings() depends on all dead varyings being removed so
701 * we need to call nir_remove_dead_variables() again here.
702 */
703 NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out);
704 NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in);
705 }
706 }
707
708 static void
709 st_lower_patch_vertices_in(struct gl_shader_program *shader_prog)
710 {
711 struct gl_linked_shader *linked_tcs =
712 shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
713 struct gl_linked_shader *linked_tes =
714 shader_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
715
716 /* If we have a TCS and TES linked together, lower TES patch vertices. */
717 if (linked_tcs && linked_tes) {
718 nir_shader *tcs_nir = linked_tcs->Program->nir;
719 nir_shader *tes_nir = linked_tes->Program->nir;
720
721 /* The TES input vertex count is the TCS output vertex count,
722 * lower TES gl_PatchVerticesIn to a constant.
723 */
724 uint32_t tes_patch_verts = tcs_nir->info.tess.tcs_vertices_out;
725 NIR_PASS_V(tes_nir, nir_lower_patch_vertices, tes_patch_verts, NULL);
726 }
727 }
728
729 extern "C" {
730
731 void
732 st_nir_lower_wpos_ytransform(struct nir_shader *nir,
733 struct gl_program *prog,
734 struct pipe_screen *pscreen)
735 {
736 if (nir->info.stage != MESA_SHADER_FRAGMENT)
737 return;
738
739 static const gl_state_index16 wposTransformState[STATE_LENGTH] = {
740 STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM
741 };
742 nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
743
744 memcpy(wpos_options.state_tokens, wposTransformState,
745 sizeof(wpos_options.state_tokens));
746 wpos_options.fs_coord_origin_upper_left =
747 pscreen->get_param(pscreen,
748 PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT);
749 wpos_options.fs_coord_origin_lower_left =
750 pscreen->get_param(pscreen,
751 PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT);
752 wpos_options.fs_coord_pixel_center_integer =
753 pscreen->get_param(pscreen,
754 PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
755 wpos_options.fs_coord_pixel_center_half_integer =
756 pscreen->get_param(pscreen,
757 PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
758
759 if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
760 nir_validate_shader(nir, "after nir_lower_wpos_ytransform");
761 _mesa_add_state_reference(prog->Parameters, wposTransformState);
762 }
763 }
764
765 bool
766 st_link_nir(struct gl_context *ctx,
767 struct gl_shader_program *shader_program)
768 {
769 struct st_context *st = st_context(ctx);
770 struct pipe_screen *screen = st->pipe->screen;
771 bool is_scalar[MESA_SHADER_STAGES];
772
773 unsigned last_stage = 0;
774 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
775 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
776 if (shader == NULL)
777 continue;
778
779 /* Determine scalar property of each shader stage */
780 enum pipe_shader_type type = pipe_shader_type_from_mesa(shader->Stage);
781 is_scalar[i] = screen->get_shader_param(screen, type,
782 PIPE_SHADER_CAP_SCALAR_ISA);
783
784 st_nir_get_mesa_program(ctx, shader_program, shader);
785 last_stage = i;
786
787 if (is_scalar[i]) {
788 NIR_PASS_V(shader->Program->nir, nir_lower_load_const_to_scalar);
789 }
790 }
791
792 /* Linking the stages in the opposite order (from fragment to vertex)
793 * ensures that inter-shader outputs written to in an earlier stage
794 * are eliminated if they are (transitively) not used in a later
795 * stage.
796 */
797 int next = last_stage;
798 for (int i = next - 1; i >= 0; i--) {
799 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
800 if (shader == NULL)
801 continue;
802
803 st_nir_link_shaders(&shader->Program->nir,
804 &shader_program->_LinkedShaders[next]->Program->nir,
805 is_scalar[i]);
806 next = i;
807 }
808
809 int prev = -1;
810 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
811 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
812 if (shader == NULL)
813 continue;
814
815 nir_shader *nir = shader->Program->nir;
816
817 NIR_PASS_V(nir, st_nir_lower_wpos_ytransform, shader->Program,
818 st->pipe->screen);
819
820 NIR_PASS_V(nir, nir_lower_system_values);
821 NIR_PASS_V(nir, nir_lower_clip_cull_distance_arrays);
822
823 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
824 shader->Program->info = nir->info;
825 if (i == MESA_SHADER_VERTEX) {
826 /* NIR expands dual-slot inputs out to two locations. We need to
827 * compact things back down GL-style single-slot inputs to avoid
828 * confusing the state tracker.
829 */
830 shader->Program->info.inputs_read =
831 nir_get_single_slot_attribs_mask(nir->info.inputs_read,
832 shader->Program->DualSlotInputs);
833 }
834
835 if (prev != -1) {
836 struct gl_program *prev_shader =
837 shader_program->_LinkedShaders[prev]->Program;
838
839 /* We can't use nir_compact_varyings with transform feedback, since
840 * the pipe_stream_output->output_register field is based on the
841 * pre-compacted driver_locations.
842 */
843 if (!(prev_shader->sh.LinkedTransformFeedback &&
844 prev_shader->sh.LinkedTransformFeedback->NumVarying > 0))
845 nir_compact_varyings(shader_program->_LinkedShaders[prev]->Program->nir,
846 nir, ctx->API != API_OPENGL_COMPAT);
847 }
848 prev = i;
849 }
850
851 st_lower_patch_vertices_in(shader_program);
852
853 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
854 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
855 if (shader == NULL)
856 continue;
857
858 st_glsl_to_nir_post_opts(st, shader->Program, shader_program);
859
860 assert(shader->Program);
861 if (!ctx->Driver.ProgramStringNotify(ctx,
862 _mesa_shader_stage_to_program(i),
863 shader->Program)) {
864 _mesa_reference_program(ctx, &shader->Program, NULL);
865 return false;
866 }
867
868 nir_sweep(shader->Program->nir);
869
870 /* The GLSL IR won't be needed anymore. */
871 ralloc_free(shader->ir);
872 shader->ir = NULL;
873 }
874
875 return true;
876 }
877
878 void
879 st_nir_assign_varying_locations(struct st_context *st, nir_shader *nir)
880 {
881 if (nir->info.stage == MESA_SHADER_VERTEX) {
882 /* Needs special handling so drvloc matches the vbo state: */
883 st_nir_assign_vs_in_locations(nir);
884 /* Re-lower global vars, to deal with any dead VS inputs. */
885 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
886
887 sort_varyings(&nir->outputs);
888 st_nir_assign_var_locations(&nir->outputs,
889 &nir->num_outputs,
890 nir->info.stage);
891 st_nir_fixup_varying_slots(st, &nir->outputs);
892 } else if (nir->info.stage == MESA_SHADER_GEOMETRY ||
893 nir->info.stage == MESA_SHADER_TESS_CTRL ||
894 nir->info.stage == MESA_SHADER_TESS_EVAL) {
895 sort_varyings(&nir->inputs);
896 st_nir_assign_var_locations(&nir->inputs,
897 &nir->num_inputs,
898 nir->info.stage);
899 st_nir_fixup_varying_slots(st, &nir->inputs);
900
901 sort_varyings(&nir->outputs);
902 st_nir_assign_var_locations(&nir->outputs,
903 &nir->num_outputs,
904 nir->info.stage);
905 st_nir_fixup_varying_slots(st, &nir->outputs);
906 } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
907 sort_varyings(&nir->inputs);
908 st_nir_assign_var_locations(&nir->inputs,
909 &nir->num_inputs,
910 nir->info.stage);
911 st_nir_fixup_varying_slots(st, &nir->inputs);
912 st_nir_assign_var_locations(&nir->outputs,
913 &nir->num_outputs,
914 nir->info.stage);
915 } else if (nir->info.stage == MESA_SHADER_COMPUTE) {
916 /* TODO? */
917 } else {
918 unreachable("invalid shader type");
919 }
920 }
921
922 void
923 st_nir_lower_samplers(struct pipe_screen *screen, nir_shader *nir,
924 struct gl_shader_program *shader_program,
925 struct gl_program *prog)
926 {
927 if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
928 NIR_PASS_V(nir, gl_nir_lower_samplers_as_deref, shader_program);
929 else
930 NIR_PASS_V(nir, gl_nir_lower_samplers, shader_program);
931
932 if (prog) {
933 prog->info.textures_used = nir->info.textures_used;
934 prog->info.textures_used_by_txf = nir->info.textures_used_by_txf;
935 }
936 }
937
938 /* Last third of preparing nir from glsl, which happens after shader
939 * variant lowering.
940 */
941 void
942 st_finalize_nir(struct st_context *st, struct gl_program *prog,
943 struct gl_shader_program *shader_program, nir_shader *nir)
944 {
945 struct pipe_screen *screen = st->pipe->screen;
946 const nir_shader_compiler_options *options =
947 st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions;
948
949 NIR_PASS_V(nir, nir_split_var_copies);
950 NIR_PASS_V(nir, nir_lower_var_copies);
951 if (options->lower_all_io_to_temps ||
952 options->lower_all_io_to_elements ||
953 nir->info.stage == MESA_SHADER_VERTEX ||
954 nir->info.stage == MESA_SHADER_GEOMETRY) {
955 NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
956 } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
957 NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, true);
958 }
959
960 st_nir_assign_varying_locations(st, nir);
961
962 NIR_PASS_V(nir, nir_lower_atomics_to_ssbo,
963 st->ctx->Const.Program[nir->info.stage].MaxAtomicBuffers);
964
965 st_nir_assign_uniform_locations(st->ctx, prog,
966 &nir->uniforms);
967
968 /* Set num_uniforms in number of attribute slots (vec4s) */
969 nir->num_uniforms = DIV_ROUND_UP(prog->Parameters->NumParameterValues, 4);
970
971 if (st->ctx->Const.PackedDriverUniformStorage) {
972 NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, st_glsl_type_dword_size,
973 (nir_lower_io_options)0);
974 NIR_PASS_V(nir, nir_lower_uniforms_to_ubo, 4);
975 } else {
976 NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, st_glsl_uniforms_type_size,
977 (nir_lower_io_options)0);
978 }
979
980 st_nir_lower_samplers(screen, nir, shader_program, prog);
981 }
982
983 } /* extern "C" */