0ff8dcd68ccda66d5245825729454d5c9a9f6893
[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 "st_context.h"
40 #include "st_program.h"
41
42 #include "compiler/nir/nir.h"
43 #include "compiler/glsl_types.h"
44 #include "compiler/glsl/glsl_to_nir.h"
45 #include "compiler/glsl/ir.h"
46 #include "compiler/glsl/string_to_uint_map.h"
47
48
49 static int
50 type_size(const struct glsl_type *type)
51 {
52 return type->count_attribute_slots(false);
53 }
54
55 /* Depending on PIPE_CAP_TGSI_TEXCOORD (st->needs_texcoord_semantic) we
56 * may need to fix up varying slots so the glsl->nir path is aligned
57 * with the anything->tgsi->nir path.
58 */
59 static void
60 st_nir_fixup_varying_slots(struct st_context *st, struct exec_list *var_list)
61 {
62 if (st->needs_texcoord_semantic)
63 return;
64
65 nir_foreach_variable(var, var_list) {
66 if (var->data.location >= VARYING_SLOT_VAR0) {
67 var->data.location += 9;
68 } else if ((var->data.location >= VARYING_SLOT_TEX0) &&
69 (var->data.location <= VARYING_SLOT_TEX7)) {
70 var->data.location += VARYING_SLOT_VAR0 - VARYING_SLOT_TEX0;
71 }
72 }
73 }
74
75 /* input location assignment for VS inputs must be handled specially, so
76 * that it is aligned w/ st's vbo state.
77 * (This isn't the case with, for ex, FS inputs, which only need to agree
78 * on varying-slot w/ the VS outputs)
79 */
80 static void
81 st_nir_assign_vs_in_locations(struct gl_program *prog, nir_shader *nir)
82 {
83 unsigned attr, num_inputs = 0;
84 unsigned input_to_index[VERT_ATTRIB_MAX] = {0};
85
86 /* TODO de-duplicate w/ similar code in st_translate_vertex_program()? */
87 for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
88 if ((prog->info.inputs_read & BITFIELD64_BIT(attr)) != 0) {
89 input_to_index[attr] = num_inputs;
90 num_inputs++;
91 if ((prog->info.double_inputs_read & BITFIELD64_BIT(attr)) != 0) {
92 /* add placeholder for second part of a double attribute */
93 num_inputs++;
94 }
95 } else {
96 input_to_index[attr] = ~0;
97 }
98 }
99
100 /* bit of a hack, mirroring st_translate_vertex_program */
101 input_to_index[VERT_ATTRIB_EDGEFLAG] = num_inputs;
102
103 nir->num_inputs = 0;
104 nir_foreach_variable_safe(var, &nir->inputs) {
105 attr = var->data.location;
106 assert(attr < ARRAY_SIZE(input_to_index));
107
108 if (input_to_index[attr] != ~0u) {
109 var->data.driver_location = input_to_index[attr];
110 nir->num_inputs++;
111 } else {
112 /* Move unused input variables to the globals list (with no
113 * initialization), to avoid confusing drivers looking through the
114 * inputs array and expecting to find inputs with a driver_location
115 * set.
116 */
117 exec_node_remove(&var->node);
118 var->data.mode = nir_var_global;
119 exec_list_push_tail(&nir->globals, &var->node);
120 }
121 }
122 }
123
124 static void
125 st_nir_assign_var_locations(struct exec_list *var_list, unsigned *size,
126 gl_shader_stage stage)
127 {
128 unsigned location = 0;
129 unsigned assigned_locations[VARYING_SLOT_MAX];
130 uint64_t processed_locs = 0;
131
132 nir_foreach_variable(var, var_list) {
133
134 const struct glsl_type *type = var->type;
135 if (nir_is_per_vertex_io(var, stage)) {
136 assert(glsl_type_is_array(type));
137 type = glsl_get_array_element(type);
138 }
139
140 /* Because component packing allows varyings to share the same location
141 * we may have already have processed this location.
142 */
143 if (var->data.location >= VARYING_SLOT_VAR0 &&
144 processed_locs & ((uint64_t)1 << var->data.location)) {
145 var->data.driver_location = assigned_locations[var->data.location];
146 *size += type_size(type);
147 continue;
148 }
149
150 assigned_locations[var->data.location] = location;
151 var->data.driver_location = location;
152 location += type_size(type);
153
154 processed_locs |= ((uint64_t)1 << var->data.location);
155 }
156
157 *size += location;
158 }
159
160 static int
161 st_nir_lookup_parameter_index(const struct gl_program_parameter_list *params,
162 const char *name)
163 {
164 int loc = _mesa_lookup_parameter_index(params, name);
165
166 /* is there a better way to do this? If we have something like:
167 *
168 * struct S {
169 * float f;
170 * vec4 v;
171 * };
172 * uniform S color;
173 *
174 * Then what we get in prog->Parameters looks like:
175 *
176 * 0: Name=color.f, Type=6, DataType=1406, Size=1
177 * 1: Name=color.v, Type=6, DataType=8b52, Size=4
178 *
179 * So the name doesn't match up and _mesa_lookup_parameter_index()
180 * fails. In this case just find the first matching "color.*"..
181 *
182 * Note for arrays you could end up w/ color[n].f, for example.
183 *
184 * glsl_to_tgsi works slightly differently in this regard. It is
185 * emitting something more low level, so it just translates the
186 * params list 1:1 to CONST[] regs. Going from GLSL IR to TGSI,
187 * it just calculates the additional offset of struct field members
188 * in glsl_to_tgsi_visitor::visit(ir_dereference_record *ir) or
189 * glsl_to_tgsi_visitor::visit(ir_dereference_array *ir). It never
190 * needs to work backwards to get base var loc from the param-list
191 * which already has them separated out.
192 */
193 if (loc < 0) {
194 int namelen = strlen(name);
195 for (unsigned i = 0; i < params->NumParameters; i++) {
196 struct gl_program_parameter *p = &params->Parameters[i];
197 if ((strncmp(p->Name, name, namelen) == 0) &&
198 ((p->Name[namelen] == '.') || (p->Name[namelen] == '['))) {
199 loc = i;
200 break;
201 }
202 }
203 }
204
205 return loc;
206 }
207
208 static void
209 st_nir_assign_uniform_locations(struct gl_program *prog,
210 struct gl_shader_program *shader_program,
211 struct exec_list *uniform_list, unsigned *size)
212 {
213 int max = 0;
214 int shaderidx = 0;
215 int imageidx = 0;
216
217 nir_foreach_variable(uniform, uniform_list) {
218 int loc;
219
220 /*
221 * UBO's have their own address spaces, so don't count them towards the
222 * number of global uniforms
223 */
224 if ((uniform->data.mode == nir_var_uniform || uniform->data.mode == nir_var_shader_storage) &&
225 uniform->interface_type != NULL)
226 continue;
227
228 if (uniform->type->is_sampler() || uniform->type->is_image()) {
229 unsigned val = 0;
230 bool found = shader_program->UniformHash->get(val, uniform->name);
231 if (uniform->type->is_sampler())
232 loc = shaderidx++;
233 else
234 loc = imageidx++;
235 assert(found);
236 (void) found; /* silence unused var warning */
237 /* this ensure that nir_lower_samplers looks at the correct
238 * shader_program->UniformStorage[location]:
239 */
240 uniform->data.location = val;
241 } else if (strncmp(uniform->name, "gl_", 3) == 0) {
242 const gl_state_index *const stateTokens = (gl_state_index *)uniform->state_slots[0].tokens;
243 /* This state reference has already been setup by ir_to_mesa, but we'll
244 * get the same index back here.
245 */
246 loc = _mesa_add_state_reference(prog->Parameters, stateTokens);
247 } else {
248 loc = st_nir_lookup_parameter_index(prog->Parameters, uniform->name);
249 }
250
251 uniform->data.driver_location = loc;
252
253 max = MAX2(max, loc + type_size(uniform->type));
254 }
255 *size = max;
256 }
257
258 static void
259 st_nir_opts(nir_shader *nir)
260 {
261 bool progress;
262 do {
263 progress = false;
264
265 NIR_PASS_V(nir, nir_lower_64bit_pack);
266 NIR_PASS(progress, nir, nir_copy_prop);
267 NIR_PASS(progress, nir, nir_opt_remove_phis);
268 NIR_PASS(progress, nir, nir_opt_dce);
269 if (nir_opt_trivial_continues(nir)) {
270 progress = true;
271 NIR_PASS(progress, nir, nir_copy_prop);
272 NIR_PASS(progress, nir, nir_opt_dce);
273 }
274 NIR_PASS(progress, nir, nir_opt_if);
275 NIR_PASS(progress, nir, nir_opt_dead_cf);
276 NIR_PASS(progress, nir, nir_opt_cse);
277 NIR_PASS(progress, nir, nir_opt_peephole_select, 8);
278
279 NIR_PASS(progress, nir, nir_opt_algebraic);
280 NIR_PASS(progress, nir, nir_opt_constant_folding);
281
282 NIR_PASS(progress, nir, nir_opt_undef);
283 NIR_PASS(progress, nir, nir_opt_conditional_discard);
284 if (nir->options->max_unroll_iterations) {
285 NIR_PASS(progress, nir, nir_opt_loop_unroll, (nir_variable_mode)0);
286 }
287 } while (progress);
288 }
289
290 /* First third of converting glsl_to_nir.. this leaves things in a pre-
291 * nir_lower_io state, so that shader variants can more easily insert/
292 * replace variables, etc.
293 */
294 static nir_shader *
295 st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
296 struct gl_shader_program *shader_program,
297 gl_shader_stage stage)
298 {
299 struct pipe_screen *pscreen = st->pipe->screen;
300 enum pipe_shader_type ptarget = pipe_shader_type_from_mesa(stage);
301 const nir_shader_compiler_options *options;
302
303 assert(pscreen->get_compiler_options); /* drivers using NIR must implement this */
304
305 options = (const nir_shader_compiler_options *)
306 pscreen->get_compiler_options(pscreen, PIPE_SHADER_IR_NIR, ptarget);
307 assert(options);
308
309 if (prog->nir)
310 return prog->nir;
311
312 nir_shader *nir = glsl_to_nir(shader_program, stage, options);
313
314 st_nir_opts(nir);
315
316 return nir;
317 }
318
319 /* Second third of converting glsl_to_nir. This creates uniforms, gathers
320 * info on varyings, etc after NIR link time opts have been applied.
321 */
322 static void
323 st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
324 struct gl_shader_program *shader_program)
325 {
326 nir_shader *nir = prog->nir;
327
328 /* Make a pass over the IR to add state references for any built-in
329 * uniforms that are used. This has to be done now (during linking).
330 * Code generation doesn't happen until the first time this shader is
331 * used for rendering. Waiting until then to generate the parameters is
332 * too late. At that point, the values for the built-in uniforms won't
333 * get sent to the shader.
334 */
335 nir_foreach_variable(var, &nir->uniforms) {
336 if (strncmp(var->name, "gl_", 3) == 0) {
337 const nir_state_slot *const slots = var->state_slots;
338 assert(var->state_slots != NULL);
339
340 for (unsigned int i = 0; i < var->num_state_slots; i++) {
341 _mesa_add_state_reference(prog->Parameters,
342 (gl_state_index *)slots[i].tokens);
343 }
344 }
345 }
346
347 /* Avoid reallocation of the program parameter list, because the uniform
348 * storage is only associated with the original parameter list.
349 * This should be enough for Bitmap and DrawPixels constants.
350 */
351 _mesa_reserve_parameter_storage(prog->Parameters, 8);
352
353 /* This has to be done last. Any operation the can cause
354 * prog->ParameterValues to get reallocated (e.g., anything that adds a
355 * program constant) has to happen before creating this linkage.
356 */
357 _mesa_associate_uniform_storage(st->ctx, shader_program, prog, true);
358
359 st_set_prog_affected_state_flags(prog);
360
361 NIR_PASS_V(nir, st_nir_lower_builtin);
362 NIR_PASS_V(nir, nir_lower_atomics, shader_program);
363
364 if (st->ctx->_Shader->Flags & GLSL_DUMP) {
365 _mesa_log("\n");
366 _mesa_log("NIR IR for linked %s program %d:\n",
367 _mesa_shader_stage_to_string(prog->info.stage),
368 shader_program->Name);
369 nir_print_shader(nir, _mesa_get_log_file());
370 _mesa_log("\n\n");
371 }
372 }
373
374 /* TODO any better helper somewhere to sort a list? */
375
376 static void
377 insert_sorted(struct exec_list *var_list, nir_variable *new_var)
378 {
379 nir_foreach_variable(var, var_list) {
380 if (var->data.location > new_var->data.location) {
381 exec_node_insert_node_before(&var->node, &new_var->node);
382 return;
383 }
384 }
385 exec_list_push_tail(var_list, &new_var->node);
386 }
387
388 static void
389 sort_varyings(struct exec_list *var_list)
390 {
391 struct exec_list new_list;
392 exec_list_make_empty(&new_list);
393 nir_foreach_variable_safe(var, var_list) {
394 exec_node_remove(&var->node);
395 insert_sorted(&new_list, var);
396 }
397 exec_list_move_nodes_to(&new_list, var_list);
398 }
399
400 static void
401 set_st_program(struct gl_program *prog,
402 struct gl_shader_program *shader_program,
403 nir_shader *nir)
404 {
405 struct st_vertex_program *stvp;
406 struct st_common_program *stp;
407 struct st_fragment_program *stfp;
408 struct st_compute_program *stcp;
409
410 switch (prog->info.stage) {
411 case MESA_SHADER_VERTEX:
412 stvp = (struct st_vertex_program *)prog;
413 stvp->shader_program = shader_program;
414 stvp->tgsi.type = PIPE_SHADER_IR_NIR;
415 stvp->tgsi.ir.nir = nir;
416 break;
417 case MESA_SHADER_GEOMETRY:
418 case MESA_SHADER_TESS_CTRL:
419 case MESA_SHADER_TESS_EVAL:
420 stp = (struct st_common_program *)prog;
421 stp->shader_program = shader_program;
422 stp->tgsi.type = PIPE_SHADER_IR_NIR;
423 stp->tgsi.ir.nir = nir;
424 break;
425 case MESA_SHADER_FRAGMENT:
426 stfp = (struct st_fragment_program *)prog;
427 stfp->shader_program = shader_program;
428 stfp->tgsi.type = PIPE_SHADER_IR_NIR;
429 stfp->tgsi.ir.nir = nir;
430 break;
431 case MESA_SHADER_COMPUTE:
432 stcp = (struct st_compute_program *)prog;
433 stcp->shader_program = shader_program;
434 stcp->tgsi.ir_type = PIPE_SHADER_IR_NIR;
435 stcp->tgsi.prog = nir;
436 break;
437 default:
438 unreachable("unknown shader stage");
439 }
440 }
441
442 static void
443 st_nir_get_mesa_program(struct gl_context *ctx,
444 struct gl_shader_program *shader_program,
445 struct gl_linked_shader *shader)
446 {
447 struct st_context *st = st_context(ctx);
448 struct gl_program *prog;
449
450 validate_ir_tree(shader->ir);
451
452 prog = shader->Program;
453
454 prog->Parameters = _mesa_new_parameter_list();
455
456 _mesa_copy_linked_program_data(shader_program, shader);
457 _mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader,
458 prog->Parameters);
459
460 if (ctx->_Shader->Flags & GLSL_DUMP) {
461 _mesa_log("\n");
462 _mesa_log("GLSL IR for linked %s program %d:\n",
463 _mesa_shader_stage_to_string(shader->Stage),
464 shader_program->Name);
465 _mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
466 _mesa_log("\n\n");
467 }
468
469 prog->ExternalSamplersUsed = gl_external_samplers(prog);
470 _mesa_update_shader_textures_used(shader_program, prog);
471
472 nir_shader *nir = st_glsl_to_nir(st, prog, shader_program, shader->Stage);
473
474 set_st_program(prog, shader_program, nir);
475 prog->nir = nir;
476
477 NIR_PASS_V(nir, nir_lower_io_to_temporaries,
478 nir_shader_get_entrypoint(nir),
479 true, true);
480 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
481 NIR_PASS_V(nir, nir_split_var_copies);
482 NIR_PASS_V(nir, nir_lower_var_copies);
483 }
484
485 static void
486 st_nir_link_shaders(nir_shader **producer, nir_shader **consumer)
487 {
488 nir_lower_io_arrays_to_elements(*producer, *consumer);
489
490 NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out);
491 NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in);
492
493 if (nir_remove_unused_varyings(*producer, *consumer)) {
494 NIR_PASS_V(*producer, nir_lower_global_vars_to_local);
495 NIR_PASS_V(*consumer, nir_lower_global_vars_to_local);
496
497 /* The backend might not be able to handle indirects on
498 * temporaries so we need to lower indirects on any of the
499 * varyings we have demoted here.
500 *
501 * TODO: radeonsi shouldn't need to do this, however LLVM isn't
502 * currently smart enough to handle indirects without causing excess
503 * spilling causing the gpu to hang.
504 *
505 * See the following thread for more details of the problem:
506 * https://lists.freedesktop.org/archives/mesa-dev/2017-July/162106.html
507 */
508 nir_variable_mode indirect_mask = nir_var_local;
509
510 NIR_PASS_V(*producer, nir_lower_indirect_derefs, indirect_mask);
511 NIR_PASS_V(*consumer, nir_lower_indirect_derefs, indirect_mask);
512
513 st_nir_opts(*producer);
514 st_nir_opts(*consumer);
515 }
516 }
517
518 extern "C" {
519
520 bool
521 st_link_nir(struct gl_context *ctx,
522 struct gl_shader_program *shader_program)
523 {
524 struct st_context *st = st_context(ctx);
525
526 /* Determine first and last stage. */
527 unsigned first = MESA_SHADER_STAGES;
528 unsigned last = 0;
529 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
530 if (!shader_program->_LinkedShaders[i])
531 continue;
532 if (first == MESA_SHADER_STAGES)
533 first = i;
534 last = i;
535 }
536
537 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
538 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
539 if (shader == NULL)
540 continue;
541
542 st_nir_get_mesa_program(ctx, shader_program, shader);
543
544 nir_variable_mode mask = (nir_variable_mode) 0;
545 if (i != first)
546 mask = (nir_variable_mode)(mask | nir_var_shader_in);
547
548 if (i != last)
549 mask = (nir_variable_mode)(mask | nir_var_shader_out);
550
551 nir_shader *nir = shader->Program->nir;
552 nir_lower_io_to_scalar_early(nir, mask);
553 st_nir_opts(nir);
554 }
555
556 /* Linking the stages in the opposite order (from fragment to vertex)
557 * ensures that inter-shader outputs written to in an earlier stage
558 * are eliminated if they are (transitively) not used in a later
559 * stage.
560 */
561 int next = last;
562 for (int i = next - 1; i >= 0; i--) {
563 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
564 if (shader == NULL)
565 continue;
566
567 st_nir_link_shaders(&shader->Program->nir,
568 &shader_program->_LinkedShaders[next]->Program->nir);
569 next = i;
570 }
571
572 int prev = -1;
573 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
574 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
575 if (shader == NULL)
576 continue;
577
578 nir_shader *nir = shader->Program->nir;
579
580 /* fragment shaders may need : */
581 if (nir->info.stage == MESA_SHADER_FRAGMENT) {
582 static const gl_state_index wposTransformState[STATE_LENGTH] = {
583 STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM
584 };
585 nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
586 struct pipe_screen *pscreen = st->pipe->screen;
587
588 memcpy(wpos_options.state_tokens, wposTransformState,
589 sizeof(wpos_options.state_tokens));
590 wpos_options.fs_coord_origin_upper_left =
591 pscreen->get_param(pscreen,
592 PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT);
593 wpos_options.fs_coord_origin_lower_left =
594 pscreen->get_param(pscreen,
595 PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT);
596 wpos_options.fs_coord_pixel_center_integer =
597 pscreen->get_param(pscreen,
598 PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
599 wpos_options.fs_coord_pixel_center_half_integer =
600 pscreen->get_param(pscreen,
601 PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
602
603 if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
604 nir_validate_shader(nir);
605 _mesa_add_state_reference(shader->Program->Parameters,
606 wposTransformState);
607 }
608 }
609
610 NIR_PASS_V(nir, nir_lower_system_values);
611
612 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
613 shader->Program->info = nir->info;
614
615 if (prev != -1) {
616 nir_compact_varyings(shader_program->_LinkedShaders[prev]->Program->nir,
617 nir, ctx->API != API_OPENGL_COMPAT);
618 }
619 prev = i;
620
621 st_glsl_to_nir_post_opts(st, shader->Program, shader_program);
622
623 assert(shader->Program);
624 if (!ctx->Driver.ProgramStringNotify(ctx,
625 _mesa_shader_stage_to_program(i),
626 shader->Program)) {
627 _mesa_reference_program(ctx, &shader->Program, NULL);
628 return false;
629 }
630 }
631
632 return true;
633 }
634
635 /* Last third of preparing nir from glsl, which happens after shader
636 * variant lowering.
637 */
638 void
639 st_finalize_nir(struct st_context *st, struct gl_program *prog,
640 struct gl_shader_program *shader_program, nir_shader *nir)
641 {
642 struct pipe_screen *screen = st->pipe->screen;
643
644 NIR_PASS_V(nir, nir_split_var_copies);
645 NIR_PASS_V(nir, nir_lower_var_copies);
646 if (nir->info.stage != MESA_SHADER_TESS_CTRL)
647 NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects);
648
649 if (nir->info.stage == MESA_SHADER_VERTEX) {
650 /* Needs special handling so drvloc matches the vbo state: */
651 st_nir_assign_vs_in_locations(prog, nir);
652 /* Re-lower global vars, to deal with any dead VS inputs. */
653 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
654
655 sort_varyings(&nir->outputs);
656 st_nir_assign_var_locations(&nir->outputs,
657 &nir->num_outputs,
658 nir->info.stage);
659 st_nir_fixup_varying_slots(st, &nir->outputs);
660 } else if (nir->info.stage == MESA_SHADER_GEOMETRY) {
661 sort_varyings(&nir->inputs);
662 st_nir_assign_var_locations(&nir->inputs,
663 &nir->num_inputs,
664 nir->info.stage);
665 st_nir_fixup_varying_slots(st, &nir->inputs);
666
667 sort_varyings(&nir->outputs);
668 st_nir_assign_var_locations(&nir->outputs,
669 &nir->num_outputs,
670 nir->info.stage);
671 st_nir_fixup_varying_slots(st, &nir->outputs);
672 } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
673 sort_varyings(&nir->inputs);
674 st_nir_assign_var_locations(&nir->inputs,
675 &nir->num_inputs,
676 nir->info.stage);
677 st_nir_fixup_varying_slots(st, &nir->inputs);
678 st_nir_assign_var_locations(&nir->outputs,
679 &nir->num_outputs,
680 nir->info.stage);
681 } else if (nir->info.stage == MESA_SHADER_COMPUTE) {
682 /* TODO? */
683 } else {
684 unreachable("invalid shader type for tgsi bypass\n");
685 }
686
687 NIR_PASS_V(nir, nir_lower_atomics_to_ssbo,
688 st->ctx->Const.Program[nir->info.stage].MaxAtomicBuffers);
689
690 st_nir_assign_uniform_locations(prog, shader_program,
691 &nir->uniforms, &nir->num_uniforms);
692
693 if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
694 NIR_PASS_V(nir, nir_lower_samplers_as_deref, shader_program);
695 else
696 NIR_PASS_V(nir, nir_lower_samplers, shader_program);
697 }
698
699 } /* extern "C" */