st/glsl_to_nir: make st_glsl_to_nir() static
[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 {
127 unsigned location = 0;
128 unsigned assigned_locations[VARYING_SLOT_MAX];
129 uint64_t processed_locs = 0;
130
131 nir_foreach_variable(var, var_list) {
132 /* Because component packing allows varyings to share the same location
133 * we may have already have processed this location.
134 */
135 if (var->data.location >= VARYING_SLOT_VAR0 &&
136 processed_locs & ((uint64_t)1 << var->data.location)) {
137 var->data.driver_location = assigned_locations[var->data.location];
138 *size += type_size(var->type);
139 continue;
140 }
141
142 assigned_locations[var->data.location] = location;
143 var->data.driver_location = location;
144 location += type_size(var->type);
145
146 processed_locs |= ((uint64_t)1 << var->data.location);
147 }
148
149 *size += location;
150 }
151
152 static int
153 st_nir_lookup_parameter_index(const struct gl_program_parameter_list *params,
154 const char *name)
155 {
156 int loc = _mesa_lookup_parameter_index(params, name);
157
158 /* is there a better way to do this? If we have something like:
159 *
160 * struct S {
161 * float f;
162 * vec4 v;
163 * };
164 * uniform S color;
165 *
166 * Then what we get in prog->Parameters looks like:
167 *
168 * 0: Name=color.f, Type=6, DataType=1406, Size=1
169 * 1: Name=color.v, Type=6, DataType=8b52, Size=4
170 *
171 * So the name doesn't match up and _mesa_lookup_parameter_index()
172 * fails. In this case just find the first matching "color.*"..
173 *
174 * Note for arrays you could end up w/ color[n].f, for example.
175 *
176 * glsl_to_tgsi works slightly differently in this regard. It is
177 * emitting something more low level, so it just translates the
178 * params list 1:1 to CONST[] regs. Going from GLSL IR to TGSI,
179 * it just calculates the additional offset of struct field members
180 * in glsl_to_tgsi_visitor::visit(ir_dereference_record *ir) or
181 * glsl_to_tgsi_visitor::visit(ir_dereference_array *ir). It never
182 * needs to work backwards to get base var loc from the param-list
183 * which already has them separated out.
184 */
185 if (loc < 0) {
186 int namelen = strlen(name);
187 for (unsigned i = 0; i < params->NumParameters; i++) {
188 struct gl_program_parameter *p = &params->Parameters[i];
189 if ((strncmp(p->Name, name, namelen) == 0) &&
190 ((p->Name[namelen] == '.') || (p->Name[namelen] == '['))) {
191 loc = i;
192 break;
193 }
194 }
195 }
196
197 return loc;
198 }
199
200 static void
201 st_nir_assign_uniform_locations(struct gl_program *prog,
202 struct gl_shader_program *shader_program,
203 struct exec_list *uniform_list, unsigned *size)
204 {
205 int max = 0;
206 int shaderidx = 0;
207 int imageidx = 0;
208
209 nir_foreach_variable(uniform, uniform_list) {
210 int loc;
211
212 /*
213 * UBO's have their own address spaces, so don't count them towards the
214 * number of global uniforms
215 */
216 if ((uniform->data.mode == nir_var_uniform || uniform->data.mode == nir_var_shader_storage) &&
217 uniform->interface_type != NULL)
218 continue;
219
220 if (uniform->type->is_sampler() || uniform->type->is_image()) {
221 unsigned val = 0;
222 bool found = shader_program->UniformHash->get(val, uniform->name);
223 if (uniform->type->is_sampler())
224 loc = shaderidx++;
225 else
226 loc = imageidx++;
227 assert(found);
228 (void) found; /* silence unused var warning */
229 /* this ensure that nir_lower_samplers looks at the correct
230 * shader_program->UniformStorage[location]:
231 */
232 uniform->data.location = val;
233 } else if (strncmp(uniform->name, "gl_", 3) == 0) {
234 const gl_state_index *const stateTokens = (gl_state_index *)uniform->state_slots[0].tokens;
235 /* This state reference has already been setup by ir_to_mesa, but we'll
236 * get the same index back here.
237 */
238 loc = _mesa_add_state_reference(prog->Parameters, stateTokens);
239 } else {
240 loc = st_nir_lookup_parameter_index(prog->Parameters, uniform->name);
241 }
242
243 uniform->data.driver_location = loc;
244
245 max = MAX2(max, loc + type_size(uniform->type));
246 }
247 *size = max;
248 }
249
250 /* First third of converting glsl_to_nir.. this leaves things in a pre-
251 * nir_lower_io state, so that shader variants can more easily insert/
252 * replace variables, etc.
253 */
254 static nir_shader *
255 st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
256 struct gl_shader_program *shader_program,
257 gl_shader_stage stage)
258 {
259 struct pipe_screen *pscreen = st->pipe->screen;
260 enum pipe_shader_type ptarget = pipe_shader_type_from_mesa(stage);
261 const nir_shader_compiler_options *options;
262
263 assert(pscreen->get_compiler_options); /* drivers using NIR must implement this */
264
265 options = (const nir_shader_compiler_options *)
266 pscreen->get_compiler_options(pscreen, PIPE_SHADER_IR_NIR, ptarget);
267 assert(options);
268
269 if (prog->nir)
270 return prog->nir;
271
272 return glsl_to_nir(shader_program, stage, options);
273 }
274
275 /* Second third of converting glsl_to_nir. This creates uniforms, gathers
276 * info on varyings, etc after NIR link time opts have been applied.
277 */
278 static void
279 st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
280 struct gl_shader_program *shader_program)
281 {
282 nir_shader *nir = prog->nir;
283
284 /* Make a pass over the IR to add state references for any built-in
285 * uniforms that are used. This has to be done now (during linking).
286 * Code generation doesn't happen until the first time this shader is
287 * used for rendering. Waiting until then to generate the parameters is
288 * too late. At that point, the values for the built-in uniforms won't
289 * get sent to the shader.
290 */
291 nir_foreach_variable(var, &nir->uniforms) {
292 if (strncmp(var->name, "gl_", 3) == 0) {
293 const nir_state_slot *const slots = var->state_slots;
294 assert(var->state_slots != NULL);
295
296 for (unsigned int i = 0; i < var->num_state_slots; i++) {
297 _mesa_add_state_reference(prog->Parameters,
298 (gl_state_index *)slots[i].tokens);
299 }
300 }
301 }
302
303 /* Avoid reallocation of the program parameter list, because the uniform
304 * storage is only associated with the original parameter list.
305 * This should be enough for Bitmap and DrawPixels constants.
306 */
307 _mesa_reserve_parameter_storage(prog->Parameters, 8);
308
309 /* This has to be done last. Any operation the can cause
310 * prog->ParameterValues to get reallocated (e.g., anything that adds a
311 * program constant) has to happen before creating this linkage.
312 */
313 _mesa_associate_uniform_storage(st->ctx, shader_program, prog, true);
314
315 NIR_PASS_V(nir, nir_lower_io_to_temporaries,
316 nir_shader_get_entrypoint(nir),
317 true, true);
318 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
319 NIR_PASS_V(nir, nir_split_var_copies);
320 NIR_PASS_V(nir, nir_lower_var_copies);
321
322 /* fragment shaders may need : */
323 if (prog->info.stage == MESA_SHADER_FRAGMENT) {
324 static const gl_state_index wposTransformState[STATE_LENGTH] = {
325 STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM
326 };
327 nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
328 struct pipe_screen *pscreen = st->pipe->screen;
329
330 memcpy(wpos_options.state_tokens, wposTransformState,
331 sizeof(wpos_options.state_tokens));
332 wpos_options.fs_coord_origin_upper_left =
333 pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT);
334 wpos_options.fs_coord_origin_lower_left =
335 pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT);
336 wpos_options.fs_coord_pixel_center_integer =
337 pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
338 wpos_options.fs_coord_pixel_center_half_integer =
339 pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
340
341 if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
342 nir_validate_shader(nir);
343 _mesa_add_state_reference(prog->Parameters, wposTransformState);
344 }
345 }
346
347 NIR_PASS_V(nir, nir_lower_system_values);
348
349 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
350 prog->info = nir->info;
351
352 st_set_prog_affected_state_flags(prog);
353
354 NIR_PASS_V(nir, st_nir_lower_builtin);
355 NIR_PASS_V(nir, nir_lower_atomics, shader_program);
356
357 if (st->ctx->_Shader->Flags & GLSL_DUMP) {
358 _mesa_log("\n");
359 _mesa_log("NIR IR for linked %s program %d:\n",
360 _mesa_shader_stage_to_string(prog->info.stage),
361 shader_program->Name);
362 nir_print_shader(nir, _mesa_get_log_file());
363 _mesa_log("\n\n");
364 }
365 }
366
367 /* TODO any better helper somewhere to sort a list? */
368
369 static void
370 insert_sorted(struct exec_list *var_list, nir_variable *new_var)
371 {
372 nir_foreach_variable(var, var_list) {
373 if (var->data.location > new_var->data.location) {
374 exec_node_insert_node_before(&var->node, &new_var->node);
375 return;
376 }
377 }
378 exec_list_push_tail(var_list, &new_var->node);
379 }
380
381 static void
382 sort_varyings(struct exec_list *var_list)
383 {
384 struct exec_list new_list;
385 exec_list_make_empty(&new_list);
386 nir_foreach_variable_safe(var, var_list) {
387 exec_node_remove(&var->node);
388 insert_sorted(&new_list, var);
389 }
390 exec_list_move_nodes_to(&new_list, var_list);
391 }
392
393 static void
394 set_st_program(struct gl_program *prog,
395 struct gl_shader_program *shader_program,
396 nir_shader *nir)
397 {
398 struct st_vertex_program *stvp;
399 struct st_common_program *stp;
400 struct st_fragment_program *stfp;
401 struct st_compute_program *stcp;
402
403 switch (prog->info.stage) {
404 case MESA_SHADER_VERTEX:
405 stvp = (struct st_vertex_program *)prog;
406 stvp->shader_program = shader_program;
407 stvp->tgsi.type = PIPE_SHADER_IR_NIR;
408 stvp->tgsi.ir.nir = nir;
409 break;
410 case MESA_SHADER_GEOMETRY:
411 case MESA_SHADER_TESS_CTRL:
412 case MESA_SHADER_TESS_EVAL:
413 stp = (struct st_common_program *)prog;
414 stp->shader_program = shader_program;
415 stp->tgsi.type = PIPE_SHADER_IR_NIR;
416 stp->tgsi.ir.nir = nir;
417 break;
418 case MESA_SHADER_FRAGMENT:
419 stfp = (struct st_fragment_program *)prog;
420 stfp->shader_program = shader_program;
421 stfp->tgsi.type = PIPE_SHADER_IR_NIR;
422 stfp->tgsi.ir.nir = nir;
423 break;
424 case MESA_SHADER_COMPUTE:
425 stcp = (struct st_compute_program *)prog;
426 stcp->shader_program = shader_program;
427 stcp->tgsi.ir_type = PIPE_SHADER_IR_NIR;
428 stcp->tgsi.prog = nir_shader_clone(NULL, nir);
429 break;
430 default:
431 unreachable("unknown shader stage");
432 }
433 }
434
435 static void
436 st_nir_get_mesa_program(struct gl_context *ctx,
437 struct gl_shader_program *shader_program,
438 struct gl_linked_shader *shader)
439 {
440 struct st_context *st = st_context(ctx);
441 struct gl_program *prog;
442
443 validate_ir_tree(shader->ir);
444
445 prog = shader->Program;
446
447 prog->Parameters = _mesa_new_parameter_list();
448
449 _mesa_copy_linked_program_data(shader_program, shader);
450 _mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader,
451 prog->Parameters);
452
453 if (ctx->_Shader->Flags & GLSL_DUMP) {
454 _mesa_log("\n");
455 _mesa_log("GLSL IR for linked %s program %d:\n",
456 _mesa_shader_stage_to_string(shader->Stage),
457 shader_program->Name);
458 _mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
459 _mesa_log("\n\n");
460 }
461
462 prog->ExternalSamplersUsed = gl_external_samplers(prog);
463 _mesa_update_shader_textures_used(shader_program, prog);
464
465 nir_shader *nir = st_glsl_to_nir(st, prog, shader_program, shader->Stage);
466
467 set_st_program(prog, shader_program, nir);
468 prog->nir = nir;
469 }
470
471 extern "C" {
472
473 bool
474 st_link_nir(struct gl_context *ctx,
475 struct gl_shader_program *shader_program)
476 {
477 struct st_context *st = st_context(ctx);
478
479 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
480 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
481 if (shader == NULL)
482 continue;
483
484 st_nir_get_mesa_program(ctx, shader_program, shader);
485 }
486
487 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
488 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
489 if (shader == NULL)
490 continue;
491
492 st_glsl_to_nir_post_opts(st, shader->Program, shader_program);
493
494 assert(shader->Program);
495 if (!ctx->Driver.ProgramStringNotify(ctx,
496 _mesa_shader_stage_to_program(i),
497 shader->Program)) {
498 _mesa_reference_program(ctx, &shader->Program, NULL);
499 return false;
500 }
501 }
502
503 return true;
504 }
505
506 /* Last third of preparing nir from glsl, which happens after shader
507 * variant lowering.
508 */
509 void
510 st_finalize_nir(struct st_context *st, struct gl_program *prog,
511 struct gl_shader_program *shader_program, nir_shader *nir)
512 {
513 struct pipe_screen *screen = st->pipe->screen;
514
515 NIR_PASS_V(nir, nir_split_var_copies);
516 NIR_PASS_V(nir, nir_lower_var_copies);
517 NIR_PASS_V(nir, nir_lower_io_types);
518
519 if (nir->info.stage == MESA_SHADER_VERTEX) {
520 /* Needs special handling so drvloc matches the vbo state: */
521 st_nir_assign_vs_in_locations(prog, nir);
522 /* Re-lower global vars, to deal with any dead VS inputs. */
523 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
524
525 sort_varyings(&nir->outputs);
526 st_nir_assign_var_locations(&nir->outputs,
527 &nir->num_outputs);
528 st_nir_fixup_varying_slots(st, &nir->outputs);
529 } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
530 sort_varyings(&nir->inputs);
531 st_nir_assign_var_locations(&nir->inputs,
532 &nir->num_inputs);
533 st_nir_fixup_varying_slots(st, &nir->inputs);
534 st_nir_assign_var_locations(&nir->outputs,
535 &nir->num_outputs);
536 } else if (nir->info.stage == MESA_SHADER_COMPUTE) {
537 /* TODO? */
538 } else {
539 unreachable("invalid shader type for tgsi bypass\n");
540 }
541
542 NIR_PASS_V(nir, nir_lower_atomics_to_ssbo,
543 st->ctx->Const.Program[nir->info.stage].MaxAtomicBuffers);
544
545 st_nir_assign_uniform_locations(prog, shader_program,
546 &nir->uniforms, &nir->num_uniforms);
547
548 if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
549 NIR_PASS_V(nir, nir_lower_samplers_as_deref, shader_program);
550 else
551 NIR_PASS_V(nir, nir_lower_samplers, shader_program);
552 }
553
554 } /* extern "C" */