st/mesa: don't propagate uniforms when restoring from cache
[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 #include "util/string_to_uint_map.h"
39
40 #include "st_context.h"
41 #include "st_program.h"
42 #include "st_glsl_types.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/ir.h"
48
49
50 /* Depending on PIPE_CAP_TGSI_TEXCOORD (st->needs_texcoord_semantic) we
51 * may need to fix up varying slots so the glsl->nir path is aligned
52 * with the anything->tgsi->nir path.
53 */
54 static void
55 st_nir_fixup_varying_slots(struct st_context *st, struct exec_list *var_list)
56 {
57 if (st->needs_texcoord_semantic)
58 return;
59
60 nir_foreach_variable(var, var_list) {
61 if (var->data.location >= VARYING_SLOT_VAR0) {
62 var->data.location += 9;
63 } else if ((var->data.location >= VARYING_SLOT_TEX0) &&
64 (var->data.location <= VARYING_SLOT_TEX7)) {
65 var->data.location += VARYING_SLOT_VAR0 - VARYING_SLOT_TEX0;
66 }
67 }
68 }
69
70 /* input location assignment for VS inputs must be handled specially, so
71 * that it is aligned w/ st's vbo state.
72 * (This isn't the case with, for ex, FS inputs, which only need to agree
73 * on varying-slot w/ the VS outputs)
74 */
75 static void
76 st_nir_assign_vs_in_locations(struct gl_program *prog, nir_shader *nir)
77 {
78 unsigned attr, num_inputs = 0;
79 unsigned input_to_index[VERT_ATTRIB_MAX] = {0};
80
81 /* TODO de-duplicate w/ similar code in st_translate_vertex_program()? */
82 for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
83 if ((prog->info.inputs_read & BITFIELD64_BIT(attr)) != 0) {
84 input_to_index[attr] = num_inputs;
85 num_inputs++;
86 if ((prog->info.double_inputs_read & BITFIELD64_BIT(attr)) != 0) {
87 /* add placeholder for second part of a double attribute */
88 num_inputs++;
89 }
90 } else {
91 input_to_index[attr] = ~0;
92 }
93 }
94
95 nir->num_inputs = 0;
96 nir_foreach_variable_safe(var, &nir->inputs) {
97 attr = var->data.location;
98 assert(attr < ARRAY_SIZE(input_to_index));
99
100 if (input_to_index[attr] != ~0u) {
101 var->data.driver_location = input_to_index[attr];
102 nir->num_inputs++;
103 } else {
104 /* Move unused input variables to the globals list (with no
105 * initialization), to avoid confusing drivers looking through the
106 * inputs array and expecting to find inputs with a driver_location
107 * set.
108 */
109 exec_node_remove(&var->node);
110 var->data.mode = nir_var_global;
111 exec_list_push_tail(&nir->globals, &var->node);
112 }
113 }
114 }
115
116 static int
117 st_nir_lookup_parameter_index(const struct gl_program_parameter_list *params,
118 const char *name)
119 {
120 int loc = _mesa_lookup_parameter_index(params, name);
121
122 /* is there a better way to do this? If we have something like:
123 *
124 * struct S {
125 * float f;
126 * vec4 v;
127 * };
128 * uniform S color;
129 *
130 * Then what we get in prog->Parameters looks like:
131 *
132 * 0: Name=color.f, Type=6, DataType=1406, Size=1
133 * 1: Name=color.v, Type=6, DataType=8b52, Size=4
134 *
135 * So the name doesn't match up and _mesa_lookup_parameter_index()
136 * fails. In this case just find the first matching "color.*"..
137 *
138 * Note for arrays you could end up w/ color[n].f, for example.
139 *
140 * glsl_to_tgsi works slightly differently in this regard. It is
141 * emitting something more low level, so it just translates the
142 * params list 1:1 to CONST[] regs. Going from GLSL IR to TGSI,
143 * it just calculates the additional offset of struct field members
144 * in glsl_to_tgsi_visitor::visit(ir_dereference_record *ir) or
145 * glsl_to_tgsi_visitor::visit(ir_dereference_array *ir). It never
146 * needs to work backwards to get base var loc from the param-list
147 * which already has them separated out.
148 */
149 if (loc < 0) {
150 int namelen = strlen(name);
151 for (unsigned i = 0; i < params->NumParameters; i++) {
152 struct gl_program_parameter *p = &params->Parameters[i];
153 if ((strncmp(p->Name, name, namelen) == 0) &&
154 ((p->Name[namelen] == '.') || (p->Name[namelen] == '['))) {
155 loc = i;
156 break;
157 }
158 }
159 }
160
161 return loc;
162 }
163
164 static void
165 st_nir_assign_uniform_locations(struct gl_program *prog,
166 struct gl_shader_program *shader_program,
167 struct exec_list *uniform_list, unsigned *size)
168 {
169 int max = 0;
170 int shaderidx = 0;
171
172 nir_foreach_variable(uniform, uniform_list) {
173 int loc;
174
175 /*
176 * UBO's have their own address spaces, so don't count them towards the
177 * number of global uniforms
178 */
179 if ((uniform->data.mode == nir_var_uniform || uniform->data.mode == nir_var_shader_storage) &&
180 uniform->interface_type != NULL)
181 continue;
182
183 if (uniform->type->is_sampler()) {
184 unsigned val;
185 bool found = shader_program->UniformHash->get(val, uniform->name);
186 loc = shaderidx++;
187 assert(found);
188 /* this ensure that nir_lower_samplers looks at the correct
189 * shader_program->UniformStorage[location]:
190 */
191 uniform->data.location = val;
192 } else if (strncmp(uniform->name, "gl_", 3) == 0) {
193 const gl_state_index *const stateTokens = (gl_state_index *)uniform->state_slots[0].tokens;
194 /* This state reference has already been setup by ir_to_mesa, but we'll
195 * get the same index back here.
196 */
197 loc = _mesa_add_state_reference(prog->Parameters, stateTokens);
198 } else {
199 loc = st_nir_lookup_parameter_index(prog->Parameters, uniform->name);
200 }
201
202 uniform->data.driver_location = loc;
203
204 max = MAX2(max, loc + st_glsl_type_size(uniform->type));
205 }
206 *size = max;
207 }
208
209 extern "C" {
210
211 /* First half of converting glsl_to_nir.. this leaves things in a pre-
212 * nir_lower_io state, so that shader variants can more easily insert/
213 * replace variables, etc.
214 */
215 nir_shader *
216 st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
217 struct gl_shader_program *shader_program,
218 gl_shader_stage stage)
219 {
220 struct pipe_screen *pscreen = st->pipe->screen;
221 enum pipe_shader_type ptarget = st_shader_stage_to_ptarget(stage);
222 const nir_shader_compiler_options *options;
223 nir_shader *nir;
224
225 assert(pscreen->get_compiler_options); /* drivers using NIR must implement this */
226
227 options = (const nir_shader_compiler_options *)
228 pscreen->get_compiler_options(pscreen, PIPE_SHADER_IR_NIR, ptarget);
229 assert(options);
230
231 if (prog->nir)
232 return prog->nir;
233
234 nir = glsl_to_nir(shader_program, stage, options);
235 prog->nir = nir;
236
237 NIR_PASS_V(nir, nir_lower_io_to_temporaries,
238 nir_shader_get_entrypoint(nir),
239 true, true);
240 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
241 NIR_PASS_V(nir, nir_split_var_copies);
242 NIR_PASS_V(nir, nir_lower_var_copies);
243 NIR_PASS_V(nir, st_nir_lower_builtin);
244
245 /* fragment shaders may need : */
246 if (stage == MESA_SHADER_FRAGMENT) {
247 static const gl_state_index wposTransformState[STATE_LENGTH] = {
248 STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM
249 };
250 nir_lower_wpos_ytransform_options wpos_options = {0};
251 struct pipe_screen *pscreen = st->pipe->screen;
252
253 memcpy(wpos_options.state_tokens, wposTransformState,
254 sizeof(wpos_options.state_tokens));
255 wpos_options.fs_coord_origin_upper_left =
256 pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT);
257 wpos_options.fs_coord_origin_lower_left =
258 pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT);
259 wpos_options.fs_coord_pixel_center_integer =
260 pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
261 wpos_options.fs_coord_pixel_center_half_integer =
262 pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
263
264 if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
265 nir_validate_shader(nir);
266 _mesa_add_state_reference(prog->Parameters, wposTransformState);
267 }
268 }
269
270 if (st->ctx->_Shader->Flags & GLSL_DUMP) {
271 _mesa_log("\n");
272 _mesa_log("NIR IR for linked %s program %d:\n",
273 _mesa_shader_stage_to_string(stage),
274 shader_program->Name);
275 nir_print_shader(nir, _mesa_get_log_file());
276 _mesa_log("\n\n");
277 }
278
279 return nir;
280 }
281
282 /* TODO any better helper somewhere to sort a list? */
283
284 static void
285 insert_sorted(struct exec_list *var_list, nir_variable *new_var)
286 {
287 nir_foreach_variable(var, var_list) {
288 if (var->data.location > new_var->data.location) {
289 exec_node_insert_node_before(&var->node, &new_var->node);
290 return;
291 }
292 }
293 exec_list_push_tail(var_list, &new_var->node);
294 }
295
296 static void
297 sort_varyings(struct exec_list *var_list)
298 {
299 struct exec_list new_list;
300 exec_list_make_empty(&new_list);
301 nir_foreach_variable_safe(var, var_list) {
302 exec_node_remove(&var->node);
303 insert_sorted(&new_list, var);
304 }
305 exec_list_move_nodes_to(&new_list, var_list);
306 }
307
308 /* Second half of preparing nir from glsl, which happens after shader
309 * variant lowering.
310 */
311 void
312 st_finalize_nir(struct st_context *st, struct gl_program *prog, nir_shader *nir)
313 {
314 NIR_PASS_V(nir, nir_split_var_copies);
315 NIR_PASS_V(nir, nir_lower_var_copies);
316 NIR_PASS_V(nir, nir_lower_io_types);
317
318 if (nir->stage == MESA_SHADER_VERTEX) {
319 /* Needs special handling so drvloc matches the vbo state: */
320 st_nir_assign_vs_in_locations(prog, nir);
321 /* Re-lower global vars, to deal with any dead VS inputs. */
322 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
323
324 sort_varyings(&nir->outputs);
325 nir_assign_var_locations(&nir->outputs,
326 &nir->num_outputs,
327 st_glsl_type_size);
328 st_nir_fixup_varying_slots(st, &nir->outputs);
329 } else if (nir->stage == MESA_SHADER_FRAGMENT) {
330 sort_varyings(&nir->inputs);
331 nir_assign_var_locations(&nir->inputs,
332 &nir->num_inputs,
333 st_glsl_type_size);
334 st_nir_fixup_varying_slots(st, &nir->inputs);
335 nir_assign_var_locations(&nir->outputs,
336 &nir->num_outputs,
337 st_glsl_type_size);
338 } else {
339 unreachable("invalid shader type for tgsi bypass\n");
340 }
341
342 struct gl_shader_program *shader_program;
343 switch (nir->stage) {
344 case MESA_SHADER_VERTEX:
345 shader_program = ((struct st_vertex_program *)prog)->shader_program;
346 break;
347 case MESA_SHADER_FRAGMENT:
348 shader_program = ((struct st_fragment_program *)prog)->shader_program;
349 break;
350 default:
351 assert(!"should not be reached");
352 return;
353 }
354
355 st_nir_assign_uniform_locations(prog, shader_program,
356 &nir->uniforms, &nir->num_uniforms);
357
358 NIR_PASS_V(nir, nir_lower_system_values);
359 NIR_PASS_V(nir, nir_lower_io, nir_var_all, st_glsl_type_size,
360 (nir_lower_io_options)0);
361 NIR_PASS_V(nir, nir_lower_samplers, shader_program);
362 }
363
364 struct gl_program *
365 st_nir_get_mesa_program(struct gl_context *ctx,
366 struct gl_shader_program *shader_program,
367 struct gl_linked_shader *shader)
368 {
369 struct gl_program *prog;
370
371 validate_ir_tree(shader->ir);
372
373 prog = shader->Program;
374
375 prog->Parameters = _mesa_new_parameter_list();
376
377 do_set_program_inouts(shader->ir, prog, shader->Stage);
378
379 _mesa_copy_linked_program_data(shader_program, shader);
380 _mesa_generate_parameters_list_for_uniforms(shader_program, shader,
381 prog->Parameters);
382
383 /* Make a pass over the IR to add state references for any built-in
384 * uniforms that are used. This has to be done now (during linking).
385 * Code generation doesn't happen until the first time this shader is
386 * used for rendering. Waiting until then to generate the parameters is
387 * too late. At that point, the values for the built-in uniforms won't
388 * get sent to the shader.
389 */
390 foreach_in_list(ir_instruction, node, shader->ir) {
391 ir_variable *var = node->as_variable();
392
393 if ((var == NULL) || (var->data.mode != ir_var_uniform) ||
394 (strncmp(var->name, "gl_", 3) != 0))
395 continue;
396
397 const ir_state_slot *const slots = var->get_state_slots();
398 assert(slots != NULL);
399
400 for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
401 _mesa_add_state_reference(prog->Parameters,
402 (gl_state_index *) slots[i].tokens);
403 }
404 }
405
406 if (ctx->_Shader->Flags & GLSL_DUMP) {
407 _mesa_log("\n");
408 _mesa_log("GLSL IR for linked %s program %d:\n",
409 _mesa_shader_stage_to_string(shader->Stage),
410 shader_program->Name);
411 _mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
412 _mesa_log("\n\n");
413 }
414
415 prog->ShadowSamplers = shader->shadow_samplers;
416 prog->ExternalSamplersUsed = gl_external_samplers(prog);
417 _mesa_update_shader_textures_used(shader_program, prog);
418
419 /* Avoid reallocation of the program parameter list, because the uniform
420 * storage is only associated with the original parameter list.
421 * This should be enough for Bitmap and DrawPixels constants.
422 */
423 _mesa_reserve_parameter_storage(prog->Parameters, 8);
424
425 /* This has to be done last. Any operation the can cause
426 * prog->ParameterValues to get reallocated (e.g., anything that adds a
427 * program constant) has to happen before creating this linkage.
428 */
429 _mesa_associate_uniform_storage(ctx, shader_program, prog->Parameters,
430 true);
431
432 struct st_vertex_program *stvp;
433 struct st_fragment_program *stfp;
434
435 switch (shader->Stage) {
436 case MESA_SHADER_VERTEX:
437 stvp = (struct st_vertex_program *)prog;
438 stvp->shader_program = shader_program;
439 break;
440 case MESA_SHADER_FRAGMENT:
441 stfp = (struct st_fragment_program *)prog;
442 stfp->shader_program = shader_program;
443 break;
444 default:
445 assert(!"should not be reached");
446 return NULL;
447 }
448
449 return prog;
450 }
451
452 } /* extern "C" */