st/glsl_to_nir: add patch support to st_nir_assign_var_locations()
[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_TESS_MAX];
130 uint64_t processed_locs = 0;
131 uint32_t processed_patch_locs = 0;
132
133 nir_foreach_variable(var, var_list) {
134
135 const struct glsl_type *type = var->type;
136 if (nir_is_per_vertex_io(var, stage)) {
137 assert(glsl_type_is_array(type));
138 type = glsl_get_array_element(type);
139 }
140
141 bool processed = false;
142 if (var->data.patch) {
143 unsigned patch_loc = var->data.location - VARYING_SLOT_VAR0;
144 if (processed_patch_locs & (1 << patch_loc))
145 processed = true;
146
147 processed_patch_locs |= (1 << patch_loc);
148 } else {
149 if (processed_locs & ((uint64_t)1 << var->data.location))
150 processed = true;
151
152 processed_locs |= ((uint64_t)1 << var->data.location);
153 }
154
155 /* Because component packing allows varyings to share the same location
156 * we may have already have processed this location.
157 */
158 if (processed && var->data.location >= VARYING_SLOT_VAR0) {
159 var->data.driver_location = assigned_locations[var->data.location];
160 *size += type_size(type);
161 continue;
162 }
163
164 assigned_locations[var->data.location] = location;
165 var->data.driver_location = location;
166 location += type_size(type);
167 }
168
169 *size += location;
170 }
171
172 static int
173 st_nir_lookup_parameter_index(const struct gl_program_parameter_list *params,
174 const char *name)
175 {
176 int loc = _mesa_lookup_parameter_index(params, name);
177
178 /* is there a better way to do this? If we have something like:
179 *
180 * struct S {
181 * float f;
182 * vec4 v;
183 * };
184 * uniform S color;
185 *
186 * Then what we get in prog->Parameters looks like:
187 *
188 * 0: Name=color.f, Type=6, DataType=1406, Size=1
189 * 1: Name=color.v, Type=6, DataType=8b52, Size=4
190 *
191 * So the name doesn't match up and _mesa_lookup_parameter_index()
192 * fails. In this case just find the first matching "color.*"..
193 *
194 * Note for arrays you could end up w/ color[n].f, for example.
195 *
196 * glsl_to_tgsi works slightly differently in this regard. It is
197 * emitting something more low level, so it just translates the
198 * params list 1:1 to CONST[] regs. Going from GLSL IR to TGSI,
199 * it just calculates the additional offset of struct field members
200 * in glsl_to_tgsi_visitor::visit(ir_dereference_record *ir) or
201 * glsl_to_tgsi_visitor::visit(ir_dereference_array *ir). It never
202 * needs to work backwards to get base var loc from the param-list
203 * which already has them separated out.
204 */
205 if (loc < 0) {
206 int namelen = strlen(name);
207 for (unsigned i = 0; i < params->NumParameters; i++) {
208 struct gl_program_parameter *p = &params->Parameters[i];
209 if ((strncmp(p->Name, name, namelen) == 0) &&
210 ((p->Name[namelen] == '.') || (p->Name[namelen] == '['))) {
211 loc = i;
212 break;
213 }
214 }
215 }
216
217 return loc;
218 }
219
220 static void
221 st_nir_assign_uniform_locations(struct gl_program *prog,
222 struct gl_shader_program *shader_program,
223 struct exec_list *uniform_list, unsigned *size)
224 {
225 int max = 0;
226 int shaderidx = 0;
227 int imageidx = 0;
228
229 nir_foreach_variable(uniform, uniform_list) {
230 int loc;
231
232 /*
233 * UBO's have their own address spaces, so don't count them towards the
234 * number of global uniforms
235 */
236 if ((uniform->data.mode == nir_var_uniform || uniform->data.mode == nir_var_shader_storage) &&
237 uniform->interface_type != NULL)
238 continue;
239
240 if (uniform->type->is_sampler() || uniform->type->is_image()) {
241 unsigned val = 0;
242 bool found = shader_program->UniformHash->get(val, uniform->name);
243 if (uniform->type->is_sampler())
244 loc = shaderidx++;
245 else
246 loc = imageidx++;
247 assert(found);
248 (void) found; /* silence unused var warning */
249 /* this ensure that nir_lower_samplers looks at the correct
250 * shader_program->UniformStorage[location]:
251 */
252 uniform->data.location = val;
253 } else if (strncmp(uniform->name, "gl_", 3) == 0) {
254 const gl_state_index *const stateTokens = (gl_state_index *)uniform->state_slots[0].tokens;
255 /* This state reference has already been setup by ir_to_mesa, but we'll
256 * get the same index back here.
257 */
258 loc = _mesa_add_state_reference(prog->Parameters, stateTokens);
259 } else {
260 loc = st_nir_lookup_parameter_index(prog->Parameters, uniform->name);
261 }
262
263 uniform->data.driver_location = loc;
264
265 max = MAX2(max, loc + type_size(uniform->type));
266 }
267 *size = max;
268 }
269
270 static void
271 st_nir_opts(nir_shader *nir)
272 {
273 bool progress;
274 do {
275 progress = false;
276
277 NIR_PASS_V(nir, nir_lower_64bit_pack);
278 NIR_PASS(progress, nir, nir_copy_prop);
279 NIR_PASS(progress, nir, nir_opt_remove_phis);
280 NIR_PASS(progress, nir, nir_opt_dce);
281 if (nir_opt_trivial_continues(nir)) {
282 progress = true;
283 NIR_PASS(progress, nir, nir_copy_prop);
284 NIR_PASS(progress, nir, nir_opt_dce);
285 }
286 NIR_PASS(progress, nir, nir_opt_if);
287 NIR_PASS(progress, nir, nir_opt_dead_cf);
288 NIR_PASS(progress, nir, nir_opt_cse);
289 NIR_PASS(progress, nir, nir_opt_peephole_select, 8);
290
291 NIR_PASS(progress, nir, nir_opt_algebraic);
292 NIR_PASS(progress, nir, nir_opt_constant_folding);
293
294 NIR_PASS(progress, nir, nir_opt_undef);
295 NIR_PASS(progress, nir, nir_opt_conditional_discard);
296 if (nir->options->max_unroll_iterations) {
297 NIR_PASS(progress, nir, nir_opt_loop_unroll, (nir_variable_mode)0);
298 }
299 } while (progress);
300 }
301
302 /* First third of converting glsl_to_nir.. this leaves things in a pre-
303 * nir_lower_io state, so that shader variants can more easily insert/
304 * replace variables, etc.
305 */
306 static nir_shader *
307 st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
308 struct gl_shader_program *shader_program,
309 gl_shader_stage stage)
310 {
311 struct pipe_screen *pscreen = st->pipe->screen;
312 enum pipe_shader_type ptarget = pipe_shader_type_from_mesa(stage);
313 const nir_shader_compiler_options *options;
314
315 assert(pscreen->get_compiler_options); /* drivers using NIR must implement this */
316
317 options = (const nir_shader_compiler_options *)
318 pscreen->get_compiler_options(pscreen, PIPE_SHADER_IR_NIR, ptarget);
319 assert(options);
320
321 if (prog->nir)
322 return prog->nir;
323
324 nir_shader *nir = glsl_to_nir(shader_program, stage, options);
325
326 st_nir_opts(nir);
327
328 return nir;
329 }
330
331 /* Second third of converting glsl_to_nir. This creates uniforms, gathers
332 * info on varyings, etc after NIR link time opts have been applied.
333 */
334 static void
335 st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
336 struct gl_shader_program *shader_program)
337 {
338 nir_shader *nir = prog->nir;
339
340 /* Make a pass over the IR to add state references for any built-in
341 * uniforms that are used. This has to be done now (during linking).
342 * Code generation doesn't happen until the first time this shader is
343 * used for rendering. Waiting until then to generate the parameters is
344 * too late. At that point, the values for the built-in uniforms won't
345 * get sent to the shader.
346 */
347 nir_foreach_variable(var, &nir->uniforms) {
348 if (strncmp(var->name, "gl_", 3) == 0) {
349 const nir_state_slot *const slots = var->state_slots;
350 assert(var->state_slots != NULL);
351
352 for (unsigned int i = 0; i < var->num_state_slots; i++) {
353 _mesa_add_state_reference(prog->Parameters,
354 (gl_state_index *)slots[i].tokens);
355 }
356 }
357 }
358
359 /* Avoid reallocation of the program parameter list, because the uniform
360 * storage is only associated with the original parameter list.
361 * This should be enough for Bitmap and DrawPixels constants.
362 */
363 _mesa_reserve_parameter_storage(prog->Parameters, 8);
364
365 /* This has to be done last. Any operation the can cause
366 * prog->ParameterValues to get reallocated (e.g., anything that adds a
367 * program constant) has to happen before creating this linkage.
368 */
369 _mesa_associate_uniform_storage(st->ctx, shader_program, prog, true);
370
371 st_set_prog_affected_state_flags(prog);
372
373 NIR_PASS_V(nir, st_nir_lower_builtin);
374 NIR_PASS_V(nir, nir_lower_atomics, shader_program);
375
376 if (st->ctx->_Shader->Flags & GLSL_DUMP) {
377 _mesa_log("\n");
378 _mesa_log("NIR IR for linked %s program %d:\n",
379 _mesa_shader_stage_to_string(prog->info.stage),
380 shader_program->Name);
381 nir_print_shader(nir, _mesa_get_log_file());
382 _mesa_log("\n\n");
383 }
384 }
385
386 /* TODO any better helper somewhere to sort a list? */
387
388 static void
389 insert_sorted(struct exec_list *var_list, nir_variable *new_var)
390 {
391 nir_foreach_variable(var, var_list) {
392 if (var->data.location > new_var->data.location) {
393 exec_node_insert_node_before(&var->node, &new_var->node);
394 return;
395 }
396 }
397 exec_list_push_tail(var_list, &new_var->node);
398 }
399
400 static void
401 sort_varyings(struct exec_list *var_list)
402 {
403 struct exec_list new_list;
404 exec_list_make_empty(&new_list);
405 nir_foreach_variable_safe(var, var_list) {
406 exec_node_remove(&var->node);
407 insert_sorted(&new_list, var);
408 }
409 exec_list_move_nodes_to(&new_list, var_list);
410 }
411
412 static void
413 set_st_program(struct gl_program *prog,
414 struct gl_shader_program *shader_program,
415 nir_shader *nir)
416 {
417 struct st_vertex_program *stvp;
418 struct st_common_program *stp;
419 struct st_fragment_program *stfp;
420 struct st_compute_program *stcp;
421
422 switch (prog->info.stage) {
423 case MESA_SHADER_VERTEX:
424 stvp = (struct st_vertex_program *)prog;
425 stvp->shader_program = shader_program;
426 stvp->tgsi.type = PIPE_SHADER_IR_NIR;
427 stvp->tgsi.ir.nir = nir;
428 break;
429 case MESA_SHADER_GEOMETRY:
430 case MESA_SHADER_TESS_CTRL:
431 case MESA_SHADER_TESS_EVAL:
432 stp = (struct st_common_program *)prog;
433 stp->shader_program = shader_program;
434 stp->tgsi.type = PIPE_SHADER_IR_NIR;
435 stp->tgsi.ir.nir = nir;
436 break;
437 case MESA_SHADER_FRAGMENT:
438 stfp = (struct st_fragment_program *)prog;
439 stfp->shader_program = shader_program;
440 stfp->tgsi.type = PIPE_SHADER_IR_NIR;
441 stfp->tgsi.ir.nir = nir;
442 break;
443 case MESA_SHADER_COMPUTE:
444 stcp = (struct st_compute_program *)prog;
445 stcp->shader_program = shader_program;
446 stcp->tgsi.ir_type = PIPE_SHADER_IR_NIR;
447 stcp->tgsi.prog = nir;
448 break;
449 default:
450 unreachable("unknown shader stage");
451 }
452 }
453
454 static void
455 st_nir_get_mesa_program(struct gl_context *ctx,
456 struct gl_shader_program *shader_program,
457 struct gl_linked_shader *shader)
458 {
459 struct st_context *st = st_context(ctx);
460 struct gl_program *prog;
461
462 validate_ir_tree(shader->ir);
463
464 prog = shader->Program;
465
466 prog->Parameters = _mesa_new_parameter_list();
467
468 _mesa_copy_linked_program_data(shader_program, shader);
469 _mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader,
470 prog->Parameters);
471
472 if (ctx->_Shader->Flags & GLSL_DUMP) {
473 _mesa_log("\n");
474 _mesa_log("GLSL IR for linked %s program %d:\n",
475 _mesa_shader_stage_to_string(shader->Stage),
476 shader_program->Name);
477 _mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
478 _mesa_log("\n\n");
479 }
480
481 prog->ExternalSamplersUsed = gl_external_samplers(prog);
482 _mesa_update_shader_textures_used(shader_program, prog);
483
484 nir_shader *nir = st_glsl_to_nir(st, prog, shader_program, shader->Stage);
485
486 set_st_program(prog, shader_program, nir);
487 prog->nir = nir;
488
489 NIR_PASS_V(nir, nir_lower_io_to_temporaries,
490 nir_shader_get_entrypoint(nir),
491 true, true);
492 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
493 NIR_PASS_V(nir, nir_split_var_copies);
494 NIR_PASS_V(nir, nir_lower_var_copies);
495 }
496
497 static void
498 st_nir_link_shaders(nir_shader **producer, nir_shader **consumer)
499 {
500 nir_lower_io_arrays_to_elements(*producer, *consumer);
501
502 NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out);
503 NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in);
504
505 if (nir_remove_unused_varyings(*producer, *consumer)) {
506 NIR_PASS_V(*producer, nir_lower_global_vars_to_local);
507 NIR_PASS_V(*consumer, nir_lower_global_vars_to_local);
508
509 /* The backend might not be able to handle indirects on
510 * temporaries so we need to lower indirects on any of the
511 * varyings we have demoted here.
512 *
513 * TODO: radeonsi shouldn't need to do this, however LLVM isn't
514 * currently smart enough to handle indirects without causing excess
515 * spilling causing the gpu to hang.
516 *
517 * See the following thread for more details of the problem:
518 * https://lists.freedesktop.org/archives/mesa-dev/2017-July/162106.html
519 */
520 nir_variable_mode indirect_mask = nir_var_local;
521
522 NIR_PASS_V(*producer, nir_lower_indirect_derefs, indirect_mask);
523 NIR_PASS_V(*consumer, nir_lower_indirect_derefs, indirect_mask);
524
525 st_nir_opts(*producer);
526 st_nir_opts(*consumer);
527 }
528 }
529
530 extern "C" {
531
532 bool
533 st_link_nir(struct gl_context *ctx,
534 struct gl_shader_program *shader_program)
535 {
536 struct st_context *st = st_context(ctx);
537
538 /* Determine first and last stage. */
539 unsigned first = MESA_SHADER_STAGES;
540 unsigned last = 0;
541 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
542 if (!shader_program->_LinkedShaders[i])
543 continue;
544 if (first == MESA_SHADER_STAGES)
545 first = i;
546 last = i;
547 }
548
549 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
550 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
551 if (shader == NULL)
552 continue;
553
554 st_nir_get_mesa_program(ctx, shader_program, shader);
555
556 nir_variable_mode mask = (nir_variable_mode) 0;
557 if (i != first)
558 mask = (nir_variable_mode)(mask | nir_var_shader_in);
559
560 if (i != last)
561 mask = (nir_variable_mode)(mask | nir_var_shader_out);
562
563 nir_shader *nir = shader->Program->nir;
564 nir_lower_io_to_scalar_early(nir, mask);
565 st_nir_opts(nir);
566 }
567
568 /* Linking the stages in the opposite order (from fragment to vertex)
569 * ensures that inter-shader outputs written to in an earlier stage
570 * are eliminated if they are (transitively) not used in a later
571 * stage.
572 */
573 int next = last;
574 for (int i = next - 1; i >= 0; i--) {
575 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
576 if (shader == NULL)
577 continue;
578
579 st_nir_link_shaders(&shader->Program->nir,
580 &shader_program->_LinkedShaders[next]->Program->nir);
581 next = i;
582 }
583
584 int prev = -1;
585 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
586 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
587 if (shader == NULL)
588 continue;
589
590 nir_shader *nir = shader->Program->nir;
591
592 /* fragment shaders may need : */
593 if (nir->info.stage == MESA_SHADER_FRAGMENT) {
594 static const gl_state_index wposTransformState[STATE_LENGTH] = {
595 STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM
596 };
597 nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
598 struct pipe_screen *pscreen = st->pipe->screen;
599
600 memcpy(wpos_options.state_tokens, wposTransformState,
601 sizeof(wpos_options.state_tokens));
602 wpos_options.fs_coord_origin_upper_left =
603 pscreen->get_param(pscreen,
604 PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT);
605 wpos_options.fs_coord_origin_lower_left =
606 pscreen->get_param(pscreen,
607 PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT);
608 wpos_options.fs_coord_pixel_center_integer =
609 pscreen->get_param(pscreen,
610 PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
611 wpos_options.fs_coord_pixel_center_half_integer =
612 pscreen->get_param(pscreen,
613 PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
614
615 if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
616 nir_validate_shader(nir);
617 _mesa_add_state_reference(shader->Program->Parameters,
618 wposTransformState);
619 }
620 }
621
622 NIR_PASS_V(nir, nir_lower_system_values);
623
624 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
625 shader->Program->info = nir->info;
626
627 if (prev != -1) {
628 nir_compact_varyings(shader_program->_LinkedShaders[prev]->Program->nir,
629 nir, ctx->API != API_OPENGL_COMPAT);
630 }
631 prev = i;
632 }
633
634 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
635 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
636 if (shader == NULL)
637 continue;
638
639 st_glsl_to_nir_post_opts(st, shader->Program, shader_program);
640
641 assert(shader->Program);
642 if (!ctx->Driver.ProgramStringNotify(ctx,
643 _mesa_shader_stage_to_program(i),
644 shader->Program)) {
645 _mesa_reference_program(ctx, &shader->Program, NULL);
646 return false;
647 }
648 }
649
650 return true;
651 }
652
653 /* Last third of preparing nir from glsl, which happens after shader
654 * variant lowering.
655 */
656 void
657 st_finalize_nir(struct st_context *st, struct gl_program *prog,
658 struct gl_shader_program *shader_program, nir_shader *nir)
659 {
660 struct pipe_screen *screen = st->pipe->screen;
661
662 NIR_PASS_V(nir, nir_split_var_copies);
663 NIR_PASS_V(nir, nir_lower_var_copies);
664 if (nir->info.stage != MESA_SHADER_TESS_CTRL)
665 NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects);
666
667 if (nir->info.stage == MESA_SHADER_VERTEX) {
668 /* Needs special handling so drvloc matches the vbo state: */
669 st_nir_assign_vs_in_locations(prog, nir);
670 /* Re-lower global vars, to deal with any dead VS inputs. */
671 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
672
673 sort_varyings(&nir->outputs);
674 st_nir_assign_var_locations(&nir->outputs,
675 &nir->num_outputs,
676 nir->info.stage);
677 st_nir_fixup_varying_slots(st, &nir->outputs);
678 } else if (nir->info.stage == MESA_SHADER_GEOMETRY) {
679 sort_varyings(&nir->inputs);
680 st_nir_assign_var_locations(&nir->inputs,
681 &nir->num_inputs,
682 nir->info.stage);
683 st_nir_fixup_varying_slots(st, &nir->inputs);
684
685 sort_varyings(&nir->outputs);
686 st_nir_assign_var_locations(&nir->outputs,
687 &nir->num_outputs,
688 nir->info.stage);
689 st_nir_fixup_varying_slots(st, &nir->outputs);
690 } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
691 sort_varyings(&nir->inputs);
692 st_nir_assign_var_locations(&nir->inputs,
693 &nir->num_inputs,
694 nir->info.stage);
695 st_nir_fixup_varying_slots(st, &nir->inputs);
696 st_nir_assign_var_locations(&nir->outputs,
697 &nir->num_outputs,
698 nir->info.stage);
699 } else if (nir->info.stage == MESA_SHADER_COMPUTE) {
700 /* TODO? */
701 } else {
702 unreachable("invalid shader type for tgsi bypass\n");
703 }
704
705 NIR_PASS_V(nir, nir_lower_atomics_to_ssbo,
706 st->ctx->Const.Program[nir->info.stage].MaxAtomicBuffers);
707
708 st_nir_assign_uniform_locations(prog, shader_program,
709 &nir->uniforms, &nir->num_uniforms);
710
711 if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
712 NIR_PASS_V(nir, nir_lower_samplers_as_deref, shader_program);
713 else
714 NIR_PASS_V(nir, nir_lower_samplers, shader_program);
715 }
716
717 } /* extern "C" */