#include "main/shaderapi.h"
#include "main/uniforms.h"
+#include "main/shaderobj.h"
#include "st_context.h"
#include "st_glsl_types.h"
#include "st_program.h"
#include "compiler/glsl/ir_optimization.h"
#include "compiler/glsl/string_to_uint_map.h"
-
static int
type_size(const struct glsl_type *type)
{
* set.
*/
exec_node_remove(&var->node);
- var->data.mode = nir_var_private;
+ var->data.mode = nir_var_shader_temp;
exec_list_push_tail(&nir->globals, &var->node);
}
}
static void
st_nir_assign_uniform_locations(struct gl_context *ctx,
struct gl_program *prog,
- struct exec_list *uniform_list, unsigned *size)
+ struct exec_list *uniform_list)
{
- int max = 0;
int shaderidx = 0;
int imageidx = 0;
* UBO's have their own address spaces, so don't count them towards the
* number of global uniforms
*/
- if (uniform->data.mode == nir_var_ubo || uniform->data.mode == nir_var_ssbo)
+ if (uniform->data.mode == nir_var_mem_ubo || uniform->data.mode == nir_var_mem_ssbo)
continue;
const struct glsl_type *type = glsl_without_array(uniform->type);
*/
unsigned comps;
- if (glsl_type_is_struct(type)) {
+ if (glsl_type_is_struct_or_ifc(type)) {
comps = 4;
} else {
comps = glsl_get_vector_elements(type);
} else {
loc = st_nir_lookup_parameter_index(prog->Parameters, uniform->name);
- if (ctx->Const.PackedDriverUniformStorage) {
+ /* We need to check that loc is not -1 here before accessing the
+ * array. It can be negative for example when we have a struct that
+ * only contains opaque types.
+ */
+ if (loc >= 0 && ctx->Const.PackedDriverUniformStorage) {
loc = prog->Parameters->ParameterValueOffset[loc];
}
}
uniform->data.driver_location = loc;
-
- max = MAX2(max, loc + type_size(uniform->type));
}
- *size = max;
}
void
st_nir_opts(nir_shader *nir, bool scalar)
{
bool progress;
+ unsigned lower_flrp =
+ (nir->options->lower_flrp16 ? 16 : 0) |
+ (nir->options->lower_flrp32 ? 32 : 0) |
+ (nir->options->lower_flrp64 ? 64 : 0);
+
do {
progress = false;
NIR_PASS(progress, nir, nir_copy_prop);
NIR_PASS(progress, nir, nir_opt_dce);
}
- NIR_PASS(progress, nir, nir_opt_if);
+ NIR_PASS(progress, nir, nir_opt_if, false);
NIR_PASS(progress, nir, nir_opt_dead_cf);
NIR_PASS(progress, nir, nir_opt_cse);
NIR_PASS(progress, nir, nir_opt_peephole_select, 8, true, true);
NIR_PASS(progress, nir, nir_opt_algebraic);
NIR_PASS(progress, nir, nir_opt_constant_folding);
+ if (lower_flrp != 0) {
+ bool lower_flrp_progress;
+
+ NIR_PASS(lower_flrp_progress, nir, nir_lower_flrp,
+ lower_flrp,
+ false /* always_precise */,
+ nir->options->lower_ffma);
+ if (lower_flrp_progress) {
+ NIR_PASS(progress, nir,
+ nir_opt_constant_folding);
+ progress = true;
+ }
+
+ /* Nothing should rematerialize any flrps, so we only need to do this
+ * lowering once.
+ */
+ lower_flrp = 0;
+ }
+
NIR_PASS(progress, nir, nir_opt_undef);
NIR_PASS(progress, nir, nir_opt_conditional_discard);
if (nir->options->max_unroll_iterations) {
struct pipe_screen *screen = st->pipe->screen;
bool is_scalar = screen->get_shader_param(screen, type, PIPE_SHADER_CAP_SCALAR_ISA);
assert(options);
+ bool lower_64bit =
+ options->lower_int64_options || options->lower_doubles_options;
if (prog->nir)
return prog->nir;
- nir_shader *nir = glsl_to_nir(shader_program, stage, options);
+ nir_shader *nir = glsl_to_nir(st->ctx, shader_program, stage, options);
/* Set the next shader stage hint for VS and TES. */
if (!nir->info.separate_shader &&
nir->info.next_stage = MESA_SHADER_FRAGMENT;
}
+ nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
+ nir_shader *softfp64 = NULL;
+ if (nir->info.uses_64bit &&
+ (options->lower_doubles_options & nir_lower_fp64_full_software) != 0) {
+ softfp64 = glsl_float64_funcs_to_nir(st->ctx, options);
+ ralloc_steal(ralloc_parent(nir), softfp64);
+ }
+
nir_variable_mode mask =
(nir_variable_mode) (nir_var_shader_in | nir_var_shader_out);
nir_remove_dead_variables(nir, mask);
NIR_PASS_V(nir, nir_split_var_copies);
NIR_PASS_V(nir, nir_lower_var_copies);
+ if (is_scalar) {
+ NIR_PASS_V(nir, nir_lower_alu_to_scalar);
+ }
+
+ /* before buffers and vars_to_ssa */
+ NIR_PASS_V(nir, gl_nir_lower_bindless_images);
st_nir_opts(nir, is_scalar);
+ NIR_PASS_V(nir, gl_nir_lower_buffers, shader_program);
+ /* Do a round of constant folding to clean up address calculations */
+ NIR_PASS_V(nir, nir_opt_constant_folding);
+
+ if (lower_64bit) {
+ bool lowered_64bit_ops = false;
+ bool progress = false;
+
+ NIR_PASS_V(nir, nir_opt_algebraic);
+
+ do {
+ progress = false;
+ if (options->lower_int64_options) {
+ NIR_PASS(progress, nir, nir_lower_int64,
+ options->lower_int64_options);
+ }
+ if (options->lower_doubles_options) {
+ NIR_PASS(progress, nir, nir_lower_doubles,
+ softfp64, options->lower_doubles_options);
+ }
+ NIR_PASS(progress, nir, nir_opt_algebraic);
+ lowered_64bit_ops |= progress;
+ } while (progress);
+
+ if (lowered_64bit_ops)
+ st_nir_opts(nir, is_scalar);
+ }
+
return nir;
}
const struct glsl_type *type = glsl_without_array(var->type);
for (unsigned int i = 0; i < var->num_state_slots; i++) {
unsigned comps;
- if (glsl_type_is_struct(type)) {
+ if (glsl_type_is_struct_or_ifc(type)) {
/* Builtin struct require specical handling for now we just
* make all members vec4. See st_nir_lower_builtin.
*/
NIR_PASS_V(nir, st_nir_lower_builtin);
NIR_PASS_V(nir, gl_nir_lower_atomics, shader_program, true);
+ NIR_PASS_V(nir, nir_opt_intrinsics);
+
+ nir_variable_mode mask = nir_var_function_temp;
+ nir_remove_dead_variables(nir, mask);
if (st->ctx->_Shader->Flags & GLSL_DUMP) {
_mesa_log("\n");
* See the following thread for more details of the problem:
* https://lists.freedesktop.org/archives/mesa-dev/2017-July/162106.html
*/
- nir_variable_mode indirect_mask = nir_var_function;
+ nir_variable_mode indirect_mask = nir_var_function_temp;
NIR_PASS_V(*producer, nir_lower_indirect_derefs, indirect_mask);
NIR_PASS_V(*consumer, nir_lower_indirect_derefs, indirect_mask);
st_nir_opts(*producer, scalar);
st_nir_opts(*consumer, scalar);
+
+ /* Lowering indirects can cause varying to become unused.
+ * nir_compact_varyings() depends on all dead varyings being removed so
+ * we need to call nir_remove_dead_variables() again here.
+ */
+ NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out);
+ NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in);
}
}
st->pipe->screen);
NIR_PASS_V(nir, nir_lower_system_values);
+ NIR_PASS_V(nir, nir_lower_clip_cull_distance_arrays);
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
shader->Program->info = nir->info;
}
nir_sweep(shader->Program->nir);
+
+ /* The GLSL IR won't be needed anymore. */
+ ralloc_free(shader->ir);
+ shader->ir = NULL;
}
return true;
}
-/* Last third of preparing nir from glsl, which happens after shader
- * variant lowering.
- */
void
-st_finalize_nir(struct st_context *st, struct gl_program *prog,
- struct gl_shader_program *shader_program, nir_shader *nir)
+st_nir_assign_varying_locations(struct st_context *st, nir_shader *nir)
{
- struct pipe_screen *screen = st->pipe->screen;
- const nir_shader_compiler_options *options =
- st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions;
-
- NIR_PASS_V(nir, nir_split_var_copies);
- NIR_PASS_V(nir, nir_lower_var_copies);
- if (options->lower_all_io_to_temps ||
- nir->info.stage == MESA_SHADER_VERTEX ||
- nir->info.stage == MESA_SHADER_GEOMETRY) {
- NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
- } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
- NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, true);
- }
-
if (nir->info.stage == MESA_SHADER_VERTEX) {
/* Needs special handling so drvloc matches the vbo state: */
st_nir_assign_vs_in_locations(nir);
} else if (nir->info.stage == MESA_SHADER_COMPUTE) {
/* TODO? */
} else {
- unreachable("invalid shader type for tgsi bypass\n");
+ unreachable("invalid shader type");
+ }
+}
+
+void
+st_nir_lower_samplers(struct pipe_screen *screen, nir_shader *nir,
+ struct gl_shader_program *shader_program,
+ struct gl_program *prog)
+{
+ if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
+ NIR_PASS_V(nir, gl_nir_lower_samplers_as_deref, shader_program);
+ else
+ NIR_PASS_V(nir, gl_nir_lower_samplers, shader_program);
+
+ if (prog) {
+ prog->info.textures_used = nir->info.textures_used;
+ prog->info.textures_used_by_txf = nir->info.textures_used_by_txf;
}
+}
+
+/* Last third of preparing nir from glsl, which happens after shader
+ * variant lowering.
+ */
+void
+st_finalize_nir(struct st_context *st, struct gl_program *prog,
+ struct gl_shader_program *shader_program, nir_shader *nir)
+{
+ struct pipe_screen *screen = st->pipe->screen;
+ const nir_shader_compiler_options *options =
+ st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions;
+
+ NIR_PASS_V(nir, nir_split_var_copies);
+ NIR_PASS_V(nir, nir_lower_var_copies);
+ if (options->lower_all_io_to_temps ||
+ options->lower_all_io_to_elements ||
+ nir->info.stage == MESA_SHADER_VERTEX ||
+ nir->info.stage == MESA_SHADER_GEOMETRY) {
+ NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
+ } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
+ NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, true);
+ }
+
+ st_nir_assign_varying_locations(st, nir);
NIR_PASS_V(nir, nir_lower_atomics_to_ssbo,
st->ctx->Const.Program[nir->info.stage].MaxAtomicBuffers);
st_nir_assign_uniform_locations(st->ctx, prog,
- &nir->uniforms, &nir->num_uniforms);
+ &nir->uniforms);
+
+ /* Set num_uniforms in number of attribute slots (vec4s) */
+ nir->num_uniforms = DIV_ROUND_UP(prog->Parameters->NumParameterValues, 4);
if (st->ctx->Const.PackedDriverUniformStorage) {
NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, st_glsl_type_dword_size,
(nir_lower_io_options)0);
- NIR_PASS_V(nir, st_nir_lower_uniforms_to_ubo);
+ NIR_PASS_V(nir, nir_lower_uniforms_to_ubo, 4);
+ } else {
+ NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, st_glsl_uniforms_type_size,
+ (nir_lower_io_options)0);
}
- if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
- NIR_PASS_V(nir, gl_nir_lower_samplers_as_deref, shader_program);
- else
- NIR_PASS_V(nir, gl_nir_lower_samplers, shader_program);
+ st_nir_lower_samplers(screen, nir, shader_program, prog);
}
} /* extern "C" */