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/*
* Copyright © 2015 Red Hat
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "st_nir.h"
#include "pipe/p_defines.h"
#include "pipe/p_screen.h"
#include "pipe/p_context.h"
#include "program/program.h"
#include "program/prog_statevars.h"
#include "program/prog_parameter.h"
#include "main/context.h"
#include "main/mtypes.h"
#include "main/errors.h"
#include "main/glspirv.h"
#include "main/shaderapi.h"
#include "main/uniforms.h"
#include "main/shaderobj.h"
#include "st_context.h"
#include "st_program.h"
#include "st_shader_cache.h"
#include "compiler/nir/nir.h"
#include "compiler/nir/nir_builder.h"
#include "compiler/glsl_types.h"
#include "compiler/glsl/glsl_to_nir.h"
#include "compiler/glsl/gl_nir.h"
#include "compiler/glsl/gl_nir_linker.h"
#include "compiler/glsl/ir.h"
#include "compiler/glsl/ir_optimization.h"
#include "compiler/glsl/linker_util.h"
#include "compiler/glsl/program.h"
#include "compiler/glsl/shader_cache.h"
#include "compiler/glsl/string_to_uint_map.h"
#include "util/log.h"
static int
type_size(const struct glsl_type *type)
{
return glsl_count_attribute_slots(type, false);
}
/* Depending on PIPE_CAP_TGSI_TEXCOORD (st->needs_texcoord_semantic) we
* may need to fix up varying slots so the glsl->nir path is aligned
* with the anything->tgsi->nir path.
*/
static void
st_nir_fixup_varying_slots(struct st_context *st, nir_shader *shader,
nir_variable_mode mode)
{
if (st->needs_texcoord_semantic)
return;
/* This is called from finalize, but we don't want to do this adjustment twice. */
assert(!st->allow_st_finalize_nir_twice);
nir_foreach_variable_with_modes(var, shader, mode) {
if (var->data.location >= VARYING_SLOT_VAR0 && var->data.location < VARYING_SLOT_PATCH0) {
var->data.location += 9;
} else if (var->data.location == VARYING_SLOT_PNTC) {
var->data.location = VARYING_SLOT_VAR8;
} else if ((var->data.location >= VARYING_SLOT_TEX0) &&
(var->data.location <= VARYING_SLOT_TEX7)) {
var->data.location += VARYING_SLOT_VAR0 - VARYING_SLOT_TEX0;
}
}
}
/* input location assignment for VS inputs must be handled specially, so
* that it is aligned w/ st's vbo state.
* (This isn't the case with, for ex, FS inputs, which only need to agree
* on varying-slot w/ the VS outputs)
*/
void
st_nir_assign_vs_in_locations(struct nir_shader *nir)
{
if (nir->info.stage != MESA_SHADER_VERTEX || nir->info.io_lowered)
return;
nir->num_inputs = util_bitcount64(nir->info.inputs_read);
bool removed_inputs = false;
nir_foreach_shader_in_variable_safe(var, nir) {
/* NIR already assigns dual-slot inputs to two locations so all we have
* to do is compact everything down.
*/
if (nir->info.inputs_read & BITFIELD64_BIT(var->data.location)) {
var->data.driver_location =
util_bitcount64(nir->info.inputs_read &
BITFIELD64_MASK(var->data.location));
} else {
/* Convert unused input variables to shader_temp (with no
* initialization), to avoid confusing drivers looking through the
* inputs array and expecting to find inputs with a driver_location
* set.
*/
var->data.mode = nir_var_shader_temp;
removed_inputs = true;
}
}
/* Re-lower global vars, to deal with any dead VS inputs. */
if (removed_inputs)
NIR_PASS(_, nir, nir_lower_global_vars_to_local);
}
static int
st_nir_lookup_parameter_index(struct gl_program *prog, nir_variable *var)
{
struct gl_program_parameter_list *params = prog->Parameters;
/* Lookup the first parameter that the uniform storage that match the
* variable location.
*/
for (unsigned i = 0; i < params->NumParameters; i++) {
int index = params->Parameters[i].MainUniformStorageIndex;
if (index == var->data.location)
return i;
}
/* TODO: Handle this fallback for SPIR-V. We need this for GLSL e.g. in
* dEQP-GLES2.functional.uniform_api.random.3
*/
/* is there a better way to do this? If we have something like:
*
* struct S {
* float f;
* vec4 v;
* };
* uniform S color;
*
* Then what we get in prog->Parameters looks like:
*
* 0: Name=color.f, Type=6, DataType=1406, Size=1
* 1: Name=color.v, Type=6, DataType=8b52, Size=4
*
* So the name doesn't match up and _mesa_lookup_parameter_index()
* fails. In this case just find the first matching "color.*"..
*
* Note for arrays you could end up w/ color[n].f, for example.
*/
if (!prog->sh.data->spirv) {
int namelen = strlen(var->name);
for (unsigned i = 0; i < params->NumParameters; i++) {
struct gl_program_parameter *p = &params->Parameters[i];
if ((strncmp(p->Name, var->name, namelen) == 0) &&
((p->Name[namelen] == '.') || (p->Name[namelen] == '['))) {
return i;
}
}
}
return -1;
}
static void
st_nir_assign_uniform_locations(struct gl_context *ctx,
struct gl_program *prog,
nir_shader *nir)
{
int shaderidx = 0;
int imageidx = 0;
nir_foreach_variable_with_modes(uniform, nir, nir_var_uniform |
nir_var_image) {
int loc;
const struct glsl_type *type = glsl_without_array(uniform->type);
if (!uniform->data.bindless && (glsl_type_is_sampler(type) || glsl_type_is_image(type))) {
if (glsl_type_is_sampler(type)) {
loc = shaderidx;
shaderidx += type_size(uniform->type);
} else {
loc = imageidx;
imageidx += type_size(uniform->type);
}
} else if (uniform->state_slots) {
const gl_state_index16 *const stateTokens = uniform->state_slots[0].tokens;
unsigned comps;
if (glsl_type_is_struct_or_ifc(type)) {
comps = 4;
} else {
comps = glsl_get_vector_elements(type);
}
if (ctx->Const.PackedDriverUniformStorage) {
loc = _mesa_add_sized_state_reference(prog->Parameters,
stateTokens, comps, false);
loc = prog->Parameters->Parameters[loc].ValueOffset;
} else {
loc = _mesa_add_state_reference(prog->Parameters, stateTokens);
}
} else {
loc = st_nir_lookup_parameter_index(prog, uniform);
/* 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->Parameters[loc].ValueOffset;
}
}
uniform->data.driver_location = loc;
}
}
static bool
def_is_64bit(nir_def *def, void *state)
{
bool *lower = (bool *)state;
if (def && (def->bit_size == 64)) {
*lower = true;
return false;
}
return true;
}
static bool
src_is_64bit(nir_src *src, void *state)
{
bool *lower = (bool *)state;
if (src && (nir_src_bit_size(*src) == 64)) {
*lower = true;
return false;
}
return true;
}
static bool
filter_64_bit_instr(const nir_instr *const_instr, UNUSED const void *data)
{
bool lower = false;
/* lower_alu_to_scalar required nir_instr to be const, but nir_foreach_*
* doesn't have const variants, so do the ugly const_cast here. */
nir_instr *instr = const_cast<nir_instr *>(const_instr);
nir_foreach_def(instr, def_is_64bit, &lower);
if (lower)
return true;
nir_foreach_src(instr, src_is_64bit, &lower);
return lower;
}
/* Second third of converting glsl_to_nir. This creates uniforms, gathers
* info on varyings, etc after NIR link time opts have been applied.
*/
static char *
st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
struct gl_shader_program *shader_program)
{
nir_shader *nir = prog->nir;
struct pipe_screen *screen = st->screen;
/* Make a pass over the IR to add state references for any built-in
* uniforms that are used. This has to be done now (during linking).
* Code generation doesn't happen until the first time this shader is
* used for rendering. Waiting until then to generate the parameters is
* too late. At that point, the values for the built-in uniforms won't
* get sent to the shader.
*/
nir_foreach_uniform_variable(var, nir) {
const nir_state_slot *const slots = var->state_slots;
if (slots != NULL) {
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_or_ifc(type)) {
comps = _mesa_program_state_value_size(slots[i].tokens);
} else {
comps = glsl_get_vector_elements(type);
}
if (st->ctx->Const.PackedDriverUniformStorage) {
_mesa_add_sized_state_reference(prog->Parameters,
slots[i].tokens,
comps, false);
} else {
_mesa_add_state_reference(prog->Parameters,
slots[i].tokens);
}
}
}
}
/* Avoid reallocation of the program parameter list, because the uniform
* storage is only associated with the original parameter list.
* This should be enough for Bitmap and DrawPixels constants.
*/
_mesa_ensure_and_associate_uniform_storage(st->ctx, shader_program, prog, 28);
/* None of the builtins being lowered here can be produced by SPIR-V. See
* _mesa_builtin_uniform_desc. Also drivers that support packed uniform
* storage don't need to lower builtins.
*/
if (!shader_program->data->spirv &&
!st->ctx->Const.PackedDriverUniformStorage)
NIR_PASS(_, nir, st_nir_lower_builtin);
if (!screen->get_param(screen, PIPE_CAP_NIR_ATOMICS_AS_DEREF))
NIR_PASS(_, nir, gl_nir_lower_atomics, shader_program, true);
NIR_PASS(_, nir, nir_opt_intrinsics);
NIR_PASS(_, nir, nir_opt_fragdepth);
/* Lower 64-bit ops. */
if (nir->options->lower_int64_options ||
nir->options->lower_doubles_options) {
bool lowered_64bit_ops = false;
bool revectorize = false;
if (nir->options->lower_doubles_options) {
/* nir_lower_doubles is not prepared for vector ops, so if the backend doesn't
* request lower_alu_to_scalar until now, lower all 64 bit ops, and try to
* vectorize them afterwards again */
if (!nir->options->lower_to_scalar) {
NIR_PASS(revectorize, nir, nir_lower_alu_to_scalar, filter_64_bit_instr, nullptr);
NIR_PASS(revectorize, nir, nir_lower_phis_to_scalar, false);
}
/* doubles lowering requires frexp to be lowered first if it will be,
* since the pass generates other 64-bit ops. Most backends lower
* frexp, and using doubles is rare, and using frexp is even more rare
* (no instances in shader-db), so we're not too worried about
* accidentally lowering a 32-bit frexp here.
*/
NIR_PASS(lowered_64bit_ops, nir, nir_lower_frexp);
NIR_PASS(lowered_64bit_ops, nir, nir_lower_doubles,
st->ctx->SoftFP64, nir->options->lower_doubles_options);
}
if (nir->options->lower_int64_options)
NIR_PASS(lowered_64bit_ops, nir, nir_lower_int64);
if (revectorize && !nir->options->vectorize_vec2_16bit)
NIR_PASS(_, nir, nir_opt_vectorize, nullptr, nullptr);
if (revectorize || lowered_64bit_ops)
gl_nir_opts(nir);
}
nir_variable_mode mask =
nir_var_shader_in | nir_var_shader_out | nir_var_function_temp;
nir_remove_dead_variables(nir, mask, NULL);
if (!st->has_hw_atomics && !screen->get_param(screen, PIPE_CAP_NIR_ATOMICS_AS_DEREF)) {
unsigned align_offset_state = 0;
if (st->ctx->Const.ShaderStorageBufferOffsetAlignment > 4) {
struct gl_program_parameter_list *params = prog->Parameters;
for (unsigned i = 0; i < shader_program->data->NumAtomicBuffers; i++) {
gl_state_index16 state[STATE_LENGTH] = { STATE_ATOMIC_COUNTER_OFFSET, (short)shader_program->data->AtomicBuffers[i].Binding };
_mesa_add_state_reference(params, state);
}
align_offset_state = STATE_ATOMIC_COUNTER_OFFSET;
}
NIR_PASS(_, nir, nir_lower_atomics_to_ssbo, align_offset_state);
}
st_set_prog_affected_state_flags(prog);
st_finalize_nir_before_variants(nir);
char *msg = NULL;
if (st->allow_st_finalize_nir_twice) {
st_serialize_base_nir(prog, nir);
msg = st_finalize_nir(st, prog, shader_program, nir, true, true, false);
}
if (st->ctx->_Shader->Flags & GLSL_DUMP) {
_mesa_log("\n");
_mesa_log("NIR IR for linked %s program %d:\n",
_mesa_shader_stage_to_string(prog->info.stage),
shader_program->Name);
nir_print_shader(nir, mesa_log_get_file());
_mesa_log("\n\n");
}
return msg;
}
static void
st_nir_vectorize_io(nir_shader *producer, nir_shader *consumer)
{
if (consumer)
NIR_PASS(_, consumer, nir_lower_io_to_vector, nir_var_shader_in);
if (!producer)
return;
NIR_PASS(_, producer, nir_lower_io_to_vector, nir_var_shader_out);
if (producer->info.stage == MESA_SHADER_TESS_CTRL &&
producer->options->vectorize_tess_levels)
NIR_PASS(_, producer, nir_vectorize_tess_levels);
NIR_PASS(_, producer, nir_opt_combine_stores, nir_var_shader_out);
if ((producer)->info.stage != MESA_SHADER_TESS_CTRL) {
/* Calling lower_io_to_vector creates output variable writes with
* write-masks. We only support these for TCS outputs, so for other
* stages, we need to call nir_lower_io_to_temporaries to get rid of
* them. This, in turn, creates temporary variables and extra
* copy_deref intrinsics that we need to clean up.
*/
NIR_PASS(_, producer, nir_lower_io_to_temporaries,
nir_shader_get_entrypoint(producer), true, false);
NIR_PASS(_, producer, nir_lower_global_vars_to_local);
NIR_PASS(_, producer, nir_split_var_copies);
NIR_PASS(_, producer, nir_lower_var_copies);
}
/* Undef scalar store_deref intrinsics are not ignored by nir_lower_io,
* so they must be removed before that. These passes remove them.
*/
NIR_PASS(_, producer, nir_lower_vars_to_ssa);
NIR_PASS(_, producer, nir_opt_undef);
NIR_PASS(_, producer, nir_opt_dce);
}
extern "C" {
bool
st_nir_lower_wpos_ytransform(struct nir_shader *nir,
struct gl_program *prog,
struct pipe_screen *pscreen)
{
bool progress = false;
if (nir->info.stage != MESA_SHADER_FRAGMENT) {
nir_shader_preserve_all_metadata(nir);
return progress;
}
static const gl_state_index16 wposTransformState[STATE_LENGTH] = {
STATE_FB_WPOS_Y_TRANSFORM
};
nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
memcpy(wpos_options.state_tokens, wposTransformState,
sizeof(wpos_options.state_tokens));
wpos_options.fs_coord_origin_upper_left =
pscreen->get_param(pscreen,
PIPE_CAP_FS_COORD_ORIGIN_UPPER_LEFT);
wpos_options.fs_coord_origin_lower_left =
pscreen->get_param(pscreen,
PIPE_CAP_FS_COORD_ORIGIN_LOWER_LEFT);
wpos_options.fs_coord_pixel_center_integer =
pscreen->get_param(pscreen,
PIPE_CAP_FS_COORD_PIXEL_CENTER_INTEGER);
wpos_options.fs_coord_pixel_center_half_integer =
pscreen->get_param(pscreen,
PIPE_CAP_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
_mesa_add_state_reference(prog->Parameters, wposTransformState);
progress = true;
}
static const gl_state_index16 pntcTransformState[STATE_LENGTH] = {
STATE_FB_PNTC_Y_TRANSFORM
};
if (nir_lower_pntc_ytransform(nir, &pntcTransformState)) {
_mesa_add_state_reference(prog->Parameters, pntcTransformState);
progress = true;
}
return progress;
}
static bool
st_link_glsl_to_nir(struct gl_context *ctx,
struct gl_shader_program *shader_program)
{
struct st_context *st = st_context(ctx);
struct gl_linked_shader *linked_shader[MESA_SHADER_STAGES];
unsigned num_shaders = 0;
/* Return early if we are loading the shader from on-disk cache */
if (st_load_nir_from_disk_cache(ctx, shader_program)) {
return GL_TRUE;
}
MESA_TRACE_FUNC();
assert(shader_program->data->LinkStatus);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (shader_program->_LinkedShaders[i])
linked_shader[num_shaders++] = shader_program->_LinkedShaders[i];
}
for (unsigned i = 0; i < num_shaders; i++) {
struct gl_linked_shader *shader = linked_shader[i];
const nir_shader_compiler_options *options =
st->ctx->Const.ShaderCompilerOptions[shader->Stage].NirOptions;
struct gl_program *prog = shader->Program;
shader->Program->info.separate_shader = shader_program->SeparateShader;
assert(!prog->nir);
prog->shader_program = shader_program;
prog->state.type = PIPE_SHADER_IR_NIR;
/* Parameters will be filled during NIR linking. */
prog->Parameters = _mesa_new_parameter_list();
if (shader_program->data->spirv) {
prog->nir = _mesa_spirv_to_nir(ctx, shader_program, shader->Stage, options);
} else {
if (ctx->_Shader->Flags & GLSL_DUMP) {
_mesa_log("\n");
_mesa_log("GLSL IR for linked %s program %d:\n",
_mesa_shader_stage_to_string(shader->Stage),
shader_program->Name);
_mesa_print_ir(mesa_log_get_file(), shader->ir, NULL);
_mesa_log("\n\n");
}
prog->nir = glsl_to_nir(&st->ctx->Const, &shader->ir,
&shader->Program->info, shader->Stage, options);
prog->nir->info.name =
ralloc_asprintf(shader, "GLSL%d", shader_program->Name);
if (shader_program->Label)
prog->nir->info.label = ralloc_strdup(shader, shader_program->Label);
if (prog->nir->info.stage == MESA_SHADER_FRAGMENT) {
prog->nir->info.fs.pixel_center_integer = prog->info.fs.pixel_center_integer;
prog->nir->info.fs.origin_upper_left = prog->info.fs.origin_upper_left;
prog->nir->info.fs.advanced_blend_modes = prog->info.fs.advanced_blend_modes;
}
}
memcpy(prog->nir->info.source_blake3, shader->linked_source_blake3,
BLAKE3_OUT_LEN);
nir_shader_gather_info(prog->nir, nir_shader_get_entrypoint(prog->nir));
if (!st->ctx->SoftFP64 && ((prog->nir->info.bit_sizes_int | prog->nir->info.bit_sizes_float) & 64) &&
(options->lower_doubles_options & nir_lower_fp64_full_software) != 0) {
/* It's not possible to use float64 on GLSL ES, so don't bother trying to
* build the support code. The support code depends on higher versions of
* desktop GLSL, so it will fail to compile (below) anyway.
*/
if (_mesa_is_desktop_gl(st->ctx) && st->ctx->Const.GLSLVersion >= 400)
st->ctx->SoftFP64 = glsl_float64_funcs_to_nir(st->ctx, options);
}
}
if (shader_program->data->spirv) {
static const gl_nir_linker_options opts = {
true /*fill_parameters */
};
if (!gl_nir_link_spirv(&ctx->Const, &ctx->Extensions, shader_program,
&opts))
return GL_FALSE;
} else {
if (!gl_nir_link_glsl(ctx, shader_program))
return GL_FALSE;
}
for (unsigned i = 0; i < num_shaders; i++) {
struct gl_program *prog = linked_shader[i]->Program;
prog->ExternalSamplersUsed = gl_external_samplers(prog);
_mesa_update_shader_textures_used(shader_program, prog);
}
nir_build_program_resource_list(&ctx->Const, shader_program,
shader_program->data->spirv);
for (unsigned i = 0; i < num_shaders; i++) {
struct gl_linked_shader *shader = linked_shader[i];
nir_shader *nir = shader->Program->nir;
gl_shader_stage stage = shader->Stage;
const struct gl_shader_compiler_options *options =
&ctx->Const.ShaderCompilerOptions[stage];
if (nir->info.io_lowered) {
/* Since IO is lowered, we won't need the IO variables from now on.
* nir_build_program_resource_list was the last pass that needed them.
*/
NIR_PASS_V(nir, nir_remove_dead_variables,
nir_var_shader_in | nir_var_shader_out, NULL);
}
/* If there are forms of indirect addressing that the driver
* cannot handle, perform the lowering pass.
*/
if (options->EmitNoIndirectInput || options->EmitNoIndirectOutput ||
options->EmitNoIndirectTemp || options->EmitNoIndirectUniform) {
nir_variable_mode mode = (nir_variable_mode)0;
if (!nir->info.io_lowered) {
mode |= options->EmitNoIndirectInput ?
nir_var_shader_in : (nir_variable_mode)0;
mode |= options->EmitNoIndirectOutput ?
nir_var_shader_out : (nir_variable_mode)0;
}
mode |= options->EmitNoIndirectTemp ?
nir_var_function_temp : (nir_variable_mode)0;
mode |= options->EmitNoIndirectUniform ?
nir_var_uniform | nir_var_mem_ubo | nir_var_mem_ssbo :
(nir_variable_mode)0;
if (mode)
nir_lower_indirect_derefs(nir, mode, UINT32_MAX);
}
/* This needs to run after the initial pass of nir_lower_vars_to_ssa, so
* that the buffer indices are constants in nir where they where
* constants in GLSL. */
NIR_PASS(_, nir, gl_nir_lower_buffers, shader_program);
NIR_PASS(_, nir, st_nir_lower_wpos_ytransform, shader->Program,
st->screen);
/* needed to lower base_workgroup_id and base_global_invocation_id */
struct nir_lower_compute_system_values_options cs_options = {};
NIR_PASS(_, nir, nir_lower_system_values);
NIR_PASS(_, nir, nir_lower_compute_system_values, &cs_options);
if (nir->info.io_lowered)
continue; /* the rest is for non-lowered IO only */
/* Remap the locations to slots so those requiring two slots will occupy
* two locations. For instance, if we have in the IR code a dvec3 attr0 in
* location 0 and vec4 attr1 in location 1, in NIR attr0 will use
* locations/slots 0 and 1, and attr1 will use location/slot 2
*/
if (nir->info.stage == MESA_SHADER_VERTEX && !shader_program->data->spirv)
nir_remap_dual_slot_attributes(nir, &shader->Program->DualSlotInputs);
if (i >= 1) {
struct gl_program *prev_shader = linked_shader[i - 1]->Program;
/* We can't use nir_compact_varyings with transform feedback, since
* the pipe_stream_output->output_register field is based on the
* pre-compacted driver_locations.
*/
if (!(prev_shader->sh.LinkedTransformFeedback &&
prev_shader->sh.LinkedTransformFeedback->NumVarying > 0))
nir_compact_varyings(prev_shader->nir,
nir, ctx->API != API_OPENGL_COMPAT);
if (ctx->Const.ShaderCompilerOptions[shader->Stage].NirOptions->vectorize_io)
st_nir_vectorize_io(prev_shader->nir, nir);
}
}
/* If the program is a separate shader program check if we need to vectorise
* the first and last program interfaces too.
*/
if (shader_program->SeparateShader && num_shaders > 0) {
struct gl_linked_shader *first_shader = linked_shader[0];
struct gl_linked_shader *last_shader = linked_shader[num_shaders - 1];
if (first_shader->Stage != MESA_SHADER_COMPUTE) {
if (ctx->Const.ShaderCompilerOptions[first_shader->Stage].NirOptions->vectorize_io &&
first_shader->Stage > MESA_SHADER_VERTEX)
st_nir_vectorize_io(NULL, first_shader->Program->nir);
if (ctx->Const.ShaderCompilerOptions[last_shader->Stage].NirOptions->vectorize_io &&
last_shader->Stage < MESA_SHADER_FRAGMENT)
st_nir_vectorize_io(last_shader->Program->nir, NULL);
}
}
struct shader_info *prev_info = NULL;
for (unsigned i = 0; i < num_shaders; i++) {
struct gl_linked_shader *shader = linked_shader[i];
struct shader_info *info = &shader->Program->nir->info;
char *msg = st_glsl_to_nir_post_opts(st, shader->Program, shader_program);
if (msg) {
linker_error(shader_program, msg);
return false;
}
if (prev_info &&
ctx->Const.ShaderCompilerOptions[shader->Stage].NirOptions->unify_interfaces) {
prev_info->outputs_written |= info->inputs_read &
~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
info->inputs_read |= prev_info->outputs_written &
~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
prev_info->patch_outputs_written |= info->patch_inputs_read;
info->patch_inputs_read |= prev_info->patch_outputs_written;
}
prev_info = info;
}
for (unsigned i = 0; i < num_shaders; i++) {
struct gl_linked_shader *shader = linked_shader[i];
struct gl_program *prog = shader->Program;
/* Make sure that prog->info is in sync with nir->info, but st/mesa
* expects some of the values to be from before lowering.
*/
shader_info old_info = prog->info;
prog->info = prog->nir->info;
prog->info.name = old_info.name;
prog->info.label = old_info.label;
prog->info.num_ssbos = old_info.num_ssbos;
prog->info.num_ubos = old_info.num_ubos;
prog->info.num_abos = old_info.num_abos;
if (prog->info.stage == MESA_SHADER_VERTEX) {
if (prog->nir->info.io_lowered &&
prog->nir->options->io_options & nir_io_glsl_opt_varyings) {
prog->info.inputs_read = prog->nir->info.inputs_read;
prog->DualSlotInputs = prog->nir->info.dual_slot_inputs;
} else {
/* NIR expands dual-slot inputs out to two locations. We need to
* compact things back down GL-style single-slot inputs to avoid
* confusing the state tracker.
*/
prog->info.inputs_read =
nir_get_single_slot_attribs_mask(prog->nir->info.inputs_read,
prog->DualSlotInputs);
}
/* Initialize st_vertex_program members. */
st_prepare_vertex_program(prog);
}
/* Get pipe_stream_output_info. */
if (shader->Stage == MESA_SHADER_VERTEX ||
shader->Stage == MESA_SHADER_TESS_EVAL ||
shader->Stage == MESA_SHADER_GEOMETRY)
st_translate_stream_output_info(prog);
st_store_nir_in_disk_cache(st, prog);
st_release_variants(st, prog);
st_finalize_program(st, prog);
}
struct pipe_context *pctx = st_context(ctx)->pipe;
if (pctx->link_shader) {
void *driver_handles[PIPE_SHADER_TYPES];
memset(driver_handles, 0, sizeof(driver_handles));
for (uint32_t i = 0; i < MESA_SHADER_STAGES; ++i) {
struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
if (shader) {
struct gl_program *p = shader->Program;
if (p && p->variants) {
enum pipe_shader_type type = pipe_shader_type_from_mesa(shader->Stage);
driver_handles[type] = p->variants->driver_shader;
}
}
}
pctx->link_shader(pctx, driver_handles);
}
return true;
}
void
st_nir_assign_varying_locations(struct st_context *st, nir_shader *nir)
{
/* Lowered IO don't have variables, so exit. */
if (nir->info.io_lowered)
return;
if (nir->info.stage == MESA_SHADER_VERTEX) {
nir_assign_io_var_locations(nir, nir_var_shader_out,
&nir->num_outputs,
nir->info.stage);
st_nir_fixup_varying_slots(st, nir, nir_var_shader_out);
} else if (nir->info.stage == MESA_SHADER_GEOMETRY ||
nir->info.stage == MESA_SHADER_TESS_CTRL ||
nir->info.stage == MESA_SHADER_TESS_EVAL) {
nir_assign_io_var_locations(nir, nir_var_shader_in,
&nir->num_inputs,
nir->info.stage);
st_nir_fixup_varying_slots(st, nir, nir_var_shader_in);
nir_assign_io_var_locations(nir, nir_var_shader_out,
&nir->num_outputs,
nir->info.stage);
st_nir_fixup_varying_slots(st, nir, nir_var_shader_out);
} else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
nir_assign_io_var_locations(nir, nir_var_shader_in,
&nir->num_inputs,
nir->info.stage);
st_nir_fixup_varying_slots(st, nir, nir_var_shader_in);
nir_assign_io_var_locations(nir, nir_var_shader_out,
&nir->num_outputs,
nir->info.stage);
} else if (nir->info.stage == MESA_SHADER_COMPUTE) {
/* TODO? */
} else {
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(_, nir, gl_nir_lower_samplers_as_deref, shader_program);
else
NIR_PASS(_, nir, gl_nir_lower_samplers, shader_program);
if (prog) {
BITSET_COPY(prog->info.textures_used, nir->info.textures_used);
BITSET_COPY(prog->info.textures_used_by_txf, nir->info.textures_used_by_txf);
BITSET_COPY(prog->info.samplers_used, nir->info.samplers_used);
BITSET_COPY(prog->info.images_used, nir->info.images_used);
BITSET_COPY(prog->info.image_buffers, nir->info.image_buffers);
BITSET_COPY(prog->info.msaa_images, nir->info.msaa_images);
}
}
static int
st_packed_uniforms_type_size(const struct glsl_type *type, bool bindless)
{
return glsl_count_dword_slots(type, bindless);
}
static int
st_unpacked_uniforms_type_size(const struct glsl_type *type, bool bindless)
{
return glsl_count_vec4_slots(type, false, bindless);
}
void
st_nir_lower_uniforms(struct st_context *st, nir_shader *nir)
{
if (st->ctx->Const.PackedDriverUniformStorage) {
NIR_PASS(_, nir, nir_lower_io, nir_var_uniform,
st_packed_uniforms_type_size,
(nir_lower_io_options)0);
} else {
NIR_PASS(_, nir, nir_lower_io, nir_var_uniform,
st_unpacked_uniforms_type_size,
(nir_lower_io_options)0);
}
if (nir->options->lower_uniforms_to_ubo)
NIR_PASS(_, nir, nir_lower_uniforms_to_ubo,
st->ctx->Const.PackedDriverUniformStorage,
!st->ctx->Const.NativeIntegers);
}
/* Last third of preparing nir from glsl, which happens after shader
* variant lowering.
*/
char *
st_finalize_nir(struct st_context *st, struct gl_program *prog,
struct gl_shader_program *shader_program,
nir_shader *nir, bool finalize_by_driver,
bool is_before_variants,
bool is_draw_shader)
{
struct pipe_screen *screen = st->screen;
MESA_TRACE_FUNC();
NIR_PASS(_, nir, nir_split_var_copies);
NIR_PASS(_, nir, nir_lower_var_copies);
const bool lower_tg4_offsets =
!is_draw_shader && !st->screen->get_param(screen, PIPE_CAP_TEXTURE_GATHER_OFFSETS);
if (!is_draw_shader && (st->lower_rect_tex || lower_tg4_offsets)) {
struct nir_lower_tex_options opts = {0};
opts.lower_rect = !!st->lower_rect_tex;
opts.lower_tg4_offsets = lower_tg4_offsets;
NIR_PASS(_, nir, nir_lower_tex, &opts);
}
st_nir_assign_varying_locations(st, nir);
st_nir_assign_uniform_locations(st->ctx, prog, nir);
/* Lower load_deref/store_deref of inputs and outputs.
* This depends on st_nir_assign_varying_locations.
*
* TODO: remove this once nir_io_glsl_opt_varyings is enabled by default.
*/
if (!is_draw_shader && nir->options->io_options & nir_io_glsl_lower_derefs &&
!(nir->options->io_options & nir_io_glsl_opt_varyings)) {
nir_lower_io_passes(nir, false);
NIR_PASS(_, nir, nir_remove_dead_variables,
nir_var_shader_in | nir_var_shader_out, NULL);
}
/* Set num_uniforms in number of attribute slots (vec4s) */
nir->num_uniforms = DIV_ROUND_UP(prog->Parameters->NumParameterValues, 4);
st_nir_lower_uniforms(st, nir);
if (!is_draw_shader && is_before_variants && nir->options->lower_uniforms_to_ubo) {
/* This must be done after uniforms are lowered to UBO and all
* nir_var_uniform variables are removed from NIR to prevent conflicts
* between state parameter merging and shader variant generation.
*/
_mesa_optimize_state_parameters(&st->ctx->Const, prog->Parameters);
}
st_nir_lower_samplers(screen, nir, shader_program, prog);
if (!is_draw_shader && !screen->get_param(screen, PIPE_CAP_NIR_IMAGES_AS_DEREF))
NIR_PASS(_, nir, gl_nir_lower_images, false);
char *msg = NULL;
if (!is_draw_shader && finalize_by_driver && screen->finalize_nir)
msg = screen->finalize_nir(screen, nir);
return msg;
}
/**
* Link a GLSL shader program. Called via glLinkProgram().
*/
void
st_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
{
unsigned int i;
bool spirv = false;
MESA_TRACE_FUNC();
_mesa_clear_shader_program_data(ctx, prog);
prog->data = _mesa_create_shader_program_data();
prog->data->LinkStatus = LINKING_SUCCESS;
for (i = 0; i < prog->NumShaders; i++) {
if (!prog->Shaders[i]->CompileStatus) {
linker_error(prog, "linking with uncompiled/unspecialized shader");
}
if (!i) {
spirv = (prog->Shaders[i]->spirv_data != NULL);
} else if (spirv && !prog->Shaders[i]->spirv_data) {
/* The GL_ARB_gl_spirv spec adds a new bullet point to the list of
* reasons LinkProgram can fail:
*
* "All the shader objects attached to <program> do not have the
* same value for the SPIR_V_BINARY_ARB state."
*/
linker_error(prog,
"not all attached shaders have the same "
"SPIR_V_BINARY_ARB state");
}
}
prog->data->spirv = spirv;
if (prog->data->LinkStatus) {
if (!spirv)
link_shaders(ctx, prog);
else
_mesa_spirv_link_shaders(ctx, prog);
}
/* If LinkStatus is LINKING_SUCCESS, then reset sampler validated to true.
* Validation happens via the LinkShader call below. If LinkStatus is
* LINKING_SKIPPED, then SamplersValidated will have been restored from the
* shader cache.
*/
if (prog->data->LinkStatus == LINKING_SUCCESS) {
prog->SamplersValidated = GL_TRUE;
}
if (prog->data->LinkStatus && !st_link_glsl_to_nir(ctx, prog)) {
prog->data->LinkStatus = LINKING_FAILURE;
}
if (prog->data->LinkStatus != LINKING_FAILURE)
_mesa_create_program_resource_hash(prog);
/* Return early if we are loading the shader from on-disk cache */
if (prog->data->LinkStatus == LINKING_SKIPPED)
return;
if (ctx->_Shader->Flags & GLSL_DUMP) {
if (!prog->data->LinkStatus) {
fprintf(stderr, "GLSL shader program %d failed to link\n", prog->Name);
}
if (prog->data->InfoLog && prog->data->InfoLog[0] != 0) {
fprintf(stderr, "GLSL shader program %d info log:\n", prog->Name);
fprintf(stderr, "%s\n", prog->data->InfoLog);
}
}
#ifdef ENABLE_SHADER_CACHE
if (prog->data->LinkStatus)
shader_cache_write_program_metadata(ctx, prog);
#endif
}
} /* extern "C" */