| /* |
| * 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 = ¶ms->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" */ |