| /* |
| * Copyright © 2018 Intel Corporation |
| * |
| * 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 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 "st_program.h" |
| |
| #include "compiler/nir/nir_builder.h" |
| #include "compiler/glsl/gl_nir.h" |
| #include "compiler/glsl/gl_nir_linker.h" |
| |
| void |
| st_nir_finish_builtin_nir(struct st_context *st, nir_shader *nir) |
| { |
| struct pipe_screen *screen = st->screen; |
| gl_shader_stage stage = nir->info.stage; |
| |
| MESA_TRACE_FUNC(); |
| |
| nir->info.separate_shader = true; |
| if (stage == MESA_SHADER_FRAGMENT) |
| nir->info.fs.untyped_color_outputs = true; |
| |
| NIR_PASS(_, nir, nir_lower_global_vars_to_local); |
| NIR_PASS(_, nir, nir_split_var_copies); |
| NIR_PASS(_, nir, nir_lower_var_copies); |
| NIR_PASS(_, nir, nir_lower_system_values); |
| |
| struct nir_lower_compute_system_values_options cs_options = { |
| .has_base_global_invocation_id = false, |
| .has_base_workgroup_id = false, |
| }; |
| NIR_PASS(_, nir, nir_lower_compute_system_values, &cs_options); |
| |
| if (nir->options->lower_to_scalar) { |
| nir_variable_mode mask = |
| (stage > MESA_SHADER_VERTEX ? nir_var_shader_in : 0) | |
| (stage < MESA_SHADER_FRAGMENT ? nir_var_shader_out : 0); |
| |
| NIR_PASS(_, nir, nir_lower_io_to_scalar_early, mask); |
| } |
| |
| if (st->lower_rect_tex) { |
| const struct nir_lower_tex_options opts = { .lower_rect = true, }; |
| NIR_PASS(_, nir, nir_lower_tex, &opts); |
| } |
| |
| nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir)); |
| |
| st_nir_assign_vs_in_locations(nir); |
| st_nir_assign_varying_locations(st, nir); |
| |
| st_nir_lower_samplers(screen, nir, NULL, NULL); |
| st_nir_lower_uniforms(st, nir); |
| if (!screen->get_param(screen, PIPE_CAP_NIR_IMAGES_AS_DEREF)) |
| NIR_PASS(_, nir, gl_nir_lower_images, false); |
| |
| if (screen->finalize_nir) { |
| char *msg = screen->finalize_nir(screen, nir); |
| free(msg); |
| } else { |
| gl_nir_opts(nir); |
| } |
| } |
| |
| struct pipe_shader_state * |
| st_nir_finish_builtin_shader(struct st_context *st, |
| nir_shader *nir) |
| { |
| st_nir_finish_builtin_nir(st, nir); |
| |
| struct pipe_shader_state state = { |
| .type = PIPE_SHADER_IR_NIR, |
| .ir.nir = nir, |
| }; |
| |
| return st_create_nir_shader(st, &state); |
| } |
| |
| /** |
| * Make a simple shader that copies inputs to corresponding outputs. |
| */ |
| struct pipe_shader_state * |
| st_nir_make_passthrough_shader(struct st_context *st, |
| const char *shader_name, |
| gl_shader_stage stage, |
| unsigned num_vars, |
| const unsigned *input_locations, |
| const gl_varying_slot *output_locations, |
| unsigned *interpolation_modes, |
| unsigned sysval_mask) |
| { |
| const struct glsl_type *vec4 = glsl_vec4_type(); |
| const nir_shader_compiler_options *options = |
| st_get_nir_compiler_options(st, stage); |
| |
| nir_builder b = nir_builder_init_simple_shader(stage, options, |
| "%s", shader_name); |
| |
| for (unsigned i = 0; i < num_vars; i++) { |
| nir_variable *in; |
| if (sysval_mask & (1 << i)) { |
| in = nir_create_variable_with_location(b.shader, nir_var_system_value, |
| input_locations[i], |
| glsl_int_type()); |
| } else { |
| in = nir_create_variable_with_location(b.shader, nir_var_shader_in, |
| input_locations[i], vec4); |
| } |
| if (interpolation_modes) |
| in->data.interpolation = interpolation_modes[i]; |
| |
| nir_variable *out = |
| nir_create_variable_with_location(b.shader, nir_var_shader_out, |
| output_locations[i], in->type); |
| out->data.interpolation = in->data.interpolation; |
| |
| nir_copy_var(&b, out, in); |
| } |
| |
| return st_nir_finish_builtin_shader(st, b.shader); |
| } |
| |
| /** |
| * Make a simple shader that reads color value from a constant buffer |
| * and uses it to clear all color buffers. |
| */ |
| struct pipe_shader_state * |
| st_nir_make_clearcolor_shader(struct st_context *st) |
| { |
| const nir_shader_compiler_options *options = |
| st_get_nir_compiler_options(st, MESA_SHADER_FRAGMENT); |
| |
| nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options, |
| "clear color FS"); |
| b.shader->info.num_ubos = 1; |
| b.shader->num_outputs = 1; |
| b.shader->num_uniforms = 1; |
| |
| /* Read clear color from constant buffer */ |
| nir_def *clear_color = nir_load_uniform(&b, 4, 32, nir_imm_int(&b,0), |
| .range = 16, |
| .dest_type = nir_type_float32); |
| |
| nir_variable *color_out = nir_create_variable_with_location(b.shader, nir_var_shader_out, |
| FRAG_RESULT_COLOR, glsl_vec4_type()); |
| |
| /* Write out the color */ |
| nir_store_var(&b, color_out, clear_color, 0xf); |
| |
| return st_nir_finish_builtin_shader(st, b.shader); |
| } |