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authorEmil Velikov <[email protected]>2017-08-26 02:37:11 +0100
committerEmil Velikov <[email protected]>2017-08-29 13:40:44 +0100
commit0ac78dc92582a59d4319ebce019b4caa41fb432d (patch)
tree63fd4ff2e5a3b9f8d86a8474352e37cf9eca874f /src/mesa/state_tracker
parent79674066b6f98be96cb63a0332ac421858544a20 (diff)
util: move string_to_uint_map to glsl
The functionality is used by glsl and mesa. With the latter already depending on the former. With this in place the src/util/ static library libmesautil.la no longer has a C++ dependency. Thus objects which use it (like libEGL) don't need the C++ link. Cc: "17.2" <[email protected]> Fixes: 02cc35937277 ("egl/wayland: Use linux-dmabuf interface for buffers") Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101851 Signed-off-by: Emil Velikov <[email protected]> Suggested-by: Jason Ekstrand <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Tested-by: Mike Lothian <[email protected]> Tested-by: James Harvey <[email protected]>
Diffstat (limited to 'src/mesa/state_tracker')
-rw-r--r--src/mesa/state_tracker/st_glsl_to_nir.cpp2
-rw-r--r--src/mesa/state_tracker/st_glsl_to_nir.cpp.orig479
2 files changed, 480 insertions, 1 deletions
diff --git a/src/mesa/state_tracker/st_glsl_to_nir.cpp b/src/mesa/state_tracker/st_glsl_to_nir.cpp
index 38d6c7068c2..06a8ee8c612 100644
--- a/src/mesa/state_tracker/st_glsl_to_nir.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_nir.cpp
@@ -35,7 +35,6 @@
#include "main/errors.h"
#include "main/shaderapi.h"
#include "main/uniforms.h"
-#include "util/string_to_uint_map.h"
#include "st_context.h"
#include "st_program.h"
@@ -44,6 +43,7 @@
#include "compiler/glsl_types.h"
#include "compiler/glsl/glsl_to_nir.h"
#include "compiler/glsl/ir.h"
+#include "compiler/glsl/string_to_uint_map.h"
static int
diff --git a/src/mesa/state_tracker/st_glsl_to_nir.cpp.orig b/src/mesa/state_tracker/st_glsl_to_nir.cpp.orig
new file mode 100644
index 00000000000..38d6c7068c2
--- /dev/null
+++ b/src/mesa/state_tracker/st_glsl_to_nir.cpp.orig
@@ -0,0 +1,479 @@
+/*
+ * 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 "program/ir_to_mesa.h"
+#include "main/mtypes.h"
+#include "main/errors.h"
+#include "main/shaderapi.h"
+#include "main/uniforms.h"
+#include "util/string_to_uint_map.h"
+
+#include "st_context.h"
+#include "st_program.h"
+
+#include "compiler/nir/nir.h"
+#include "compiler/glsl_types.h"
+#include "compiler/glsl/glsl_to_nir.h"
+#include "compiler/glsl/ir.h"
+
+
+static int
+type_size(const struct glsl_type *type)
+{
+ return type->count_attribute_slots(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, struct exec_list *var_list)
+{
+ if (st->needs_texcoord_semantic)
+ return;
+
+ nir_foreach_variable(var, var_list) {
+ if (var->data.location >= VARYING_SLOT_VAR0) {
+ var->data.location += 9;
+ } 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)
+ */
+static void
+st_nir_assign_vs_in_locations(struct gl_program *prog, nir_shader *nir)
+{
+ unsigned attr, num_inputs = 0;
+ unsigned input_to_index[VERT_ATTRIB_MAX] = {0};
+
+ /* TODO de-duplicate w/ similar code in st_translate_vertex_program()? */
+ for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
+ if ((prog->info.inputs_read & BITFIELD64_BIT(attr)) != 0) {
+ input_to_index[attr] = num_inputs;
+ num_inputs++;
+ if ((prog->info.double_inputs_read & BITFIELD64_BIT(attr)) != 0) {
+ /* add placeholder for second part of a double attribute */
+ num_inputs++;
+ }
+ } else {
+ input_to_index[attr] = ~0;
+ }
+ }
+
+ /* bit of a hack, mirroring st_translate_vertex_program */
+ input_to_index[VERT_ATTRIB_EDGEFLAG] = num_inputs;
+
+ nir->num_inputs = 0;
+ nir_foreach_variable_safe(var, &nir->inputs) {
+ attr = var->data.location;
+ assert(attr < ARRAY_SIZE(input_to_index));
+
+ if (input_to_index[attr] != ~0u) {
+ var->data.driver_location = input_to_index[attr];
+ nir->num_inputs++;
+ } else {
+ /* Move unused input variables to the globals list (with no
+ * initialization), to avoid confusing drivers looking through the
+ * inputs array and expecting to find inputs with a driver_location
+ * set.
+ */
+ exec_node_remove(&var->node);
+ var->data.mode = nir_var_global;
+ exec_list_push_tail(&nir->globals, &var->node);
+ }
+ }
+}
+
+static int
+st_nir_lookup_parameter_index(const struct gl_program_parameter_list *params,
+ const char *name)
+{
+ int loc = _mesa_lookup_parameter_index(params, name);
+
+ /* 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.
+ *
+ * glsl_to_tgsi works slightly differently in this regard. It is
+ * emitting something more low level, so it just translates the
+ * params list 1:1 to CONST[] regs. Going from GLSL IR to TGSI,
+ * it just calculates the additional offset of struct field members
+ * in glsl_to_tgsi_visitor::visit(ir_dereference_record *ir) or
+ * glsl_to_tgsi_visitor::visit(ir_dereference_array *ir). It never
+ * needs to work backwards to get base var loc from the param-list
+ * which already has them separated out.
+ */
+ if (loc < 0) {
+ int namelen = strlen(name);
+ for (unsigned i = 0; i < params->NumParameters; i++) {
+ struct gl_program_parameter *p = &params->Parameters[i];
+ if ((strncmp(p->Name, name, namelen) == 0) &&
+ ((p->Name[namelen] == '.') || (p->Name[namelen] == '['))) {
+ loc = i;
+ break;
+ }
+ }
+ }
+
+ return loc;
+}
+
+static void
+st_nir_assign_uniform_locations(struct gl_program *prog,
+ struct gl_shader_program *shader_program,
+ struct exec_list *uniform_list, unsigned *size)
+{
+ int max = 0;
+ int shaderidx = 0;
+
+ nir_foreach_variable(uniform, uniform_list) {
+ int loc;
+
+ /*
+ * UBO's have their own address spaces, so don't count them towards the
+ * number of global uniforms
+ */
+ if ((uniform->data.mode == nir_var_uniform || uniform->data.mode == nir_var_shader_storage) &&
+ uniform->interface_type != NULL)
+ continue;
+
+ if (uniform->type->is_sampler()) {
+ unsigned val = 0;
+ bool found = shader_program->UniformHash->get(val, uniform->name);
+ loc = shaderidx++;
+ assert(found);
+ (void) found; /* silence unused var warning */
+ /* this ensure that nir_lower_samplers looks at the correct
+ * shader_program->UniformStorage[location]:
+ */
+ uniform->data.location = val;
+ } else if (strncmp(uniform->name, "gl_", 3) == 0) {
+ const gl_state_index *const stateTokens = (gl_state_index *)uniform->state_slots[0].tokens;
+ /* This state reference has already been setup by ir_to_mesa, but we'll
+ * get the same index back here.
+ */
+ loc = _mesa_add_state_reference(prog->Parameters, stateTokens);
+ } else {
+ loc = st_nir_lookup_parameter_index(prog->Parameters, uniform->name);
+ }
+
+ uniform->data.driver_location = loc;
+
+ max = MAX2(max, loc + type_size(uniform->type));
+ }
+ *size = max;
+}
+
+extern "C" {
+
+/* First half of converting glsl_to_nir.. this leaves things in a pre-
+ * nir_lower_io state, so that shader variants can more easily insert/
+ * replace variables, etc.
+ */
+nir_shader *
+st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
+ struct gl_shader_program *shader_program,
+ gl_shader_stage stage)
+{
+ struct pipe_screen *pscreen = st->pipe->screen;
+ enum pipe_shader_type ptarget = pipe_shader_type_from_mesa(stage);
+ const nir_shader_compiler_options *options;
+ nir_shader *nir;
+
+ assert(pscreen->get_compiler_options); /* drivers using NIR must implement this */
+
+ options = (const nir_shader_compiler_options *)
+ pscreen->get_compiler_options(pscreen, PIPE_SHADER_IR_NIR, ptarget);
+ assert(options);
+
+ if (prog->nir)
+ return prog->nir;
+
+ nir = glsl_to_nir(shader_program, stage, options);
+
+ NIR_PASS_V(nir, nir_lower_io_to_temporaries,
+ nir_shader_get_entrypoint(nir),
+ true, true);
+ NIR_PASS_V(nir, nir_lower_global_vars_to_local);
+ NIR_PASS_V(nir, nir_split_var_copies);
+ NIR_PASS_V(nir, nir_lower_var_copies);
+ NIR_PASS_V(nir, st_nir_lower_builtin);
+ NIR_PASS_V(nir, nir_lower_atomics, shader_program);
+
+ /* fragment shaders may need : */
+ if (stage == MESA_SHADER_FRAGMENT) {
+ static const gl_state_index wposTransformState[STATE_LENGTH] = {
+ STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM
+ };
+ nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
+ struct pipe_screen *pscreen = st->pipe->screen;
+
+ memcpy(wpos_options.state_tokens, wposTransformState,
+ sizeof(wpos_options.state_tokens));
+ wpos_options.fs_coord_origin_upper_left =
+ pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT);
+ wpos_options.fs_coord_origin_lower_left =
+ pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT);
+ wpos_options.fs_coord_pixel_center_integer =
+ pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
+ wpos_options.fs_coord_pixel_center_half_integer =
+ pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
+
+ if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
+ nir_validate_shader(nir);
+ _mesa_add_state_reference(prog->Parameters, wposTransformState);
+ }
+ }
+
+ 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(stage),
+ shader_program->Name);
+ nir_print_shader(nir, _mesa_get_log_file());
+ _mesa_log("\n\n");
+ }
+
+ prog->nir = nir;
+
+ return nir;
+}
+
+/* TODO any better helper somewhere to sort a list? */
+
+static void
+insert_sorted(struct exec_list *var_list, nir_variable *new_var)
+{
+ nir_foreach_variable(var, var_list) {
+ if (var->data.location > new_var->data.location) {
+ exec_node_insert_node_before(&var->node, &new_var->node);
+ return;
+ }
+ }
+ exec_list_push_tail(var_list, &new_var->node);
+}
+
+static void
+sort_varyings(struct exec_list *var_list)
+{
+ struct exec_list new_list;
+ exec_list_make_empty(&new_list);
+ nir_foreach_variable_safe(var, var_list) {
+ exec_node_remove(&var->node);
+ insert_sorted(&new_list, var);
+ }
+ exec_list_move_nodes_to(&new_list, var_list);
+}
+
+/* Second half of preparing nir from glsl, which happens after shader
+ * variant lowering.
+ */
+void
+st_finalize_nir(struct st_context *st, struct gl_program *prog, nir_shader *nir)
+{
+ struct pipe_screen *screen = st->pipe->screen;
+
+ NIR_PASS_V(nir, nir_split_var_copies);
+ NIR_PASS_V(nir, nir_lower_var_copies);
+ NIR_PASS_V(nir, nir_lower_io_types);
+
+ if (nir->stage == MESA_SHADER_VERTEX) {
+ /* Needs special handling so drvloc matches the vbo state: */
+ st_nir_assign_vs_in_locations(prog, nir);
+ /* Re-lower global vars, to deal with any dead VS inputs. */
+ NIR_PASS_V(nir, nir_lower_global_vars_to_local);
+
+ sort_varyings(&nir->outputs);
+ nir_assign_var_locations(&nir->outputs,
+ &nir->num_outputs,
+ type_size);
+ st_nir_fixup_varying_slots(st, &nir->outputs);
+ } else if (nir->stage == MESA_SHADER_FRAGMENT) {
+ sort_varyings(&nir->inputs);
+ nir_assign_var_locations(&nir->inputs,
+ &nir->num_inputs,
+ type_size);
+ st_nir_fixup_varying_slots(st, &nir->inputs);
+ nir_assign_var_locations(&nir->outputs,
+ &nir->num_outputs,
+ type_size);
+ } else if (nir->stage == MESA_SHADER_COMPUTE) {
+ /* TODO? */
+ } else {
+ unreachable("invalid shader type for tgsi bypass\n");
+ }
+
+ struct gl_shader_program *shader_program;
+ switch (nir->stage) {
+ case MESA_SHADER_VERTEX:
+ shader_program = ((struct st_vertex_program *)prog)->shader_program;
+ break;
+ case MESA_SHADER_FRAGMENT:
+ shader_program = ((struct st_fragment_program *)prog)->shader_program;
+ break;
+ case MESA_SHADER_COMPUTE:
+ shader_program = ((struct st_compute_program *)prog)->shader_program;
+ break;
+ default:
+ assert(!"should not be reached");
+ return;
+ }
+
+ NIR_PASS_V(nir, nir_lower_atomics_to_ssbo,
+ st->ctx->Const.Program[nir->stage].MaxAtomicBuffers);
+
+ st_nir_assign_uniform_locations(prog, shader_program,
+ &nir->uniforms, &nir->num_uniforms);
+
+ NIR_PASS_V(nir, nir_lower_system_values);
+
+ if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
+ NIR_PASS_V(nir, nir_lower_samplers_as_deref, shader_program);
+ else
+ NIR_PASS_V(nir, nir_lower_samplers, shader_program);
+}
+
+struct gl_program *
+st_nir_get_mesa_program(struct gl_context *ctx,
+ struct gl_shader_program *shader_program,
+ struct gl_linked_shader *shader)
+{
+ struct gl_program *prog;
+
+ validate_ir_tree(shader->ir);
+
+ prog = shader->Program;
+
+ prog->Parameters = _mesa_new_parameter_list();
+
+ do_set_program_inouts(shader->ir, prog, shader->Stage);
+
+ _mesa_copy_linked_program_data(shader_program, shader);
+ _mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader,
+ prog->Parameters);
+
+ /* 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.
+ */
+ foreach_in_list(ir_instruction, node, shader->ir) {
+ ir_variable *var = node->as_variable();
+
+ if ((var == NULL) || (var->data.mode != ir_var_uniform) ||
+ (strncmp(var->name, "gl_", 3) != 0))
+ continue;
+
+ const ir_state_slot *const slots = var->get_state_slots();
+ assert(slots != NULL);
+
+ for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
+ _mesa_add_state_reference(prog->Parameters,
+ (gl_state_index *) slots[i].tokens);
+ }
+ }
+
+ 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_get_log_file(), shader->ir, NULL);
+ _mesa_log("\n\n");
+ }
+
+ prog->ShadowSamplers = shader->shadow_samplers;
+ prog->ExternalSamplersUsed = gl_external_samplers(prog);
+ _mesa_update_shader_textures_used(shader_program, prog);
+
+ /* 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_reserve_parameter_storage(prog->Parameters, 8);
+
+ /* This has to be done last. Any operation the can cause
+ * prog->ParameterValues to get reallocated (e.g., anything that adds a
+ * program constant) has to happen before creating this linkage.
+ */
+ _mesa_associate_uniform_storage(ctx, shader_program, prog, true);
+
+ struct st_vertex_program *stvp;
+ struct st_fragment_program *stfp;
+ struct st_compute_program *stcp;
+
+ switch (shader->Stage) {
+ case MESA_SHADER_VERTEX:
+ stvp = (struct st_vertex_program *)prog;
+ stvp->shader_program = shader_program;
+ break;
+ case MESA_SHADER_FRAGMENT:
+ stfp = (struct st_fragment_program *)prog;
+ stfp->shader_program = shader_program;
+ break;
+ case MESA_SHADER_COMPUTE:
+ stcp = (struct st_compute_program *)prog;
+ stcp->shader_program = shader_program;
+ break;
+ default:
+ assert(!"should not be reached");
+ return NULL;
+ }
+
+ return prog;
+}
+
+} /* extern "C" */