diff options
author | Emil Velikov <[email protected]> | 2017-08-26 02:37:11 +0100 |
---|---|---|
committer | Emil Velikov <[email protected]> | 2017-08-29 13:40:44 +0100 |
commit | 0ac78dc92582a59d4319ebce019b4caa41fb432d (patch) | |
tree | 63fd4ff2e5a3b9f8d86a8474352e37cf9eca874f /src/mesa/state_tracker | |
parent | 79674066b6f98be96cb63a0332ac421858544a20 (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.cpp | 2 | ||||
-rw-r--r-- | src/mesa/state_tracker/st_glsl_to_nir.cpp.orig | 479 |
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 = ¶ms->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" */ |