/* * 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 "st_glsl_types.h" #include "compiler/nir/nir.h" #include "compiler/glsl_types.h" #include "compiler/glsl/glsl_to_nir.h" #include "compiler/glsl/ir.h" /* 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 + st_glsl_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 = st_shader_stage_to_ptarget(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); prog->nir = nir; 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"); } 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) { 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, st_glsl_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, st_glsl_type_size); st_nir_fixup_varying_slots(st, &nir->inputs); nir_assign_var_locations(&nir->outputs, &nir->num_outputs, st_glsl_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); NIR_PASS_V(nir, nir_lower_io, nir_var_all, st_glsl_type_size, (nir_lower_io_options)0); 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(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" */