1 /*
2 * Copyright © 2018 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice shall be included
12 * in all copies or substantial portions of the Software.
13 *
14 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
15 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
17 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
18 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
19 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
20 * DEALINGS IN THE SOFTWARE.
21 */
22
23 #include "tgsi/tgsi_from_mesa.h"
24 #include "st_nir.h"
25 #include "st_program.h"
26
27 #include "compiler/nir/nir_builder.h"
28 #include "compiler/glsl/gl_nir.h"
29 #include "tgsi/tgsi_parse.h"
30
31 struct pipe_shader_state *
st_nir_finish_builtin_shader(struct st_context * st,nir_shader * nir)32 st_nir_finish_builtin_shader(struct st_context *st,
33 nir_shader *nir)
34 {
35 struct pipe_screen *screen = st->screen;
36 gl_shader_stage stage = nir->info.stage;
37
38 nir->info.separate_shader = true;
39 if (stage == MESA_SHADER_FRAGMENT)
40 nir->info.fs.untyped_color_outputs = true;
41
42 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
43 NIR_PASS_V(nir, nir_split_var_copies);
44 NIR_PASS_V(nir, nir_lower_var_copies);
45 NIR_PASS_V(nir, nir_lower_system_values);
46 NIR_PASS_V(nir, nir_lower_compute_system_values, NULL);
47
48 if (nir->options->lower_to_scalar) {
49 nir_variable_mode mask =
50 (stage > MESA_SHADER_VERTEX ? nir_var_shader_in : 0) |
51 (stage < MESA_SHADER_FRAGMENT ? nir_var_shader_out : 0);
52
53 NIR_PASS_V(nir, nir_lower_io_to_scalar_early, mask);
54 }
55
56 if (st->lower_rect_tex) {
57 const struct nir_lower_tex_options opts = { .lower_rect = true, };
58 NIR_PASS_V(nir, nir_lower_tex, &opts);
59 }
60
61 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
62
63 st_nir_assign_vs_in_locations(nir);
64 st_nir_assign_varying_locations(st, nir);
65
66 st_nir_lower_samplers(screen, nir, NULL, NULL);
67 st_nir_lower_uniforms(st, nir);
68 if (!screen->get_param(screen, PIPE_CAP_NIR_IMAGES_AS_DEREF))
69 NIR_PASS_V(nir, gl_nir_lower_images, false);
70
71 if (screen->finalize_nir) {
72 char *msg = screen->finalize_nir(screen, nir);
73 free(msg);
74 } else {
75 st_nir_opts(nir);
76 }
77
78 struct pipe_shader_state state = {
79 .type = PIPE_SHADER_IR_NIR,
80 .ir.nir = nir,
81 };
82
83 return st_create_nir_shader(st, &state);
84 }
85
86 /**
87 * Make a simple shader that copies inputs to corresponding outputs.
88 */
89 struct pipe_shader_state *
st_nir_make_passthrough_shader(struct st_context * st,const char * shader_name,gl_shader_stage stage,unsigned num_vars,unsigned * input_locations,unsigned * output_locations,unsigned * interpolation_modes,unsigned sysval_mask)90 st_nir_make_passthrough_shader(struct st_context *st,
91 const char *shader_name,
92 gl_shader_stage stage,
93 unsigned num_vars,
94 unsigned *input_locations,
95 unsigned *output_locations,
96 unsigned *interpolation_modes,
97 unsigned sysval_mask)
98 {
99 const struct glsl_type *vec4 = glsl_vec4_type();
100 const nir_shader_compiler_options *options =
101 st_get_nir_compiler_options(st, stage);
102
103 nir_builder b = nir_builder_init_simple_shader(stage, options,
104 "%s", shader_name);
105
106 char var_name[15];
107
108 for (unsigned i = 0; i < num_vars; i++) {
109 nir_variable *in;
110 if (sysval_mask & (1 << i)) {
111 snprintf(var_name, sizeof(var_name), "sys_%u", input_locations[i]);
112 in = nir_variable_create(b.shader, nir_var_system_value,
113 glsl_int_type(), var_name);
114 } else {
115 snprintf(var_name, sizeof(var_name), "in_%u", input_locations[i]);
116 in = nir_variable_create(b.shader, nir_var_shader_in, vec4, var_name);
117 }
118 in->data.location = input_locations[i];
119 if (interpolation_modes)
120 in->data.interpolation = interpolation_modes[i];
121
122 snprintf(var_name, sizeof(var_name), "out_%u", output_locations[i]);
123 nir_variable *out =
124 nir_variable_create(b.shader, nir_var_shader_out, in->type, var_name);
125 out->data.location = output_locations[i];
126 out->data.interpolation = in->data.interpolation;
127
128 nir_copy_var(&b, out, in);
129 }
130
131 return st_nir_finish_builtin_shader(st, b.shader);
132 }
133