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1 /*
2  * Copyright © 2015 Red Hat
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 (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21  * SOFTWARE.
22  */
23 
24 #include "st_nir.h"
25 
26 #include "pipe/p_defines.h"
27 #include "pipe/p_screen.h"
28 #include "pipe/p_context.h"
29 
30 #include "program/program.h"
31 #include "program/prog_statevars.h"
32 #include "program/prog_parameter.h"
33 #include "main/context.h"
34 #include "main/mtypes.h"
35 #include "main/errors.h"
36 #include "main/glspirv.h"
37 #include "main/shaderapi.h"
38 #include "main/uniforms.h"
39 
40 #include "main/shaderobj.h"
41 #include "st_context.h"
42 #include "st_program.h"
43 #include "st_shader_cache.h"
44 
45 #include "compiler/nir/nir.h"
46 #include "compiler/nir/nir_builder.h"
47 #include "compiler/glsl_types.h"
48 #include "compiler/glsl/glsl_to_nir.h"
49 #include "compiler/glsl/gl_nir.h"
50 #include "compiler/glsl/gl_nir_linker.h"
51 #include "compiler/glsl/ir.h"
52 #include "compiler/glsl/ir_optimization.h"
53 #include "compiler/glsl/linker_util.h"
54 #include "compiler/glsl/string_to_uint_map.h"
55 
56 static int
type_size(const struct glsl_type * type)57 type_size(const struct glsl_type *type)
58 {
59    return type->count_attribute_slots(false);
60 }
61 
62 /* Depending on PIPE_CAP_TGSI_TEXCOORD (st->needs_texcoord_semantic) we
63  * may need to fix up varying slots so the glsl->nir path is aligned
64  * with the anything->tgsi->nir path.
65  */
66 static void
st_nir_fixup_varying_slots(struct st_context * st,nir_shader * shader,nir_variable_mode mode)67 st_nir_fixup_varying_slots(struct st_context *st, nir_shader *shader,
68                            nir_variable_mode mode)
69 {
70    if (st->needs_texcoord_semantic)
71       return;
72 
73    /* This is called from finalize, but we don't want to do this adjustment twice. */
74    assert(!st->allow_st_finalize_nir_twice);
75 
76    nir_foreach_variable_with_modes(var, shader, mode) {
77       if (var->data.location >= VARYING_SLOT_VAR0 && var->data.location < VARYING_SLOT_PATCH0) {
78          var->data.location += 9;
79       } else if (var->data.location == VARYING_SLOT_PNTC) {
80          var->data.location = VARYING_SLOT_VAR8;
81       } else if ((var->data.location >= VARYING_SLOT_TEX0) &&
82                (var->data.location <= VARYING_SLOT_TEX7)) {
83          var->data.location += VARYING_SLOT_VAR0 - VARYING_SLOT_TEX0;
84       }
85    }
86 }
87 
88 /* input location assignment for VS inputs must be handled specially, so
89  * that it is aligned w/ st's vbo state.
90  * (This isn't the case with, for ex, FS inputs, which only need to agree
91  * on varying-slot w/ the VS outputs)
92  */
93 void
st_nir_assign_vs_in_locations(struct nir_shader * nir)94 st_nir_assign_vs_in_locations(struct nir_shader *nir)
95 {
96    if (nir->info.stage != MESA_SHADER_VERTEX || nir->info.io_lowered)
97       return;
98 
99    nir->num_inputs = util_bitcount64(nir->info.inputs_read);
100 
101    bool removed_inputs = false;
102 
103    nir_foreach_shader_in_variable_safe(var, nir) {
104       /* NIR already assigns dual-slot inputs to two locations so all we have
105        * to do is compact everything down.
106        */
107       if (nir->info.inputs_read & BITFIELD64_BIT(var->data.location)) {
108          var->data.driver_location =
109             util_bitcount64(nir->info.inputs_read &
110                               BITFIELD64_MASK(var->data.location));
111       } else {
112          /* Convert unused input variables to shader_temp (with no
113           * initialization), to avoid confusing drivers looking through the
114           * inputs array and expecting to find inputs with a driver_location
115           * set.
116           */
117          var->data.mode = nir_var_shader_temp;
118          removed_inputs = true;
119       }
120    }
121 
122    /* Re-lower global vars, to deal with any dead VS inputs. */
123    if (removed_inputs)
124       NIR_PASS_V(nir, nir_lower_global_vars_to_local);
125 }
126 
127 static int
st_nir_lookup_parameter_index(struct gl_program * prog,nir_variable * var)128 st_nir_lookup_parameter_index(struct gl_program *prog, nir_variable *var)
129 {
130    struct gl_program_parameter_list *params = prog->Parameters;
131 
132    /* Lookup the first parameter that the uniform storage that match the
133     * variable location.
134     */
135    for (unsigned i = 0; i < params->NumParameters; i++) {
136       int index = params->Parameters[i].MainUniformStorageIndex;
137       if (index == var->data.location)
138          return i;
139    }
140 
141    /* TODO: Handle this fallback for SPIR-V.  We need this for GLSL e.g. in
142     * dEQP-GLES2.functional.uniform_api.random.3
143     */
144 
145    /* is there a better way to do this?  If we have something like:
146     *
147     *    struct S {
148     *           float f;
149     *           vec4 v;
150     *    };
151     *    uniform S color;
152     *
153     * Then what we get in prog->Parameters looks like:
154     *
155     *    0: Name=color.f, Type=6, DataType=1406, Size=1
156     *    1: Name=color.v, Type=6, DataType=8b52, Size=4
157     *
158     * So the name doesn't match up and _mesa_lookup_parameter_index()
159     * fails.  In this case just find the first matching "color.*"..
160     *
161     * Note for arrays you could end up w/ color[n].f, for example.
162     */
163    if (!prog->sh.data->spirv) {
164       int namelen = strlen(var->name);
165       for (unsigned i = 0; i < params->NumParameters; i++) {
166          struct gl_program_parameter *p = &params->Parameters[i];
167          if ((strncmp(p->Name, var->name, namelen) == 0) &&
168              ((p->Name[namelen] == '.') || (p->Name[namelen] == '['))) {
169             return i;
170          }
171       }
172    }
173 
174    return -1;
175 }
176 
177 static void
st_nir_assign_uniform_locations(struct gl_context * ctx,struct gl_program * prog,nir_shader * nir)178 st_nir_assign_uniform_locations(struct gl_context *ctx,
179                                 struct gl_program *prog,
180                                 nir_shader *nir)
181 {
182    int shaderidx = 0;
183    int imageidx = 0;
184 
185    nir_foreach_variable_with_modes(uniform, nir, nir_var_uniform |
186                                                  nir_var_image) {
187       int loc;
188 
189       const struct glsl_type *type = glsl_without_array(uniform->type);
190       if (!uniform->data.bindless && (type->is_sampler() || type->is_image())) {
191          if (type->is_sampler()) {
192             loc = shaderidx;
193             shaderidx += type_size(uniform->type);
194          } else {
195             loc = imageidx;
196             imageidx += type_size(uniform->type);
197          }
198       } else if (uniform->state_slots) {
199          const gl_state_index16 *const stateTokens = uniform->state_slots[0].tokens;
200 
201          unsigned comps;
202          if (glsl_type_is_struct_or_ifc(type)) {
203             comps = 4;
204          } else {
205             comps = glsl_get_vector_elements(type);
206          }
207 
208          if (ctx->Const.PackedDriverUniformStorage) {
209             loc = _mesa_add_sized_state_reference(prog->Parameters,
210                                                   stateTokens, comps, false);
211             loc = prog->Parameters->Parameters[loc].ValueOffset;
212          } else {
213             loc = _mesa_add_state_reference(prog->Parameters, stateTokens);
214          }
215       } else {
216          loc = st_nir_lookup_parameter_index(prog, uniform);
217 
218          /* We need to check that loc is not -1 here before accessing the
219           * array. It can be negative for example when we have a struct that
220           * only contains opaque types.
221           */
222          if (loc >= 0 && ctx->Const.PackedDriverUniformStorage) {
223             loc = prog->Parameters->Parameters[loc].ValueOffset;
224          }
225       }
226 
227       uniform->data.driver_location = loc;
228    }
229 }
230 
231 /* - create a gl_PointSizeMESA variable
232  * - find every gl_Position write
233  * - store 1.0 to gl_PointSizeMESA after every gl_Position write
234  */
235 void
st_nir_add_point_size(nir_shader * nir)236 st_nir_add_point_size(nir_shader *nir)
237 {
238    nir_variable *psiz = nir_variable_create(nir, nir_var_shader_out, glsl_float_type(), "gl_PointSizeMESA");
239    psiz->data.location = VARYING_SLOT_PSIZ;
240    psiz->data.how_declared = nir_var_hidden;
241 
242    nir_builder b;
243    nir_function_impl *impl = nir_shader_get_entrypoint(nir);
244    nir_builder_init(&b, impl);
245    bool found = false;
246    nir_foreach_block_safe(block, impl) {
247       nir_foreach_instr_safe(instr, block) {
248          if (instr->type == nir_instr_type_intrinsic) {
249             nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
250             if (intr->intrinsic == nir_intrinsic_store_deref ||
251                 intr->intrinsic == nir_intrinsic_copy_deref) {
252                nir_variable *var = nir_intrinsic_get_var(intr, 0);
253                if (var->data.location == VARYING_SLOT_POS) {
254                   b.cursor = nir_after_instr(instr);
255                   nir_deref_instr *deref = nir_build_deref_var(&b, psiz);
256                   nir_store_deref(&b, deref, nir_imm_float(&b, 1.0), BITFIELD_BIT(0));
257                   found = true;
258                }
259             }
260          }
261       }
262    }
263    if (!found) {
264       b.cursor = nir_before_cf_list(&impl->body);
265       nir_deref_instr *deref = nir_build_deref_var(&b, psiz);
266       nir_store_deref(&b, deref, nir_imm_float(&b, 1.0), BITFIELD_BIT(0));
267    }
268 }
269 
270 static void
shared_type_info(const struct glsl_type * type,unsigned * size,unsigned * align)271 shared_type_info(const struct glsl_type *type, unsigned *size, unsigned *align)
272 {
273    assert(glsl_type_is_vector_or_scalar(type));
274 
275    uint32_t comp_size = glsl_type_is_boolean(type)
276       ? 4 : glsl_get_bit_size(type) / 8;
277    unsigned length = glsl_get_vector_elements(type);
278    *size = comp_size * length,
279    *align = comp_size * (length == 3 ? 4 : length);
280 }
281 
282 static bool
st_can_remove_varying_before_linking(nir_variable * var,void * data)283 st_can_remove_varying_before_linking(nir_variable *var, void *data)
284 {
285    bool *is_sso = (bool *) data;
286    if (*is_sso) {
287       /* Allow the removal of unused builtins in SSO */
288       return var->data.location > -1 && var->data.location < VARYING_SLOT_VAR0;
289    } else
290       return true;
291 }
292 
293 static void
zero_array_members(nir_builder * b,nir_variable * var)294 zero_array_members(nir_builder *b, nir_variable *var)
295 {
296    nir_deref_instr *deref = nir_build_deref_var(b, var);
297    nir_ssa_def *zero = nir_imm_zero(b, 4, 32);
298    for (int i = 0; i < glsl_array_size(var->type); i++) {
299       nir_deref_instr *arr = nir_build_deref_array_imm(b, deref, i);
300       uint32_t mask = BITFIELD_MASK(glsl_get_vector_elements(arr->type));
301       nir_store_deref(b, arr, nir_channels(b, zero, mask), mask);
302    }
303 }
304 
305 /* GL has an implicit default of 0 for unwritten gl_ClipDistance members;
306  * to achieve this, write 0 to all members at the start of the shader and
307  * let them be naturally overwritten later
308  */
309 static bool
st_nir_zero_initialize_clip_distance(nir_shader * nir)310 st_nir_zero_initialize_clip_distance(nir_shader *nir)
311 {
312    nir_variable *clip_dist0 = nir_find_variable_with_location(nir, nir_var_shader_out, VARYING_SLOT_CLIP_DIST0);
313    nir_variable *clip_dist1 = nir_find_variable_with_location(nir, nir_var_shader_out, VARYING_SLOT_CLIP_DIST1);
314    if (!clip_dist0 && !clip_dist1)
315       return false;
316    nir_builder b;
317    nir_function_impl *impl = nir_shader_get_entrypoint(nir);
318    nir_builder_init(&b, impl);
319    b.cursor = nir_before_block(nir_start_block(impl));
320    if (clip_dist0)
321       zero_array_members(&b, clip_dist0);
322    if (clip_dist1)
323       zero_array_members(&b, clip_dist1);
324    return true;
325 }
326 
327 /* First third of converting glsl_to_nir.. this leaves things in a pre-
328  * nir_lower_io state, so that shader variants can more easily insert/
329  * replace variables, etc.
330  */
331 static void
st_nir_preprocess(struct st_context * st,struct gl_program * prog,struct gl_shader_program * shader_program,gl_shader_stage stage)332 st_nir_preprocess(struct st_context *st, struct gl_program *prog,
333                   struct gl_shader_program *shader_program,
334                   gl_shader_stage stage)
335 {
336    struct pipe_screen *screen = st->screen;
337    const nir_shader_compiler_options *options =
338       st->ctx->Const.ShaderCompilerOptions[prog->info.stage].NirOptions;
339    assert(options);
340    nir_shader *nir = prog->nir;
341 
342    /* Set the next shader stage hint for VS and TES. */
343    if (!nir->info.separate_shader &&
344        (nir->info.stage == MESA_SHADER_VERTEX ||
345         nir->info.stage == MESA_SHADER_TESS_EVAL)) {
346 
347       unsigned prev_stages = (1 << (prog->info.stage + 1)) - 1;
348       unsigned stages_mask =
349          ~prev_stages & shader_program->data->linked_stages;
350 
351       nir->info.next_stage = stages_mask ?
352          (gl_shader_stage) u_bit_scan(&stages_mask) : MESA_SHADER_FRAGMENT;
353    } else {
354       nir->info.next_stage = MESA_SHADER_FRAGMENT;
355    }
356 
357    nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
358    if (!st->ctx->SoftFP64 && ((nir->info.bit_sizes_int | nir->info.bit_sizes_float) & 64) &&
359        (options->lower_doubles_options & nir_lower_fp64_full_software) != 0) {
360 
361       /* It's not possible to use float64 on GLSL ES, so don't bother trying to
362        * build the support code.  The support code depends on higher versions of
363        * desktop GLSL, so it will fail to compile (below) anyway.
364        */
365       if (_mesa_is_desktop_gl(st->ctx) && st->ctx->Const.GLSLVersion >= 400)
366          st->ctx->SoftFP64 = glsl_float64_funcs_to_nir(st->ctx, options);
367    }
368 
369    prog->skip_pointsize_xfb = !(nir->info.outputs_written & VARYING_BIT_PSIZ);
370    if (st->lower_point_size && prog->skip_pointsize_xfb &&
371        stage < MESA_SHADER_FRAGMENT && stage != MESA_SHADER_TESS_CTRL &&
372        st_can_add_pointsize_to_program(st, prog)) {
373       NIR_PASS_V(nir, st_nir_add_point_size);
374    }
375 
376    if (stage < MESA_SHADER_FRAGMENT && stage != MESA_SHADER_TESS_CTRL &&
377        (nir->info.outputs_written & (VARYING_BIT_CLIP_DIST0 | VARYING_BIT_CLIP_DIST1)))
378       NIR_PASS_V(nir, st_nir_zero_initialize_clip_distance);
379 
380    struct nir_remove_dead_variables_options opts;
381    bool is_sso = nir->info.separate_shader;
382    opts.can_remove_var_data = &is_sso;
383    opts.can_remove_var = &st_can_remove_varying_before_linking;
384    nir_variable_mode mask = nir_var_shader_in | nir_var_shader_out;
385    nir_remove_dead_variables(nir, mask, &opts);
386 
387    if (options->lower_all_io_to_temps ||
388        nir->info.stage == MESA_SHADER_VERTEX ||
389        nir->info.stage == MESA_SHADER_GEOMETRY) {
390       NIR_PASS_V(nir, nir_lower_io_to_temporaries,
391                  nir_shader_get_entrypoint(nir),
392                  true, true);
393    } else if (nir->info.stage == MESA_SHADER_FRAGMENT ||
394               !screen->get_param(screen, PIPE_CAP_SHADER_CAN_READ_OUTPUTS)) {
395       NIR_PASS_V(nir, nir_lower_io_to_temporaries,
396                  nir_shader_get_entrypoint(nir),
397                  true, false);
398    }
399 
400    NIR_PASS_V(nir, nir_lower_global_vars_to_local);
401    NIR_PASS_V(nir, nir_split_var_copies);
402    NIR_PASS_V(nir, nir_lower_var_copies);
403 
404    if (options->lower_to_scalar) {
405      NIR_PASS_V(nir, nir_lower_alu_to_scalar,
406                 options->lower_to_scalar_filter, NULL);
407    }
408 
409    /* before buffers and vars_to_ssa */
410    NIR_PASS_V(nir, gl_nir_lower_images, true);
411 
412    if (prog->nir->info.stage == MESA_SHADER_COMPUTE) {
413       NIR_PASS_V(prog->nir, nir_lower_vars_to_explicit_types,
414                  nir_var_mem_shared, shared_type_info);
415       NIR_PASS_V(prog->nir, nir_lower_explicit_io,
416                  nir_var_mem_shared, nir_address_format_32bit_offset);
417    }
418 
419    /* Do a round of constant folding to clean up address calculations */
420    NIR_PASS_V(nir, nir_opt_constant_folding);
421 }
422 
423 static bool
dest_is_64bit(nir_dest * dest,void * state)424 dest_is_64bit(nir_dest *dest, void *state)
425 {
426    bool *lower = (bool *)state;
427    if (dest && (nir_dest_bit_size(*dest) == 64)) {
428       *lower = true;
429       return false;
430    }
431    return true;
432 }
433 
434 static bool
src_is_64bit(nir_src * src,void * state)435 src_is_64bit(nir_src *src, void *state)
436 {
437    bool *lower = (bool *)state;
438    if (src && (nir_src_bit_size(*src) == 64)) {
439       *lower = true;
440       return false;
441    }
442    return true;
443 }
444 
445 static bool
filter_64_bit_instr(const nir_instr * const_instr,UNUSED const void * data)446 filter_64_bit_instr(const nir_instr *const_instr, UNUSED const void *data)
447 {
448    bool lower = false;
449    /* lower_alu_to_scalar required nir_instr to be const, but nir_foreach_*
450     * doesn't have const variants, so do the ugly const_cast here. */
451    nir_instr *instr = const_cast<nir_instr *>(const_instr);
452 
453    nir_foreach_dest(instr, dest_is_64bit, &lower);
454    if (lower)
455       return true;
456    nir_foreach_src(instr, src_is_64bit, &lower);
457    return lower;
458 }
459 
460 /* Second third of converting glsl_to_nir. This creates uniforms, gathers
461  * info on varyings, etc after NIR link time opts have been applied.
462  */
463 static char *
st_glsl_to_nir_post_opts(struct st_context * st,struct gl_program * prog,struct gl_shader_program * shader_program)464 st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
465                          struct gl_shader_program *shader_program)
466 {
467    nir_shader *nir = prog->nir;
468    struct pipe_screen *screen = st->screen;
469 
470    /* Make a pass over the IR to add state references for any built-in
471     * uniforms that are used.  This has to be done now (during linking).
472     * Code generation doesn't happen until the first time this shader is
473     * used for rendering.  Waiting until then to generate the parameters is
474     * too late.  At that point, the values for the built-in uniforms won't
475     * get sent to the shader.
476     */
477    nir_foreach_uniform_variable(var, nir) {
478       const nir_state_slot *const slots = var->state_slots;
479       if (slots != NULL) {
480          const struct glsl_type *type = glsl_without_array(var->type);
481          for (unsigned int i = 0; i < var->num_state_slots; i++) {
482             unsigned comps;
483             if (glsl_type_is_struct_or_ifc(type)) {
484                comps = _mesa_program_state_value_size(slots[i].tokens);
485             } else {
486                comps = glsl_get_vector_elements(type);
487             }
488 
489             if (st->ctx->Const.PackedDriverUniformStorage) {
490                _mesa_add_sized_state_reference(prog->Parameters,
491                                                slots[i].tokens,
492                                                comps, false);
493             } else {
494                _mesa_add_state_reference(prog->Parameters,
495                                          slots[i].tokens);
496             }
497          }
498       }
499    }
500 
501    /* Avoid reallocation of the program parameter list, because the uniform
502     * storage is only associated with the original parameter list.
503     * This should be enough for Bitmap and DrawPixels constants.
504     */
505    _mesa_ensure_and_associate_uniform_storage(st->ctx, shader_program, prog, 28);
506 
507    /* None of the builtins being lowered here can be produced by SPIR-V.  See
508     * _mesa_builtin_uniform_desc. Also drivers that support packed uniform
509     * storage don't need to lower builtins.
510     */
511    if (!shader_program->data->spirv &&
512        !st->ctx->Const.PackedDriverUniformStorage)
513       NIR_PASS_V(nir, st_nir_lower_builtin);
514 
515    if (!screen->get_param(screen, PIPE_CAP_NIR_ATOMICS_AS_DEREF))
516       NIR_PASS_V(nir, gl_nir_lower_atomics, shader_program, true);
517 
518    NIR_PASS_V(nir, nir_opt_intrinsics);
519    NIR_PASS_V(nir, nir_opt_fragdepth);
520 
521    /* Lower 64-bit ops. */
522    if (nir->options->lower_int64_options ||
523        nir->options->lower_doubles_options) {
524       bool lowered_64bit_ops = false;
525       bool revectorize = false;
526 
527       if (nir->options->lower_doubles_options) {
528          /* nir_lower_doubles is not prepared for vector ops, so if the backend doesn't
529           * request lower_alu_to_scalar until now, lower all 64 bit ops, and try to
530           * vectorize them afterwards again */
531          if (!nir->options->lower_to_scalar) {
532             NIR_PASS(revectorize, nir, nir_lower_alu_to_scalar, filter_64_bit_instr, nullptr);
533             NIR_PASS(revectorize, nir, nir_lower_phis_to_scalar, false);
534          }
535          NIR_PASS(lowered_64bit_ops, nir, nir_lower_doubles,
536                   st->ctx->SoftFP64, nir->options->lower_doubles_options);
537       }
538       if (nir->options->lower_int64_options)
539          NIR_PASS(lowered_64bit_ops, nir, nir_lower_int64);
540 
541       if (revectorize && !nir->options->vectorize_vec2_16bit)
542          NIR_PASS_V(nir, nir_opt_vectorize, nullptr, nullptr);
543 
544       if (revectorize || lowered_64bit_ops)
545          gl_nir_opts(nir);
546    }
547 
548    nir_variable_mode mask =
549       nir_var_shader_in | nir_var_shader_out | nir_var_function_temp;
550    nir_remove_dead_variables(nir, mask, NULL);
551 
552    if (!st->has_hw_atomics && !screen->get_param(screen, PIPE_CAP_NIR_ATOMICS_AS_DEREF)) {
553       unsigned align_offset_state = 0;
554       if (st->ctx->Const.ShaderStorageBufferOffsetAlignment > 4) {
555          struct gl_program_parameter_list *params = prog->Parameters;
556          for (unsigned i = 0; i < shader_program->data->NumAtomicBuffers; i++) {
557             gl_state_index16 state[STATE_LENGTH] = { STATE_ATOMIC_COUNTER_OFFSET, (short)shader_program->data->AtomicBuffers[i].Binding };
558             _mesa_add_state_reference(params, state);
559          }
560          align_offset_state = STATE_ATOMIC_COUNTER_OFFSET;
561       }
562       NIR_PASS_V(nir, nir_lower_atomics_to_ssbo, align_offset_state);
563    }
564 
565    st_set_prog_affected_state_flags(prog);
566 
567    st_finalize_nir_before_variants(nir);
568 
569    char *msg = NULL;
570    if (st->allow_st_finalize_nir_twice)
571       msg = st_finalize_nir(st, prog, shader_program, nir, true, true);
572 
573    if (st->ctx->_Shader->Flags & GLSL_DUMP) {
574       _mesa_log("\n");
575       _mesa_log("NIR IR for linked %s program %d:\n",
576              _mesa_shader_stage_to_string(prog->info.stage),
577              shader_program->Name);
578       nir_print_shader(nir, _mesa_get_log_file());
579       _mesa_log("\n\n");
580    }
581 
582    return msg;
583 }
584 
585 static void
st_nir_vectorize_io(nir_shader * producer,nir_shader * consumer)586 st_nir_vectorize_io(nir_shader *producer, nir_shader *consumer)
587 {
588    if (consumer)
589       NIR_PASS_V(consumer, nir_lower_io_to_vector, nir_var_shader_in);
590 
591    if (!producer)
592       return;
593 
594    NIR_PASS_V(producer, nir_lower_io_to_vector, nir_var_shader_out);
595    NIR_PASS_V(producer, nir_opt_combine_stores, nir_var_shader_out);
596 
597    if ((producer)->info.stage != MESA_SHADER_TESS_CTRL) {
598       /* Calling lower_io_to_vector creates output variable writes with
599        * write-masks.  We only support these for TCS outputs, so for other
600        * stages, we need to call nir_lower_io_to_temporaries to get rid of
601        * them.  This, in turn, creates temporary variables and extra
602        * copy_deref intrinsics that we need to clean up.
603        */
604       NIR_PASS_V(producer, nir_lower_io_to_temporaries,
605                  nir_shader_get_entrypoint(producer), true, false);
606       NIR_PASS_V(producer, nir_lower_global_vars_to_local);
607       NIR_PASS_V(producer, nir_split_var_copies);
608       NIR_PASS_V(producer, nir_lower_var_copies);
609    }
610 
611    /* Undef scalar store_deref intrinsics are not ignored by nir_lower_io,
612     * so they must be removed before that. These passes remove them.
613     */
614    NIR_PASS_V(producer, nir_lower_vars_to_ssa);
615    NIR_PASS_V(producer, nir_opt_undef);
616    NIR_PASS_V(producer, nir_opt_dce);
617 }
618 
619 static void
st_lower_patch_vertices_in(struct gl_shader_program * shader_prog)620 st_lower_patch_vertices_in(struct gl_shader_program *shader_prog)
621 {
622    struct gl_linked_shader *linked_tcs =
623       shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
624    struct gl_linked_shader *linked_tes =
625       shader_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
626 
627    /* If we have a TCS and TES linked together, lower TES patch vertices. */
628    if (linked_tcs && linked_tes) {
629       nir_shader *tcs_nir = linked_tcs->Program->nir;
630       nir_shader *tes_nir = linked_tes->Program->nir;
631 
632       /* The TES input vertex count is the TCS output vertex count,
633        * lower TES gl_PatchVerticesIn to a constant.
634        */
635       uint32_t tes_patch_verts = tcs_nir->info.tess.tcs_vertices_out;
636       NIR_PASS_V(tes_nir, nir_lower_patch_vertices, tes_patch_verts, NULL);
637    }
638 }
639 
640 extern "C" {
641 
642 void
st_nir_lower_wpos_ytransform(struct nir_shader * nir,struct gl_program * prog,struct pipe_screen * pscreen)643 st_nir_lower_wpos_ytransform(struct nir_shader *nir,
644                              struct gl_program *prog,
645                              struct pipe_screen *pscreen)
646 {
647    if (nir->info.stage != MESA_SHADER_FRAGMENT)
648       return;
649 
650    static const gl_state_index16 wposTransformState[STATE_LENGTH] = {
651       STATE_FB_WPOS_Y_TRANSFORM
652    };
653    nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
654 
655    memcpy(wpos_options.state_tokens, wposTransformState,
656           sizeof(wpos_options.state_tokens));
657    wpos_options.fs_coord_origin_upper_left =
658       pscreen->get_param(pscreen,
659                          PIPE_CAP_FS_COORD_ORIGIN_UPPER_LEFT);
660    wpos_options.fs_coord_origin_lower_left =
661       pscreen->get_param(pscreen,
662                          PIPE_CAP_FS_COORD_ORIGIN_LOWER_LEFT);
663    wpos_options.fs_coord_pixel_center_integer =
664       pscreen->get_param(pscreen,
665                          PIPE_CAP_FS_COORD_PIXEL_CENTER_INTEGER);
666    wpos_options.fs_coord_pixel_center_half_integer =
667       pscreen->get_param(pscreen,
668                          PIPE_CAP_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
669 
670    if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
671       nir_validate_shader(nir, "after nir_lower_wpos_ytransform");
672       _mesa_add_state_reference(prog->Parameters, wposTransformState);
673    }
674 
675    static const gl_state_index16 pntcTransformState[STATE_LENGTH] = {
676       STATE_FB_PNTC_Y_TRANSFORM
677    };
678 
679    if (nir_lower_pntc_ytransform(nir, &pntcTransformState)) {
680       _mesa_add_state_reference(prog->Parameters, pntcTransformState);
681    }
682 }
683 
684 bool
st_link_nir(struct gl_context * ctx,struct gl_shader_program * shader_program)685 st_link_nir(struct gl_context *ctx,
686             struct gl_shader_program *shader_program)
687 {
688    struct st_context *st = st_context(ctx);
689    struct gl_linked_shader *linked_shader[MESA_SHADER_STAGES];
690    unsigned num_shaders = 0;
691 
692    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
693       if (shader_program->_LinkedShaders[i])
694          linked_shader[num_shaders++] = shader_program->_LinkedShaders[i];
695    }
696 
697    for (unsigned i = 0; i < num_shaders; i++) {
698       struct gl_linked_shader *shader = linked_shader[i];
699       const nir_shader_compiler_options *options =
700          st->ctx->Const.ShaderCompilerOptions[shader->Stage].NirOptions;
701       struct gl_program *prog = shader->Program;
702 
703       _mesa_copy_linked_program_data(shader_program, shader);
704 
705       assert(!prog->nir);
706       prog->shader_program = shader_program;
707       prog->state.type = PIPE_SHADER_IR_NIR;
708 
709       /* Parameters will be filled during NIR linking. */
710       prog->Parameters = _mesa_new_parameter_list();
711 
712       if (shader_program->data->spirv) {
713          prog->nir = _mesa_spirv_to_nir(ctx, shader_program, shader->Stage, options);
714       } else {
715          validate_ir_tree(shader->ir);
716 
717          if (ctx->_Shader->Flags & GLSL_DUMP) {
718             _mesa_log("\n");
719             _mesa_log("GLSL IR for linked %s program %d:\n",
720                       _mesa_shader_stage_to_string(shader->Stage),
721                       shader_program->Name);
722             _mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
723             _mesa_log("\n\n");
724          }
725 
726          prog->nir = glsl_to_nir(&st->ctx->Const, shader_program, shader->Stage, options);
727       }
728 
729       memcpy(prog->nir->info.source_sha1, shader->linked_source_sha1,
730              SHA1_DIGEST_LENGTH);
731       st_nir_preprocess(st, prog, shader_program, shader->Stage);
732 
733       if (prog->nir->info.shared_size > ctx->Const.MaxComputeSharedMemorySize) {
734          linker_error(shader_program, "Too much shared memory used (%u/%u)\n",
735                       prog->nir->info.shared_size,
736                       ctx->Const.MaxComputeSharedMemorySize);
737          return GL_FALSE;
738       }
739 
740       if (options->lower_to_scalar) {
741          NIR_PASS_V(shader->Program->nir, nir_lower_load_const_to_scalar);
742       }
743    }
744 
745    st_lower_patch_vertices_in(shader_program);
746 
747    /* Linking shaders also optimizes them. Separate shaders, compute shaders
748     * and shaders with a fixed-func VS or FS that don't need linking are
749     * optimized here.
750     */
751    if (num_shaders == 1)
752       gl_nir_opts(linked_shader[0]->Program->nir);
753 
754    if (shader_program->data->spirv) {
755       static const gl_nir_linker_options opts = {
756          true /*fill_parameters */
757       };
758       if (!gl_nir_link_spirv(&ctx->Const, shader_program, &opts))
759          return GL_FALSE;
760    } else {
761       if (!gl_nir_link_glsl(&ctx->Const, &ctx->Extensions, ctx->API,
762                             shader_program))
763          return GL_FALSE;
764    }
765 
766    for (unsigned i = 0; i < num_shaders; i++) {
767       struct gl_program *prog = linked_shader[i]->Program;
768       prog->ExternalSamplersUsed = gl_external_samplers(prog);
769       _mesa_update_shader_textures_used(shader_program, prog);
770    }
771 
772    nir_build_program_resource_list(&ctx->Const, shader_program,
773                                    shader_program->data->spirv);
774 
775    for (unsigned i = 0; i < num_shaders; i++) {
776       struct gl_linked_shader *shader = linked_shader[i];
777       nir_shader *nir = shader->Program->nir;
778       gl_shader_stage stage = shader->Stage;
779       const struct gl_shader_compiler_options *options =
780             &ctx->Const.ShaderCompilerOptions[stage];
781 
782       /* If there are forms of indirect addressing that the driver
783        * cannot handle, perform the lowering pass.
784        */
785       if (options->EmitNoIndirectInput || options->EmitNoIndirectOutput ||
786           options->EmitNoIndirectTemp || options->EmitNoIndirectUniform) {
787          nir_variable_mode mode = options->EmitNoIndirectInput ?
788             nir_var_shader_in : (nir_variable_mode)0;
789          mode |= options->EmitNoIndirectOutput ?
790             nir_var_shader_out : (nir_variable_mode)0;
791          mode |= options->EmitNoIndirectTemp ?
792             nir_var_function_temp : (nir_variable_mode)0;
793          mode |= options->EmitNoIndirectUniform ?
794             nir_var_uniform | nir_var_mem_ubo | nir_var_mem_ssbo :
795             (nir_variable_mode)0;
796 
797          nir_lower_indirect_derefs(nir, mode, UINT32_MAX);
798       }
799 
800       /* don't infer ACCESS_NON_READABLE so that Program->sh.ImageAccess is
801        * correct: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3278
802        */
803       nir_opt_access_options opt_access_options;
804       opt_access_options.is_vulkan = false;
805       opt_access_options.infer_non_readable = false;
806       NIR_PASS_V(nir, nir_opt_access, &opt_access_options);
807 
808       /* This needs to run after the initial pass of nir_lower_vars_to_ssa, so
809        * that the buffer indices are constants in nir where they where
810        * constants in GLSL. */
811       NIR_PASS_V(nir, gl_nir_lower_buffers, shader_program);
812 
813       /* Remap the locations to slots so those requiring two slots will occupy
814        * two locations. For instance, if we have in the IR code a dvec3 attr0 in
815        * location 0 and vec4 attr1 in location 1, in NIR attr0 will use
816        * locations/slots 0 and 1, and attr1 will use location/slot 2
817        */
818       if (nir->info.stage == MESA_SHADER_VERTEX && !shader_program->data->spirv)
819          nir_remap_dual_slot_attributes(nir, &shader->Program->DualSlotInputs);
820 
821       NIR_PASS_V(nir, st_nir_lower_wpos_ytransform, shader->Program,
822                  st->screen);
823 
824       NIR_PASS_V(nir, nir_lower_system_values);
825       NIR_PASS_V(nir, nir_lower_compute_system_values, NULL);
826 
827       if (!st->screen->get_param(st->screen, PIPE_CAP_CULL_DISTANCE_NOCOMBINE))
828          NIR_PASS_V(nir, nir_lower_clip_cull_distance_arrays);
829 
830       if (i >= 1) {
831          struct gl_program *prev_shader = linked_shader[i - 1]->Program;
832 
833          /* We can't use nir_compact_varyings with transform feedback, since
834           * the pipe_stream_output->output_register field is based on the
835           * pre-compacted driver_locations.
836           */
837          if (!(prev_shader->sh.LinkedTransformFeedback &&
838                prev_shader->sh.LinkedTransformFeedback->NumVarying > 0))
839             nir_compact_varyings(prev_shader->nir,
840                                  nir, ctx->API != API_OPENGL_COMPAT);
841 
842          if (ctx->Const.ShaderCompilerOptions[shader->Stage].NirOptions->vectorize_io)
843             st_nir_vectorize_io(prev_shader->nir, nir);
844       }
845    }
846 
847    /* If the program is a separate shader program check if we need to vectorise
848     * the first and last program interfaces too.
849     */
850    if (shader_program->SeparateShader && num_shaders > 0) {
851       struct gl_linked_shader *first_shader = linked_shader[0];
852       struct gl_linked_shader *last_shader = linked_shader[num_shaders - 1];
853       if (first_shader->Stage != MESA_SHADER_COMPUTE) {
854          if (ctx->Const.ShaderCompilerOptions[first_shader->Stage].NirOptions->vectorize_io &&
855              first_shader->Stage > MESA_SHADER_VERTEX)
856             st_nir_vectorize_io(NULL, first_shader->Program->nir);
857 
858          if (ctx->Const.ShaderCompilerOptions[last_shader->Stage].NirOptions->vectorize_io &&
859              last_shader->Stage < MESA_SHADER_FRAGMENT)
860             st_nir_vectorize_io(last_shader->Program->nir, NULL);
861       }
862    }
863 
864    struct shader_info *prev_info = NULL;
865 
866    for (unsigned i = 0; i < num_shaders; i++) {
867       struct gl_linked_shader *shader = linked_shader[i];
868       struct shader_info *info = &shader->Program->nir->info;
869 
870       char *msg = st_glsl_to_nir_post_opts(st, shader->Program, shader_program);
871       if (msg) {
872          linker_error(shader_program, msg);
873          return false;
874       }
875 
876       if (prev_info &&
877           ctx->Const.ShaderCompilerOptions[shader->Stage].NirOptions->unify_interfaces) {
878          prev_info->outputs_written |= info->inputs_read &
879             ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
880          info->inputs_read |= prev_info->outputs_written &
881             ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
882 
883          prev_info->patch_outputs_written |= info->patch_inputs_read;
884          info->patch_inputs_read |= prev_info->patch_outputs_written;
885       }
886       prev_info = info;
887    }
888 
889    for (unsigned i = 0; i < num_shaders; i++) {
890       struct gl_linked_shader *shader = linked_shader[i];
891       struct gl_program *prog = shader->Program;
892 
893       /* Make sure that prog->info is in sync with nir->info, but st/mesa
894        * expects some of the values to be from before lowering.
895        */
896       shader_info old_info = prog->info;
897       prog->info = prog->nir->info;
898       prog->info.name = old_info.name;
899       prog->info.label = old_info.label;
900       prog->info.num_ssbos = old_info.num_ssbos;
901       prog->info.num_ubos = old_info.num_ubos;
902       prog->info.num_abos = old_info.num_abos;
903 
904       if (prog->info.stage == MESA_SHADER_VERTEX) {
905          /* NIR expands dual-slot inputs out to two locations.  We need to
906           * compact things back down GL-style single-slot inputs to avoid
907           * confusing the state tracker.
908           */
909          prog->info.inputs_read =
910             nir_get_single_slot_attribs_mask(prog->nir->info.inputs_read,
911                                              prog->DualSlotInputs);
912 
913          /* Initialize st_vertex_program members. */
914          st_prepare_vertex_program(prog);
915       }
916 
917       /* Get pipe_stream_output_info. */
918       if (shader->Stage == MESA_SHADER_VERTEX ||
919           shader->Stage == MESA_SHADER_TESS_EVAL ||
920           shader->Stage == MESA_SHADER_GEOMETRY)
921          st_translate_stream_output_info(prog);
922 
923       st_store_nir_in_disk_cache(st, prog);
924 
925       st_release_variants(st, prog);
926       st_finalize_program(st, prog);
927    }
928 
929    return true;
930 }
931 
932 void
st_nir_assign_varying_locations(struct st_context * st,nir_shader * nir)933 st_nir_assign_varying_locations(struct st_context *st, nir_shader *nir)
934 {
935    if (nir->info.stage == MESA_SHADER_VERTEX) {
936       nir_assign_io_var_locations(nir, nir_var_shader_out,
937                                   &nir->num_outputs,
938                                   nir->info.stage);
939       st_nir_fixup_varying_slots(st, nir, nir_var_shader_out);
940    } else if (nir->info.stage == MESA_SHADER_GEOMETRY ||
941               nir->info.stage == MESA_SHADER_TESS_CTRL ||
942               nir->info.stage == MESA_SHADER_TESS_EVAL) {
943       nir_assign_io_var_locations(nir, nir_var_shader_in,
944                                   &nir->num_inputs,
945                                   nir->info.stage);
946       st_nir_fixup_varying_slots(st, nir, nir_var_shader_in);
947 
948       nir_assign_io_var_locations(nir, nir_var_shader_out,
949                                   &nir->num_outputs,
950                                   nir->info.stage);
951       st_nir_fixup_varying_slots(st, nir, nir_var_shader_out);
952    } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
953       nir_assign_io_var_locations(nir, nir_var_shader_in,
954                                   &nir->num_inputs,
955                                   nir->info.stage);
956       st_nir_fixup_varying_slots(st, nir, nir_var_shader_in);
957       nir_assign_io_var_locations(nir, nir_var_shader_out,
958                                   &nir->num_outputs,
959                                   nir->info.stage);
960    } else if (nir->info.stage == MESA_SHADER_COMPUTE) {
961        /* TODO? */
962    } else {
963       unreachable("invalid shader type");
964    }
965 }
966 
967 void
st_nir_lower_samplers(struct pipe_screen * screen,nir_shader * nir,struct gl_shader_program * shader_program,struct gl_program * prog)968 st_nir_lower_samplers(struct pipe_screen *screen, nir_shader *nir,
969                       struct gl_shader_program *shader_program,
970                       struct gl_program *prog)
971 {
972    if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
973       NIR_PASS_V(nir, gl_nir_lower_samplers_as_deref, shader_program);
974    else
975       NIR_PASS_V(nir, gl_nir_lower_samplers, shader_program);
976 
977    if (prog) {
978       BITSET_COPY(prog->info.textures_used, nir->info.textures_used);
979       BITSET_COPY(prog->info.textures_used_by_txf, nir->info.textures_used_by_txf);
980       BITSET_COPY(prog->info.samplers_used, nir->info.samplers_used);
981       BITSET_COPY(prog->info.images_used, nir->info.images_used);
982       BITSET_COPY(prog->info.image_buffers, nir->info.image_buffers);
983       BITSET_COPY(prog->info.msaa_images, nir->info.msaa_images);
984    }
985 }
986 
987 static int
st_packed_uniforms_type_size(const struct glsl_type * type,bool bindless)988 st_packed_uniforms_type_size(const struct glsl_type *type, bool bindless)
989 {
990    return glsl_count_dword_slots(type, bindless);
991 }
992 
993 static int
st_unpacked_uniforms_type_size(const struct glsl_type * type,bool bindless)994 st_unpacked_uniforms_type_size(const struct glsl_type *type, bool bindless)
995 {
996    return glsl_count_vec4_slots(type, false, bindless);
997 }
998 
999 void
st_nir_lower_uniforms(struct st_context * st,nir_shader * nir)1000 st_nir_lower_uniforms(struct st_context *st, nir_shader *nir)
1001 {
1002    if (st->ctx->Const.PackedDriverUniformStorage) {
1003       NIR_PASS_V(nir, nir_lower_io, nir_var_uniform,
1004                  st_packed_uniforms_type_size,
1005                  (nir_lower_io_options)0);
1006    } else {
1007       NIR_PASS_V(nir, nir_lower_io, nir_var_uniform,
1008                  st_unpacked_uniforms_type_size,
1009                  (nir_lower_io_options)0);
1010    }
1011 
1012    if (nir->options->lower_uniforms_to_ubo)
1013       NIR_PASS_V(nir, nir_lower_uniforms_to_ubo,
1014                  st->ctx->Const.PackedDriverUniformStorage,
1015                  !st->ctx->Const.NativeIntegers);
1016 }
1017 
1018 /* Last third of preparing nir from glsl, which happens after shader
1019  * variant lowering.
1020  */
1021 char *
st_finalize_nir(struct st_context * st,struct gl_program * prog,struct gl_shader_program * shader_program,nir_shader * nir,bool finalize_by_driver,bool is_before_variants)1022 st_finalize_nir(struct st_context *st, struct gl_program *prog,
1023                 struct gl_shader_program *shader_program,
1024                 nir_shader *nir, bool finalize_by_driver,
1025                 bool is_before_variants)
1026 {
1027    struct pipe_screen *screen = st->screen;
1028 
1029    NIR_PASS_V(nir, nir_split_var_copies);
1030    NIR_PASS_V(nir, nir_lower_var_copies);
1031 
1032    const bool lower_tg4_offsets =
1033       !st->screen->get_param(screen, PIPE_CAP_TEXTURE_GATHER_OFFSETS);
1034 
1035    if (st->lower_rect_tex || lower_tg4_offsets) {
1036       struct nir_lower_tex_options opts = {0};
1037       opts.lower_rect = !!st->lower_rect_tex;
1038       opts.lower_tg4_offsets = lower_tg4_offsets;
1039 
1040       NIR_PASS_V(nir, nir_lower_tex, &opts);
1041    }
1042 
1043    st_nir_assign_varying_locations(st, nir);
1044    st_nir_assign_uniform_locations(st->ctx, prog, nir);
1045 
1046    /* Lower load_deref/store_deref of inputs and outputs.
1047     * This depends on st_nir_assign_varying_locations.
1048     */
1049    if (nir->options->lower_io_variables)
1050       nir_lower_io_passes(nir);
1051 
1052    /* Set num_uniforms in number of attribute slots (vec4s) */
1053    nir->num_uniforms = DIV_ROUND_UP(prog->Parameters->NumParameterValues, 4);
1054 
1055    st_nir_lower_uniforms(st, nir);
1056 
1057    if (is_before_variants && nir->options->lower_uniforms_to_ubo) {
1058       /* This must be done after uniforms are lowered to UBO and all
1059        * nir_var_uniform variables are removed from NIR to prevent conflicts
1060        * between state parameter merging and shader variant generation.
1061        */
1062       _mesa_optimize_state_parameters(&st->ctx->Const, prog->Parameters);
1063    }
1064 
1065    st_nir_lower_samplers(screen, nir, shader_program, prog);
1066    if (!screen->get_param(screen, PIPE_CAP_NIR_IMAGES_AS_DEREF))
1067       NIR_PASS_V(nir, gl_nir_lower_images, false);
1068 
1069    char *msg = NULL;
1070    if (finalize_by_driver && screen->finalize_nir)
1071       msg = screen->finalize_nir(screen, nir);
1072 
1073    return msg;
1074 }
1075 
1076 } /* extern "C" */
1077