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 "compiler/glsl/gl_nir_linker.h"
30 #include "tgsi/tgsi_parse.h"
31
32 struct pipe_shader_state *
st_nir_finish_builtin_shader(struct st_context * st,nir_shader * nir)33 st_nir_finish_builtin_shader(struct st_context *st,
34 nir_shader *nir)
35 {
36 struct pipe_screen *screen = st->screen;
37 gl_shader_stage stage = nir->info.stage;
38
39 nir->info.separate_shader = true;
40 if (stage == MESA_SHADER_FRAGMENT)
41 nir->info.fs.untyped_color_outputs = true;
42
43 NIR_PASS_V(nir, nir_lower_global_vars_to_local);
44 NIR_PASS_V(nir, nir_split_var_copies);
45 NIR_PASS_V(nir, nir_lower_var_copies);
46 NIR_PASS_V(nir, nir_lower_system_values);
47 NIR_PASS_V(nir, nir_lower_compute_system_values, NULL);
48
49 if (nir->options->lower_to_scalar) {
50 nir_variable_mode mask =
51 (stage > MESA_SHADER_VERTEX ? nir_var_shader_in : 0) |
52 (stage < MESA_SHADER_FRAGMENT ? nir_var_shader_out : 0);
53
54 NIR_PASS_V(nir, nir_lower_io_to_scalar_early, mask);
55 }
56
57 if (st->lower_rect_tex) {
58 const struct nir_lower_tex_options opts = { .lower_rect = true, };
59 NIR_PASS_V(nir, nir_lower_tex, &opts);
60 }
61
62 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
63
64 st_nir_assign_vs_in_locations(nir);
65 st_nir_assign_varying_locations(st, nir);
66
67 st_nir_lower_samplers(screen, nir, NULL, NULL);
68 st_nir_lower_uniforms(st, nir);
69 if (!screen->get_param(screen, PIPE_CAP_NIR_IMAGES_AS_DEREF))
70 NIR_PASS_V(nir, gl_nir_lower_images, false);
71
72 if (screen->finalize_nir) {
73 char *msg = screen->finalize_nir(screen, nir);
74 free(msg);
75 } else {
76 gl_nir_opts(nir);
77 }
78
79 struct pipe_shader_state state = {
80 .type = PIPE_SHADER_IR_NIR,
81 .ir.nir = nir,
82 };
83
84 return st_create_nir_shader(st, &state);
85 }
86
87 /**
88 * Make a simple shader that copies inputs to corresponding outputs.
89 */
90 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)91 st_nir_make_passthrough_shader(struct st_context *st,
92 const char *shader_name,
93 gl_shader_stage stage,
94 unsigned num_vars,
95 unsigned *input_locations,
96 unsigned *output_locations,
97 unsigned *interpolation_modes,
98 unsigned sysval_mask)
99 {
100 const struct glsl_type *vec4 = glsl_vec4_type();
101 const nir_shader_compiler_options *options =
102 st_get_nir_compiler_options(st, stage);
103
104 nir_builder b = nir_builder_init_simple_shader(stage, options,
105 "%s", shader_name);
106
107 char var_name[15];
108
109 for (unsigned i = 0; i < num_vars; i++) {
110 nir_variable *in;
111 if (sysval_mask & (1 << i)) {
112 snprintf(var_name, sizeof(var_name), "sys_%u", input_locations[i]);
113 in = nir_variable_create(b.shader, nir_var_system_value,
114 glsl_int_type(), var_name);
115 } else {
116 snprintf(var_name, sizeof(var_name), "in_%u", input_locations[i]);
117 in = nir_variable_create(b.shader, nir_var_shader_in, vec4, var_name);
118 }
119 in->data.location = input_locations[i];
120 if (interpolation_modes)
121 in->data.interpolation = interpolation_modes[i];
122
123 snprintf(var_name, sizeof(var_name), "out_%u", output_locations[i]);
124 nir_variable *out =
125 nir_variable_create(b.shader, nir_var_shader_out, in->type, var_name);
126 out->data.location = output_locations[i];
127 out->data.interpolation = in->data.interpolation;
128
129 nir_copy_var(&b, out, in);
130 }
131
132 return st_nir_finish_builtin_shader(st, b.shader);
133 }
134
135 /**
136 * Make a simple shader that reads color value from a constant buffer
137 * and uses it to clear all color buffers.
138 */
139 struct pipe_shader_state *
st_nir_make_clearcolor_shader(struct st_context * st)140 st_nir_make_clearcolor_shader(struct st_context *st)
141 {
142 const nir_shader_compiler_options *options =
143 st_get_nir_compiler_options(st, MESA_SHADER_FRAGMENT);
144
145 nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options,
146 "clear color FS");
147 b.shader->info.num_ubos = 1;
148 b.shader->num_outputs = 1;
149 b.shader->num_uniforms = 1;
150
151 /* Read clear color from constant buffer */
152 nir_ssa_def *clear_color = nir_load_uniform(&b, 4, 32, nir_imm_int(&b,0),
153 .range = 16,
154 .dest_type = nir_type_float32);
155
156 nir_variable *color_out =
157 nir_variable_create(b.shader, nir_var_shader_out, glsl_vec_type(4),
158 "outcolor");
159 color_out->data.location = FRAG_RESULT_COLOR;
160
161 /* Write out the color */
162 nir_store_var(&b, color_out, clear_color, 0xf);
163
164 return st_nir_finish_builtin_shader(st, b.shader);
165 }
166