• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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