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/shader_cache.h"
55 #include "compiler/glsl/string_to_uint_map.h"
56
57 #include "util/log.h"
58
59 static int
type_size(const struct glsl_type * type)60 type_size(const struct glsl_type *type)
61 {
62 return glsl_count_attribute_slots(type, false);
63 }
64
65 static int
st_nir_lookup_parameter_index(struct gl_program * prog,nir_variable * var)66 st_nir_lookup_parameter_index(struct gl_program *prog, nir_variable *var)
67 {
68 struct gl_program_parameter_list *params = prog->Parameters;
69
70 /* Lookup the first parameter that the uniform storage that match the
71 * variable location.
72 */
73 for (unsigned i = 0; i < params->NumParameters; i++) {
74 int index = params->Parameters[i].MainUniformStorageIndex;
75 if (index == var->data.location)
76 return i;
77 }
78
79 /* TODO: Handle this fallback for SPIR-V. We need this for GLSL e.g. in
80 * dEQP-GLES2.functional.uniform_api.random.3
81 */
82
83 /* is there a better way to do this? If we have something like:
84 *
85 * struct S {
86 * float f;
87 * vec4 v;
88 * };
89 * uniform S color;
90 *
91 * Then what we get in prog->Parameters looks like:
92 *
93 * 0: Name=color.f, Type=6, DataType=1406, Size=1
94 * 1: Name=color.v, Type=6, DataType=8b52, Size=4
95 *
96 * So the name doesn't match up and _mesa_lookup_parameter_index()
97 * fails. In this case just find the first matching "color.*"..
98 *
99 * Note for arrays you could end up w/ color[n].f, for example.
100 */
101 if (!prog->sh.data->spirv) {
102 int namelen = strlen(var->name);
103 for (unsigned i = 0; i < params->NumParameters; i++) {
104 struct gl_program_parameter *p = ¶ms->Parameters[i];
105 if ((strncmp(p->Name, var->name, namelen) == 0) &&
106 ((p->Name[namelen] == '.') || (p->Name[namelen] == '['))) {
107 return i;
108 }
109 }
110 }
111
112 return -1;
113 }
114
115 static void
st_nir_assign_uniform_locations(struct gl_context * ctx,struct gl_program * prog,nir_shader * nir)116 st_nir_assign_uniform_locations(struct gl_context *ctx,
117 struct gl_program *prog,
118 nir_shader *nir)
119 {
120 int shaderidx = 0;
121 int imageidx = 0;
122
123 nir_foreach_variable_with_modes(uniform, nir, nir_var_uniform |
124 nir_var_image) {
125 int loc;
126
127 const struct glsl_type *type = glsl_without_array(uniform->type);
128 if (!uniform->data.bindless && (glsl_type_is_sampler(type) || glsl_type_is_image(type))) {
129 if (glsl_type_is_sampler(type)) {
130 loc = shaderidx;
131 shaderidx += type_size(uniform->type);
132 } else {
133 loc = imageidx;
134 imageidx += type_size(uniform->type);
135 }
136 } else if (uniform->state_slots) {
137 const gl_state_index16 *const stateTokens = uniform->state_slots[0].tokens;
138
139 unsigned comps;
140 if (glsl_type_is_struct_or_ifc(type)) {
141 comps = 4;
142 } else {
143 comps = glsl_get_vector_elements(type);
144 }
145
146 if (ctx->Const.PackedDriverUniformStorage) {
147 loc = _mesa_add_sized_state_reference(prog->Parameters,
148 stateTokens, comps, false);
149 loc = prog->Parameters->Parameters[loc].ValueOffset;
150 } else {
151 loc = _mesa_add_state_reference(prog->Parameters, stateTokens);
152 }
153 } else {
154 loc = st_nir_lookup_parameter_index(prog, uniform);
155
156 /* We need to check that loc is not -1 here before accessing the
157 * array. It can be negative for example when we have a struct that
158 * only contains opaque types.
159 */
160 if (loc >= 0 && ctx->Const.PackedDriverUniformStorage) {
161 loc = prog->Parameters->Parameters[loc].ValueOffset;
162 }
163 }
164
165 uniform->data.driver_location = loc;
166 }
167 }
168
169 static bool
def_is_64bit(nir_def * def,void * state)170 def_is_64bit(nir_def *def, void *state)
171 {
172 bool *lower = (bool *)state;
173 if (def && (def->bit_size == 64)) {
174 *lower = true;
175 return false;
176 }
177 return true;
178 }
179
180 static bool
src_is_64bit(nir_src * src,void * state)181 src_is_64bit(nir_src *src, void *state)
182 {
183 bool *lower = (bool *)state;
184 if (src && (nir_src_bit_size(*src) == 64)) {
185 *lower = true;
186 return false;
187 }
188 return true;
189 }
190
191 static bool
filter_64_bit_instr(const nir_instr * const_instr,UNUSED const void * data)192 filter_64_bit_instr(const nir_instr *const_instr, UNUSED const void *data)
193 {
194 bool lower = false;
195 /* lower_alu_to_scalar required nir_instr to be const, but nir_foreach_*
196 * doesn't have const variants, so do the ugly const_cast here. */
197 nir_instr *instr = const_cast<nir_instr *>(const_instr);
198
199 nir_foreach_def(instr, def_is_64bit, &lower);
200 if (lower)
201 return true;
202 nir_foreach_src(instr, src_is_64bit, &lower);
203 return lower;
204 }
205
206 /* Second third of converting glsl_to_nir. This creates uniforms, gathers
207 * info on varyings, etc after NIR link time opts have been applied.
208 */
209 static char *
st_glsl_to_nir_post_opts(struct st_context * st,struct gl_program * prog,struct gl_shader_program * shader_program)210 st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
211 struct gl_shader_program *shader_program)
212 {
213 nir_shader *nir = prog->nir;
214 struct pipe_screen *screen = st->screen;
215
216 /* Make a pass over the IR to add state references for any built-in
217 * uniforms that are used. This has to be done now (during linking).
218 * Code generation doesn't happen until the first time this shader is
219 * used for rendering. Waiting until then to generate the parameters is
220 * too late. At that point, the values for the built-in uniforms won't
221 * get sent to the shader.
222 */
223 nir_foreach_uniform_variable(var, nir) {
224 const nir_state_slot *const slots = var->state_slots;
225 if (slots != NULL) {
226 const struct glsl_type *type = glsl_without_array(var->type);
227 for (unsigned int i = 0; i < var->num_state_slots; i++) {
228 unsigned comps;
229 if (glsl_type_is_struct_or_ifc(type)) {
230 comps = _mesa_program_state_value_size(slots[i].tokens);
231 } else {
232 comps = glsl_get_vector_elements(type);
233 }
234
235 if (st->ctx->Const.PackedDriverUniformStorage) {
236 _mesa_add_sized_state_reference(prog->Parameters,
237 slots[i].tokens,
238 comps, false);
239 } else {
240 _mesa_add_state_reference(prog->Parameters,
241 slots[i].tokens);
242 }
243 }
244 }
245 }
246
247 /* Avoid reallocation of the program parameter list, because the uniform
248 * storage is only associated with the original parameter list.
249 * This should be enough for Bitmap and DrawPixels constants.
250 */
251 _mesa_ensure_and_associate_uniform_storage(st->ctx, shader_program, prog, 28);
252
253 /* None of the builtins being lowered here can be produced by SPIR-V. See
254 * _mesa_builtin_uniform_desc. Also drivers that support packed uniform
255 * storage don't need to lower builtins.
256 */
257 if (!shader_program->data->spirv &&
258 !st->ctx->Const.PackedDriverUniformStorage)
259 NIR_PASS(_, nir, st_nir_lower_builtin);
260
261 if (!screen->caps.nir_atomics_as_deref)
262 NIR_PASS(_, nir, gl_nir_lower_atomics, shader_program, true);
263
264 NIR_PASS(_, nir, nir_opt_intrinsics);
265
266 /* Lower 64-bit ops. */
267 if (nir->options->lower_int64_options ||
268 nir->options->lower_doubles_options) {
269 bool lowered_64bit_ops = false;
270 bool revectorize = false;
271
272 if (nir->options->lower_doubles_options) {
273 /* nir_lower_doubles is not prepared for vector ops, so if the backend doesn't
274 * request lower_alu_to_scalar until now, lower all 64 bit ops, and try to
275 * vectorize them afterwards again */
276 if (!nir->options->lower_to_scalar) {
277 NIR_PASS(revectorize, nir, nir_lower_alu_to_scalar, filter_64_bit_instr, nullptr);
278 NIR_PASS(revectorize, nir, nir_lower_phis_to_scalar, false);
279 }
280 /* doubles lowering requires frexp to be lowered first if it will be,
281 * since the pass generates other 64-bit ops. Most backends lower
282 * frexp, and using doubles is rare, and using frexp is even more rare
283 * (no instances in shader-db), so we're not too worried about
284 * accidentally lowering a 32-bit frexp here.
285 */
286 NIR_PASS(lowered_64bit_ops, nir, nir_lower_frexp);
287
288 NIR_PASS(lowered_64bit_ops, nir, nir_lower_doubles,
289 st->ctx->SoftFP64, nir->options->lower_doubles_options);
290 }
291 if (nir->options->lower_int64_options)
292 NIR_PASS(lowered_64bit_ops, nir, nir_lower_int64);
293
294 if (revectorize && !nir->options->vectorize_vec2_16bit)
295 NIR_PASS(_, nir, nir_opt_vectorize, nullptr, nullptr);
296
297 if (revectorize || lowered_64bit_ops)
298 gl_nir_opts(nir);
299 }
300
301 nir_variable_mode mask =
302 nir_var_shader_in | nir_var_shader_out | nir_var_function_temp;
303 nir_remove_dead_variables(nir, mask, NULL);
304
305 if (!st->has_hw_atomics && !screen->caps.nir_atomics_as_deref) {
306 unsigned align_offset_state = 0;
307 if (st->ctx->Const.ShaderStorageBufferOffsetAlignment > 4) {
308 struct gl_program_parameter_list *params = prog->Parameters;
309 for (unsigned i = 0; i < shader_program->data->NumAtomicBuffers; i++) {
310 gl_state_index16 state[STATE_LENGTH] = { STATE_ATOMIC_COUNTER_OFFSET, (short)shader_program->data->AtomicBuffers[i].Binding };
311 _mesa_add_state_reference(params, state);
312 }
313 align_offset_state = STATE_ATOMIC_COUNTER_OFFSET;
314 }
315 NIR_PASS(_, nir, nir_lower_atomics_to_ssbo, align_offset_state);
316 }
317
318 st_set_prog_affected_state_flags(prog);
319 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
320
321 char *msg = NULL;
322 if (st->allow_st_finalize_nir_twice) {
323 st_serialize_base_nir(prog, nir);
324 st_finalize_nir(st, prog, shader_program, nir, true, false);
325
326 if (screen->finalize_nir)
327 msg = screen->finalize_nir(screen, nir);
328 }
329
330 if (st->ctx->_Shader->Flags & GLSL_DUMP) {
331 _mesa_log("\n");
332 _mesa_log("NIR IR for linked %s program %d:\n",
333 _mesa_shader_stage_to_string(prog->info.stage),
334 shader_program->Name);
335 nir_print_shader(nir, mesa_log_get_file());
336 _mesa_log("\n\n");
337 }
338
339 return msg;
340 }
341
342 extern "C" {
343
344 bool
st_nir_lower_wpos_ytransform(struct nir_shader * nir,struct gl_program * prog,struct pipe_screen * pscreen)345 st_nir_lower_wpos_ytransform(struct nir_shader *nir,
346 struct gl_program *prog,
347 struct pipe_screen *pscreen)
348 {
349 bool progress = false;
350
351 if (nir->info.stage != MESA_SHADER_FRAGMENT) {
352 nir_shader_preserve_all_metadata(nir);
353 return progress;
354 }
355
356 static const gl_state_index16 wposTransformState[STATE_LENGTH] = {
357 STATE_FB_WPOS_Y_TRANSFORM
358 };
359 nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
360
361 memcpy(wpos_options.state_tokens, wposTransformState,
362 sizeof(wpos_options.state_tokens));
363 wpos_options.fs_coord_origin_upper_left =
364 pscreen->caps.fs_coord_origin_upper_left;
365 wpos_options.fs_coord_origin_lower_left =
366 pscreen->caps.fs_coord_origin_lower_left;
367 wpos_options.fs_coord_pixel_center_integer =
368 pscreen->caps.fs_coord_pixel_center_integer;
369 wpos_options.fs_coord_pixel_center_half_integer =
370 pscreen->caps.fs_coord_pixel_center_half_integer;
371
372 if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
373 _mesa_add_state_reference(prog->Parameters, wposTransformState);
374 progress = true;
375 }
376
377 static const gl_state_index16 pntcTransformState[STATE_LENGTH] = {
378 STATE_FB_PNTC_Y_TRANSFORM
379 };
380
381 if (nir_lower_pntc_ytransform(nir, &pntcTransformState)) {
382 _mesa_add_state_reference(prog->Parameters, pntcTransformState);
383 progress = true;
384 }
385
386 return progress;
387 }
388
389 static bool
st_link_glsl_to_nir(struct gl_context * ctx,struct gl_shader_program * shader_program)390 st_link_glsl_to_nir(struct gl_context *ctx,
391 struct gl_shader_program *shader_program)
392 {
393 struct st_context *st = st_context(ctx);
394 struct gl_linked_shader *linked_shader[MESA_SHADER_STAGES];
395 unsigned num_shaders = 0;
396
397 /* Return early if we are loading the shader from on-disk cache */
398 if (st_load_nir_from_disk_cache(ctx, shader_program)) {
399 return GL_TRUE;
400 }
401
402 MESA_TRACE_FUNC();
403
404 assert(shader_program->data->LinkStatus);
405
406 if (!shader_program->data->spirv) {
407 if (!gl_nir_link_glsl(ctx, shader_program))
408 return GL_FALSE;
409 }
410
411 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
412 if (shader_program->_LinkedShaders[i])
413 linked_shader[num_shaders++] = shader_program->_LinkedShaders[i];
414 }
415
416 for (unsigned i = 0; i < num_shaders; i++) {
417 struct gl_linked_shader *shader = linked_shader[i];
418 const nir_shader_compiler_options *options =
419 st->ctx->Const.ShaderCompilerOptions[shader->Stage].NirOptions;
420 struct gl_program *prog = shader->Program;
421
422 shader->Program->info.separate_shader = shader_program->SeparateShader;
423 prog->state.type = PIPE_SHADER_IR_NIR;
424
425 if (shader_program->data->spirv) {
426 /* Parameters will be filled during NIR linking. */
427 prog->Parameters = _mesa_new_parameter_list();
428 prog->shader_program = shader_program;
429
430 assert(!prog->nir);
431 prog->nir = _mesa_spirv_to_nir(ctx, shader_program, shader->Stage, options);
432 } else {
433 assert(prog->nir);
434 prog->nir->info.name =
435 ralloc_asprintf(shader, "GLSL%d", shader_program->Name);
436 if (shader_program->Label)
437 prog->nir->info.label = ralloc_strdup(shader, shader_program->Label);
438 }
439
440 nir_shader_gather_info(prog->nir, nir_shader_get_entrypoint(prog->nir));
441 if (!st->ctx->SoftFP64 && ((prog->nir->info.bit_sizes_int | prog->nir->info.bit_sizes_float) & 64) &&
442 (options->lower_doubles_options & nir_lower_fp64_full_software) != 0) {
443
444 /* It's not possible to use float64 on GLSL ES, so don't bother trying to
445 * build the support code. The support code depends on higher versions of
446 * desktop GLSL, so it will fail to compile (below) anyway.
447 */
448 if (_mesa_is_desktop_gl(st->ctx) && st->ctx->Const.GLSLVersion >= 400)
449 st->ctx->SoftFP64 = glsl_float64_funcs_to_nir(st->ctx, options);
450 }
451 }
452
453 if (shader_program->data->spirv) {
454 static const gl_nir_linker_options opts = {
455 true /*fill_parameters */
456 };
457 if (!gl_nir_link_spirv(&ctx->Const, &ctx->Extensions, shader_program,
458 &opts))
459 return GL_FALSE;
460 }
461
462 for (unsigned i = 0; i < num_shaders; i++) {
463 struct gl_program *prog = linked_shader[i]->Program;
464 prog->ExternalSamplersUsed = gl_external_samplers(prog);
465 _mesa_update_shader_textures_used(shader_program, prog);
466 }
467
468 nir_build_program_resource_list(&ctx->Const, shader_program,
469 shader_program->data->spirv);
470
471 for (unsigned i = 0; i < num_shaders; i++) {
472 struct gl_linked_shader *shader = linked_shader[i];
473 nir_shader *nir = shader->Program->nir;
474 gl_shader_stage stage = shader->Stage;
475 const struct gl_shader_compiler_options *options =
476 &ctx->Const.ShaderCompilerOptions[stage];
477
478 /* Since IO is lowered, we won't need the IO variables from now on.
479 * nir_build_program_resource_list was the last pass that needed them.
480 */
481 NIR_PASS_V(nir, nir_remove_dead_variables,
482 nir_var_shader_in | nir_var_shader_out, NULL);
483
484 /* If there are forms of indirect addressing that the driver
485 * cannot handle, perform the lowering pass.
486 */
487 if (options->EmitNoIndirectTemp || options->EmitNoIndirectUniform) {
488 nir_variable_mode mode = (nir_variable_mode)0;
489
490 mode |= options->EmitNoIndirectTemp ?
491 nir_var_function_temp : (nir_variable_mode)0;
492 mode |= options->EmitNoIndirectUniform ?
493 nir_var_uniform | nir_var_mem_ubo | nir_var_mem_ssbo :
494 (nir_variable_mode)0;
495
496 if (mode)
497 nir_lower_indirect_derefs(nir, mode, UINT32_MAX);
498 }
499
500 /* This needs to run after the initial pass of nir_lower_vars_to_ssa, so
501 * that the buffer indices are constants in nir where they where
502 * constants in GLSL. */
503 NIR_PASS(_, nir, gl_nir_lower_buffers, shader_program);
504
505 NIR_PASS(_, nir, st_nir_lower_wpos_ytransform, shader->Program,
506 st->screen);
507
508 /* needed to lower base_workgroup_id and base_global_invocation_id */
509 struct nir_lower_compute_system_values_options cs_options = {};
510 NIR_PASS(_, nir, nir_lower_system_values);
511 NIR_PASS(_, nir, nir_lower_compute_system_values, &cs_options);
512 }
513
514 struct shader_info *prev_info = NULL;
515
516 for (unsigned i = 0; i < num_shaders; i++) {
517 struct gl_linked_shader *shader = linked_shader[i];
518 struct shader_info *info = &shader->Program->nir->info;
519
520 char *msg = st_glsl_to_nir_post_opts(st, shader->Program, shader_program);
521 if (msg) {
522 linker_error(shader_program, msg);
523 return false;
524 }
525
526 if (prev_info &&
527 ctx->Const.ShaderCompilerOptions[shader->Stage].NirOptions->unify_interfaces) {
528 prev_info->outputs_written |= info->inputs_read &
529 ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
530 info->inputs_read |= prev_info->outputs_written &
531 ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
532
533 prev_info->patch_outputs_written |= info->patch_inputs_read;
534 info->patch_inputs_read |= prev_info->patch_outputs_written;
535 }
536 prev_info = info;
537 }
538
539 /* Get TCS and TES shader info. */
540 struct shader_info *tcs_info = NULL, *tes_info = NULL;
541
542 for (unsigned i = 0; i < num_shaders; i++) {
543 struct gl_linked_shader *shader = linked_shader[i];
544 struct shader_info *info = &shader->Program->nir->info;
545
546 if (info->stage == MESA_SHADER_TESS_CTRL)
547 tcs_info = info;
548 else if (info->stage == MESA_SHADER_TESS_EVAL)
549 tes_info = info;
550 }
551
552 /* Copy some fields from TES to TCS shader info because some drivers
553 * (radeonsi) need them in TCS.
554 */
555 if (tcs_info && tes_info) {
556 tcs_info->tess._primitive_mode = tes_info->tess._primitive_mode;
557 tcs_info->tess.spacing = tes_info->tess.spacing;
558 }
559
560 for (unsigned i = 0; i < num_shaders; i++) {
561 struct gl_linked_shader *shader = linked_shader[i];
562 struct gl_program *prog = shader->Program;
563
564 /* Make sure that prog->info is in sync with nir->info, but st/mesa
565 * expects some of the values to be from before lowering.
566 */
567 shader_info old_info = prog->info;
568 prog->info = prog->nir->info;
569 prog->info.name = old_info.name;
570 prog->info.label = old_info.label;
571 prog->info.num_ssbos = old_info.num_ssbos;
572 prog->info.num_ubos = old_info.num_ubos;
573 prog->info.num_abos = old_info.num_abos;
574
575 if (prog->info.stage == MESA_SHADER_VERTEX) {
576 prog->info.inputs_read = prog->nir->info.inputs_read;
577 prog->DualSlotInputs = prog->nir->info.dual_slot_inputs;
578
579 /* Initialize st_vertex_program members. */
580 st_prepare_vertex_program(prog);
581 }
582
583 /* Get pipe_stream_output_info. */
584 if (shader->Stage == MESA_SHADER_VERTEX ||
585 shader->Stage == MESA_SHADER_TESS_EVAL ||
586 shader->Stage == MESA_SHADER_GEOMETRY)
587 st_translate_stream_output_info(prog);
588
589 st_store_nir_in_disk_cache(st, prog);
590
591 st_release_variants(st, prog);
592 char *error = st_finalize_program(st, prog, true);
593
594 if (error) {
595 linker_error(shader_program, error);
596 free(error);
597 return false;
598 }
599 }
600
601 struct pipe_context *pctx = st_context(ctx)->pipe;
602 if (pctx->link_shader) {
603 void *driver_handles[PIPE_SHADER_TYPES];
604 memset(driver_handles, 0, sizeof(driver_handles));
605
606 for (uint32_t i = 0; i < MESA_SHADER_STAGES; ++i) {
607 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
608 if (shader) {
609 struct gl_program *p = shader->Program;
610 if (p && p->variants) {
611 enum pipe_shader_type type = pipe_shader_type_from_mesa(shader->Stage);
612 driver_handles[type] = p->variants->driver_shader;
613 }
614 }
615 }
616
617 pctx->link_shader(pctx, driver_handles);
618 }
619
620 return true;
621 }
622
623 void
st_nir_lower_samplers(struct pipe_screen * screen,nir_shader * nir,struct gl_shader_program * shader_program,struct gl_program * prog)624 st_nir_lower_samplers(struct pipe_screen *screen, nir_shader *nir,
625 struct gl_shader_program *shader_program,
626 struct gl_program *prog)
627 {
628 if (screen->caps.nir_samplers_as_deref)
629 NIR_PASS(_, nir, gl_nir_lower_samplers_as_deref, shader_program);
630 else
631 NIR_PASS(_, nir, gl_nir_lower_samplers, shader_program);
632
633 if (prog) {
634 BITSET_COPY(prog->info.textures_used, nir->info.textures_used);
635 BITSET_COPY(prog->info.textures_used_by_txf, nir->info.textures_used_by_txf);
636 BITSET_COPY(prog->info.samplers_used, nir->info.samplers_used);
637 BITSET_COPY(prog->info.images_used, nir->info.images_used);
638 BITSET_COPY(prog->info.image_buffers, nir->info.image_buffers);
639 BITSET_COPY(prog->info.msaa_images, nir->info.msaa_images);
640 }
641 }
642
643 static int
st_packed_uniforms_type_size(const struct glsl_type * type,bool bindless)644 st_packed_uniforms_type_size(const struct glsl_type *type, bool bindless)
645 {
646 return glsl_count_dword_slots(type, bindless);
647 }
648
649 static int
st_unpacked_uniforms_type_size(const struct glsl_type * type,bool bindless)650 st_unpacked_uniforms_type_size(const struct glsl_type *type, bool bindless)
651 {
652 return glsl_count_vec4_slots(type, false, bindless);
653 }
654
655 void
st_nir_lower_uniforms(struct st_context * st,nir_shader * nir)656 st_nir_lower_uniforms(struct st_context *st, nir_shader *nir)
657 {
658 if (st->ctx->Const.PackedDriverUniformStorage) {
659 NIR_PASS(_, nir, nir_lower_io, nir_var_uniform,
660 st_packed_uniforms_type_size,
661 (nir_lower_io_options)0);
662 } else {
663 NIR_PASS(_, nir, nir_lower_io, nir_var_uniform,
664 st_unpacked_uniforms_type_size,
665 (nir_lower_io_options)0);
666 }
667
668 if (nir->options->lower_uniforms_to_ubo)
669 NIR_PASS(_, nir, nir_lower_uniforms_to_ubo,
670 st->ctx->Const.PackedDriverUniformStorage,
671 !st->ctx->Const.NativeIntegers);
672 }
673
674 /* Last third of preparing nir from glsl, which happens after shader
675 * variant lowering.
676 */
677 void
st_finalize_nir(struct st_context * st,struct gl_program * prog,struct gl_shader_program * shader_program,nir_shader * nir,bool is_before_variants,bool is_draw_shader)678 st_finalize_nir(struct st_context *st, struct gl_program *prog,
679 struct gl_shader_program *shader_program, nir_shader *nir,
680 bool is_before_variants, bool is_draw_shader)
681 {
682 struct pipe_screen *screen = st->screen;
683
684 MESA_TRACE_FUNC();
685
686 const bool lower_tg4_offsets =
687 !is_draw_shader && !st->screen->caps.texture_gather_offsets;
688
689 if (!is_draw_shader && (st->lower_rect_tex || lower_tg4_offsets)) {
690 struct nir_lower_tex_options opts = {0};
691 opts.lower_rect = !!st->lower_rect_tex;
692 opts.lower_tg4_offsets = lower_tg4_offsets;
693
694 NIR_PASS(_, nir, nir_lower_tex, &opts);
695 }
696
697 st_nir_assign_uniform_locations(st->ctx, prog, nir);
698
699 /* Set num_uniforms in number of attribute slots (vec4s) */
700 nir->num_uniforms = DIV_ROUND_UP(prog->Parameters->NumParameterValues, 4);
701
702 st_nir_lower_uniforms(st, nir);
703
704 if (!is_draw_shader && is_before_variants && nir->options->lower_uniforms_to_ubo) {
705 /* This must be done after uniforms are lowered to UBO and all
706 * nir_var_uniform variables are removed from NIR to prevent conflicts
707 * between state parameter merging and shader variant generation.
708 */
709 _mesa_optimize_state_parameters(&st->ctx->Const, prog->Parameters);
710 }
711
712 st_nir_lower_samplers(screen, nir, shader_program, prog);
713 if (!is_draw_shader && !screen->caps.nir_images_as_deref)
714 NIR_PASS(_, nir, gl_nir_lower_images, false);
715 }
716
717 /**
718 * Link a GLSL shader program. Called via glLinkProgram().
719 */
720 void
st_link_shader(struct gl_context * ctx,struct gl_shader_program * prog)721 st_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
722 {
723 unsigned int i;
724 bool spirv = false;
725
726 MESA_TRACE_FUNC();
727
728 _mesa_clear_shader_program_data(ctx, prog);
729
730 prog->data = _mesa_create_shader_program_data();
731
732 prog->data->LinkStatus = LINKING_SUCCESS;
733
734 for (i = 0; i < prog->NumShaders; i++) {
735 if (!prog->Shaders[i]->CompileStatus) {
736 linker_error(prog, "linking with uncompiled/unspecialized shader");
737 }
738
739 if (!i) {
740 spirv = (prog->Shaders[i]->spirv_data != NULL);
741 } else if (spirv && !prog->Shaders[i]->spirv_data) {
742 /* The GL_ARB_gl_spirv spec adds a new bullet point to the list of
743 * reasons LinkProgram can fail:
744 *
745 * "All the shader objects attached to <program> do not have the
746 * same value for the SPIR_V_BINARY_ARB state."
747 */
748 linker_error(prog,
749 "not all attached shaders have the same "
750 "SPIR_V_BINARY_ARB state");
751 }
752 }
753 prog->data->spirv = spirv;
754
755 if (prog->data->LinkStatus) {
756 if (!spirv) {
757 link_shaders_init(ctx, prog);
758
759 #ifdef ENABLE_SHADER_CACHE
760 shader_cache_read_program_metadata(ctx, prog);
761 #endif
762 } else
763 _mesa_spirv_link_shaders(ctx, prog);
764 }
765
766 /* If LinkStatus is LINKING_SUCCESS, then reset sampler validated to true.
767 * Validation happens via the LinkShader call below. If LinkStatus is
768 * LINKING_SKIPPED, then SamplersValidated will have been restored from the
769 * shader cache.
770 */
771 if (prog->data->LinkStatus == LINKING_SUCCESS) {
772 prog->SamplersValidated = GL_TRUE;
773 }
774
775 if (prog->data->LinkStatus && !st_link_glsl_to_nir(ctx, prog)) {
776 prog->data->LinkStatus = LINKING_FAILURE;
777 }
778
779 if (prog->data->LinkStatus != LINKING_FAILURE)
780 _mesa_create_program_resource_hash(prog);
781
782 /* Return early if we are loading the shader from on-disk cache */
783 if (prog->data->LinkStatus == LINKING_SKIPPED)
784 return;
785
786 if (ctx->_Shader->Flags & GLSL_DUMP) {
787 if (!prog->data->LinkStatus) {
788 fprintf(stderr, "GLSL shader program %d failed to link\n", prog->Name);
789 }
790
791 if (prog->data->InfoLog && prog->data->InfoLog[0] != 0) {
792 fprintf(stderr, "GLSL shader program %d info log:\n", prog->Name);
793 fprintf(stderr, "%s\n", prog->data->InfoLog);
794 }
795 }
796
797 #ifdef ENABLE_SHADER_CACHE
798 if (prog->data->LinkStatus)
799 shader_cache_write_program_metadata(ctx, prog);
800 #endif
801 }
802
803 } /* extern "C" */
804