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 "st_nir.h"
24 #include "st_program.h"
25
26 #include "compiler/nir/nir_builder.h"
27 #include "compiler/glsl/gl_nir.h"
28 #include "compiler/glsl/gl_nir_linker.h"
29
30 void
st_nir_finish_builtin_nir(struct st_context * st,nir_shader * nir)31 st_nir_finish_builtin_nir(struct st_context *st, nir_shader *nir)
32 {
33 struct pipe_screen *screen = st->screen;
34 gl_shader_stage stage = nir->info.stage;
35
36 MESA_TRACE_FUNC();
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(_, nir, nir_lower_global_vars_to_local);
43 NIR_PASS(_, nir, nir_split_var_copies);
44 NIR_PASS(_, nir, nir_lower_var_copies);
45 NIR_PASS(_, nir, nir_lower_system_values);
46 NIR_PASS(_, 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(_, 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(_, 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(_, 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 gl_nir_opts(nir);
76 }
77 }
78
79 struct pipe_shader_state *
st_nir_finish_builtin_shader(struct st_context * st,nir_shader * nir)80 st_nir_finish_builtin_shader(struct st_context *st,
81 nir_shader *nir)
82 {
83 st_nir_finish_builtin_nir(st, nir);
84
85 struct pipe_shader_state state = {
86 .type = PIPE_SHADER_IR_NIR,
87 .ir.nir = nir,
88 };
89
90 return st_create_nir_shader(st, &state);
91 }
92
93 /**
94 * Make a simple shader that copies inputs to corresponding outputs.
95 */
96 struct pipe_shader_state *
st_nir_make_passthrough_shader(struct st_context * st,const char * shader_name,gl_shader_stage stage,unsigned num_vars,const unsigned * input_locations,const gl_varying_slot * output_locations,unsigned * interpolation_modes,unsigned sysval_mask)97 st_nir_make_passthrough_shader(struct st_context *st,
98 const char *shader_name,
99 gl_shader_stage stage,
100 unsigned num_vars,
101 const unsigned *input_locations,
102 const gl_varying_slot *output_locations,
103 unsigned *interpolation_modes,
104 unsigned sysval_mask)
105 {
106 const struct glsl_type *vec4 = glsl_vec4_type();
107 const nir_shader_compiler_options *options =
108 st_get_nir_compiler_options(st, stage);
109
110 nir_builder b = nir_builder_init_simple_shader(stage, options,
111 "%s", shader_name);
112
113 for (unsigned i = 0; i < num_vars; i++) {
114 nir_variable *in;
115 if (sysval_mask & (1 << i)) {
116 in = nir_create_variable_with_location(b.shader, nir_var_system_value,
117 input_locations[i],
118 glsl_int_type());
119 } else {
120 in = nir_create_variable_with_location(b.shader, nir_var_shader_in,
121 input_locations[i], vec4);
122 }
123 if (interpolation_modes)
124 in->data.interpolation = interpolation_modes[i];
125
126 nir_variable *out =
127 nir_create_variable_with_location(b.shader, nir_var_shader_out,
128 output_locations[i], in->type);
129 out->data.interpolation = in->data.interpolation;
130
131 nir_copy_var(&b, out, in);
132 }
133
134 return st_nir_finish_builtin_shader(st, b.shader);
135 }
136
137 /**
138 * Make a simple shader that reads color value from a constant buffer
139 * and uses it to clear all color buffers.
140 */
141 struct pipe_shader_state *
st_nir_make_clearcolor_shader(struct st_context * st)142 st_nir_make_clearcolor_shader(struct st_context *st)
143 {
144 const nir_shader_compiler_options *options =
145 st_get_nir_compiler_options(st, MESA_SHADER_FRAGMENT);
146
147 nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options,
148 "clear color FS");
149 b.shader->info.num_ubos = 1;
150 b.shader->num_outputs = 1;
151 b.shader->num_uniforms = 1;
152
153 /* Read clear color from constant buffer */
154 nir_def *clear_color = nir_load_uniform(&b, 4, 32, nir_imm_int(&b,0),
155 .range = 16,
156 .dest_type = nir_type_float32);
157
158 nir_variable *color_out = nir_create_variable_with_location(b.shader, nir_var_shader_out,
159 FRAG_RESULT_COLOR, glsl_vec4_type());
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