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 /* Depending on pipe_caps.tgsi_texcoord (st->needs_texcoord_semantic) we
66 * may need to fix up varying slots so the glsl->nir path is aligned
67 * with the anything->tgsi->nir path.
68 */
69 static void
st_nir_fixup_varying_slots(struct st_context * st,nir_shader * shader,nir_variable_mode mode)70 st_nir_fixup_varying_slots(struct st_context *st, nir_shader *shader,
71 nir_variable_mode mode)
72 {
73 if (st->needs_texcoord_semantic)
74 return;
75
76 /* This is called from finalize, but we don't want to do this adjustment twice. */
77 assert(!st->allow_st_finalize_nir_twice);
78
79 nir_foreach_variable_with_modes(var, shader, mode) {
80 if (var->data.location >= VARYING_SLOT_VAR0 && var->data.location < VARYING_SLOT_PATCH0) {
81 var->data.location += 9;
82 } else if (var->data.location == VARYING_SLOT_PNTC) {
83 var->data.location = VARYING_SLOT_VAR8;
84 } else if ((var->data.location >= VARYING_SLOT_TEX0) &&
85 (var->data.location <= VARYING_SLOT_TEX7)) {
86 var->data.location += VARYING_SLOT_VAR0 - VARYING_SLOT_TEX0;
87 }
88 }
89 }
90
91 /* input location assignment for VS inputs must be handled specially, so
92 * that it is aligned w/ st's vbo state.
93 * (This isn't the case with, for ex, FS inputs, which only need to agree
94 * on varying-slot w/ the VS outputs)
95 */
96 void
st_nir_assign_vs_in_locations(struct nir_shader * nir)97 st_nir_assign_vs_in_locations(struct nir_shader *nir)
98 {
99 if (nir->info.stage != MESA_SHADER_VERTEX || nir->info.io_lowered)
100 return;
101
102 nir->num_inputs = util_bitcount64(nir->info.inputs_read);
103
104 bool removed_inputs = false;
105
106 nir_foreach_shader_in_variable_safe(var, nir) {
107 /* NIR already assigns dual-slot inputs to two locations so all we have
108 * to do is compact everything down.
109 */
110 if (nir->info.inputs_read & BITFIELD64_BIT(var->data.location)) {
111 var->data.driver_location =
112 util_bitcount64(nir->info.inputs_read &
113 BITFIELD64_MASK(var->data.location));
114 } else {
115 /* Convert unused input variables to shader_temp (with no
116 * initialization), to avoid confusing drivers looking through the
117 * inputs array and expecting to find inputs with a driver_location
118 * set.
119 */
120 var->data.mode = nir_var_shader_temp;
121 removed_inputs = true;
122 }
123 }
124
125 /* Re-lower global vars, to deal with any dead VS inputs. */
126 if (removed_inputs)
127 NIR_PASS(_, nir, nir_lower_global_vars_to_local);
128 }
129
130 static int
st_nir_lookup_parameter_index(struct gl_program * prog,nir_variable * var)131 st_nir_lookup_parameter_index(struct gl_program *prog, nir_variable *var)
132 {
133 struct gl_program_parameter_list *params = prog->Parameters;
134
135 /* Lookup the first parameter that the uniform storage that match the
136 * variable location.
137 */
138 for (unsigned i = 0; i < params->NumParameters; i++) {
139 int index = params->Parameters[i].MainUniformStorageIndex;
140 if (index == var->data.location)
141 return i;
142 }
143
144 /* TODO: Handle this fallback for SPIR-V. We need this for GLSL e.g. in
145 * dEQP-GLES2.functional.uniform_api.random.3
146 */
147
148 /* is there a better way to do this? If we have something like:
149 *
150 * struct S {
151 * float f;
152 * vec4 v;
153 * };
154 * uniform S color;
155 *
156 * Then what we get in prog->Parameters looks like:
157 *
158 * 0: Name=color.f, Type=6, DataType=1406, Size=1
159 * 1: Name=color.v, Type=6, DataType=8b52, Size=4
160 *
161 * So the name doesn't match up and _mesa_lookup_parameter_index()
162 * fails. In this case just find the first matching "color.*"..
163 *
164 * Note for arrays you could end up w/ color[n].f, for example.
165 */
166 if (!prog->sh.data->spirv) {
167 int namelen = strlen(var->name);
168 for (unsigned i = 0; i < params->NumParameters; i++) {
169 struct gl_program_parameter *p = ¶ms->Parameters[i];
170 if ((strncmp(p->Name, var->name, namelen) == 0) &&
171 ((p->Name[namelen] == '.') || (p->Name[namelen] == '['))) {
172 return i;
173 }
174 }
175 }
176
177 return -1;
178 }
179
180 static void
st_nir_assign_uniform_locations(struct gl_context * ctx,struct gl_program * prog,nir_shader * nir)181 st_nir_assign_uniform_locations(struct gl_context *ctx,
182 struct gl_program *prog,
183 nir_shader *nir)
184 {
185 int shaderidx = 0;
186 int imageidx = 0;
187
188 nir_foreach_variable_with_modes(uniform, nir, nir_var_uniform |
189 nir_var_image) {
190 int loc;
191
192 const struct glsl_type *type = glsl_without_array(uniform->type);
193 if (!uniform->data.bindless && (glsl_type_is_sampler(type) || glsl_type_is_image(type))) {
194 if (glsl_type_is_sampler(type)) {
195 loc = shaderidx;
196 shaderidx += type_size(uniform->type);
197 } else {
198 loc = imageidx;
199 imageidx += type_size(uniform->type);
200 }
201 } else if (uniform->state_slots) {
202 const gl_state_index16 *const stateTokens = uniform->state_slots[0].tokens;
203
204 unsigned comps;
205 if (glsl_type_is_struct_or_ifc(type)) {
206 comps = 4;
207 } else {
208 comps = glsl_get_vector_elements(type);
209 }
210
211 if (ctx->Const.PackedDriverUniformStorage) {
212 loc = _mesa_add_sized_state_reference(prog->Parameters,
213 stateTokens, comps, false);
214 loc = prog->Parameters->Parameters[loc].ValueOffset;
215 } else {
216 loc = _mesa_add_state_reference(prog->Parameters, stateTokens);
217 }
218 } else {
219 loc = st_nir_lookup_parameter_index(prog, uniform);
220
221 /* We need to check that loc is not -1 here before accessing the
222 * array. It can be negative for example when we have a struct that
223 * only contains opaque types.
224 */
225 if (loc >= 0 && ctx->Const.PackedDriverUniformStorage) {
226 loc = prog->Parameters->Parameters[loc].ValueOffset;
227 }
228 }
229
230 uniform->data.driver_location = loc;
231 }
232 }
233
234 static bool
def_is_64bit(nir_def * def,void * state)235 def_is_64bit(nir_def *def, void *state)
236 {
237 bool *lower = (bool *)state;
238 if (def && (def->bit_size == 64)) {
239 *lower = true;
240 return false;
241 }
242 return true;
243 }
244
245 static bool
src_is_64bit(nir_src * src,void * state)246 src_is_64bit(nir_src *src, void *state)
247 {
248 bool *lower = (bool *)state;
249 if (src && (nir_src_bit_size(*src) == 64)) {
250 *lower = true;
251 return false;
252 }
253 return true;
254 }
255
256 static bool
filter_64_bit_instr(const nir_instr * const_instr,UNUSED const void * data)257 filter_64_bit_instr(const nir_instr *const_instr, UNUSED const void *data)
258 {
259 bool lower = false;
260 /* lower_alu_to_scalar required nir_instr to be const, but nir_foreach_*
261 * doesn't have const variants, so do the ugly const_cast here. */
262 nir_instr *instr = const_cast<nir_instr *>(const_instr);
263
264 nir_foreach_def(instr, def_is_64bit, &lower);
265 if (lower)
266 return true;
267 nir_foreach_src(instr, src_is_64bit, &lower);
268 return lower;
269 }
270
271 /* Second third of converting glsl_to_nir. This creates uniforms, gathers
272 * info on varyings, etc after NIR link time opts have been applied.
273 */
274 static char *
st_glsl_to_nir_post_opts(struct st_context * st,struct gl_program * prog,struct gl_shader_program * shader_program)275 st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
276 struct gl_shader_program *shader_program)
277 {
278 nir_shader *nir = prog->nir;
279 struct pipe_screen *screen = st->screen;
280
281 /* Make a pass over the IR to add state references for any built-in
282 * uniforms that are used. This has to be done now (during linking).
283 * Code generation doesn't happen until the first time this shader is
284 * used for rendering. Waiting until then to generate the parameters is
285 * too late. At that point, the values for the built-in uniforms won't
286 * get sent to the shader.
287 */
288 nir_foreach_uniform_variable(var, nir) {
289 const nir_state_slot *const slots = var->state_slots;
290 if (slots != NULL) {
291 const struct glsl_type *type = glsl_without_array(var->type);
292 for (unsigned int i = 0; i < var->num_state_slots; i++) {
293 unsigned comps;
294 if (glsl_type_is_struct_or_ifc(type)) {
295 comps = _mesa_program_state_value_size(slots[i].tokens);
296 } else {
297 comps = glsl_get_vector_elements(type);
298 }
299
300 if (st->ctx->Const.PackedDriverUniformStorage) {
301 _mesa_add_sized_state_reference(prog->Parameters,
302 slots[i].tokens,
303 comps, false);
304 } else {
305 _mesa_add_state_reference(prog->Parameters,
306 slots[i].tokens);
307 }
308 }
309 }
310 }
311
312 /* Avoid reallocation of the program parameter list, because the uniform
313 * storage is only associated with the original parameter list.
314 * This should be enough for Bitmap and DrawPixels constants.
315 */
316 _mesa_ensure_and_associate_uniform_storage(st->ctx, shader_program, prog, 28);
317
318 /* None of the builtins being lowered here can be produced by SPIR-V. See
319 * _mesa_builtin_uniform_desc. Also drivers that support packed uniform
320 * storage don't need to lower builtins.
321 */
322 if (!shader_program->data->spirv &&
323 !st->ctx->Const.PackedDriverUniformStorage)
324 NIR_PASS(_, nir, st_nir_lower_builtin);
325
326 if (!screen->caps.nir_atomics_as_deref)
327 NIR_PASS(_, nir, gl_nir_lower_atomics, shader_program, true);
328
329 NIR_PASS(_, nir, nir_opt_intrinsics);
330
331 /* Lower 64-bit ops. */
332 if (nir->options->lower_int64_options ||
333 nir->options->lower_doubles_options) {
334 bool lowered_64bit_ops = false;
335 bool revectorize = false;
336
337 if (nir->options->lower_doubles_options) {
338 /* nir_lower_doubles is not prepared for vector ops, so if the backend doesn't
339 * request lower_alu_to_scalar until now, lower all 64 bit ops, and try to
340 * vectorize them afterwards again */
341 if (!nir->options->lower_to_scalar) {
342 NIR_PASS(revectorize, nir, nir_lower_alu_to_scalar, filter_64_bit_instr, nullptr);
343 NIR_PASS(revectorize, nir, nir_lower_phis_to_scalar, false);
344 }
345 /* doubles lowering requires frexp to be lowered first if it will be,
346 * since the pass generates other 64-bit ops. Most backends lower
347 * frexp, and using doubles is rare, and using frexp is even more rare
348 * (no instances in shader-db), so we're not too worried about
349 * accidentally lowering a 32-bit frexp here.
350 */
351 NIR_PASS(lowered_64bit_ops, nir, nir_lower_frexp);
352
353 NIR_PASS(lowered_64bit_ops, nir, nir_lower_doubles,
354 st->ctx->SoftFP64, nir->options->lower_doubles_options);
355 }
356 if (nir->options->lower_int64_options)
357 NIR_PASS(lowered_64bit_ops, nir, nir_lower_int64);
358
359 if (revectorize && !nir->options->vectorize_vec2_16bit)
360 NIR_PASS(_, nir, nir_opt_vectorize, nullptr, nullptr);
361
362 if (revectorize || lowered_64bit_ops)
363 gl_nir_opts(nir);
364 }
365
366 nir_variable_mode mask =
367 nir_var_shader_in | nir_var_shader_out | nir_var_function_temp;
368 nir_remove_dead_variables(nir, mask, NULL);
369
370 if (!st->has_hw_atomics && !screen->caps.nir_atomics_as_deref) {
371 unsigned align_offset_state = 0;
372 if (st->ctx->Const.ShaderStorageBufferOffsetAlignment > 4) {
373 struct gl_program_parameter_list *params = prog->Parameters;
374 for (unsigned i = 0; i < shader_program->data->NumAtomicBuffers; i++) {
375 gl_state_index16 state[STATE_LENGTH] = { STATE_ATOMIC_COUNTER_OFFSET, (short)shader_program->data->AtomicBuffers[i].Binding };
376 _mesa_add_state_reference(params, state);
377 }
378 align_offset_state = STATE_ATOMIC_COUNTER_OFFSET;
379 }
380 NIR_PASS(_, nir, nir_lower_atomics_to_ssbo, align_offset_state);
381 }
382
383 st_set_prog_affected_state_flags(prog);
384
385 st_finalize_nir_before_variants(nir);
386
387 char *msg = NULL;
388 if (st->allow_st_finalize_nir_twice) {
389 st_serialize_base_nir(prog, nir);
390 st_finalize_nir(st, prog, shader_program, nir, true, false);
391
392 if (screen->finalize_nir)
393 msg = screen->finalize_nir(screen, nir);
394 }
395
396 if (st->ctx->_Shader->Flags & GLSL_DUMP) {
397 _mesa_log("\n");
398 _mesa_log("NIR IR for linked %s program %d:\n",
399 _mesa_shader_stage_to_string(prog->info.stage),
400 shader_program->Name);
401 nir_print_shader(nir, mesa_log_get_file());
402 _mesa_log("\n\n");
403 }
404
405 return msg;
406 }
407
408 static void
st_nir_vectorize_io(nir_shader * producer,nir_shader * consumer)409 st_nir_vectorize_io(nir_shader *producer, nir_shader *consumer)
410 {
411 if (consumer)
412 NIR_PASS(_, consumer, nir_lower_io_to_vector, nir_var_shader_in);
413
414 if (!producer)
415 return;
416
417 NIR_PASS(_, producer, nir_lower_io_to_vector, nir_var_shader_out);
418
419 if (producer->info.stage == MESA_SHADER_TESS_CTRL &&
420 producer->options->vectorize_tess_levels)
421 NIR_PASS(_, producer, nir_vectorize_tess_levels);
422
423 NIR_PASS(_, producer, nir_opt_combine_stores, nir_var_shader_out);
424
425 if ((producer)->info.stage != MESA_SHADER_TESS_CTRL) {
426 /* Calling lower_io_to_vector creates output variable writes with
427 * write-masks. We only support these for TCS outputs, so for other
428 * stages, we need to call nir_lower_io_to_temporaries to get rid of
429 * them. This, in turn, creates temporary variables and extra
430 * copy_deref intrinsics that we need to clean up.
431 */
432 NIR_PASS(_, producer, nir_lower_io_to_temporaries,
433 nir_shader_get_entrypoint(producer), true, false);
434 NIR_PASS(_, producer, nir_lower_global_vars_to_local);
435 NIR_PASS(_, producer, nir_split_var_copies);
436 NIR_PASS(_, producer, nir_lower_var_copies);
437 }
438
439 /* Undef scalar store_deref intrinsics are not ignored by nir_lower_io,
440 * so they must be removed before that. These passes remove them.
441 */
442 NIR_PASS(_, producer, nir_lower_vars_to_ssa);
443 NIR_PASS(_, producer, nir_opt_undef);
444 NIR_PASS(_, producer, nir_opt_dce);
445 }
446
447 extern "C" {
448
449 bool
st_nir_lower_wpos_ytransform(struct nir_shader * nir,struct gl_program * prog,struct pipe_screen * pscreen)450 st_nir_lower_wpos_ytransform(struct nir_shader *nir,
451 struct gl_program *prog,
452 struct pipe_screen *pscreen)
453 {
454 bool progress = false;
455
456 if (nir->info.stage != MESA_SHADER_FRAGMENT) {
457 nir_shader_preserve_all_metadata(nir);
458 return progress;
459 }
460
461 static const gl_state_index16 wposTransformState[STATE_LENGTH] = {
462 STATE_FB_WPOS_Y_TRANSFORM
463 };
464 nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
465
466 memcpy(wpos_options.state_tokens, wposTransformState,
467 sizeof(wpos_options.state_tokens));
468 wpos_options.fs_coord_origin_upper_left =
469 pscreen->caps.fs_coord_origin_upper_left;
470 wpos_options.fs_coord_origin_lower_left =
471 pscreen->caps.fs_coord_origin_lower_left;
472 wpos_options.fs_coord_pixel_center_integer =
473 pscreen->caps.fs_coord_pixel_center_integer;
474 wpos_options.fs_coord_pixel_center_half_integer =
475 pscreen->caps.fs_coord_pixel_center_half_integer;
476
477 if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
478 _mesa_add_state_reference(prog->Parameters, wposTransformState);
479 progress = true;
480 }
481
482 static const gl_state_index16 pntcTransformState[STATE_LENGTH] = {
483 STATE_FB_PNTC_Y_TRANSFORM
484 };
485
486 if (nir_lower_pntc_ytransform(nir, &pntcTransformState)) {
487 _mesa_add_state_reference(prog->Parameters, pntcTransformState);
488 progress = true;
489 }
490
491 return progress;
492 }
493
494 static bool
st_link_glsl_to_nir(struct gl_context * ctx,struct gl_shader_program * shader_program)495 st_link_glsl_to_nir(struct gl_context *ctx,
496 struct gl_shader_program *shader_program)
497 {
498 struct st_context *st = st_context(ctx);
499 struct gl_linked_shader *linked_shader[MESA_SHADER_STAGES];
500 unsigned num_shaders = 0;
501
502 /* Return early if we are loading the shader from on-disk cache */
503 if (st_load_nir_from_disk_cache(ctx, shader_program)) {
504 return GL_TRUE;
505 }
506
507 MESA_TRACE_FUNC();
508
509 assert(shader_program->data->LinkStatus);
510
511 if (!shader_program->data->spirv) {
512 if (!gl_nir_link_glsl(ctx, shader_program))
513 return GL_FALSE;
514 }
515
516 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
517 if (shader_program->_LinkedShaders[i])
518 linked_shader[num_shaders++] = shader_program->_LinkedShaders[i];
519 }
520
521 for (unsigned i = 0; i < num_shaders; i++) {
522 struct gl_linked_shader *shader = linked_shader[i];
523 const nir_shader_compiler_options *options =
524 st->ctx->Const.ShaderCompilerOptions[shader->Stage].NirOptions;
525 struct gl_program *prog = shader->Program;
526
527 shader->Program->info.separate_shader = shader_program->SeparateShader;
528 prog->state.type = PIPE_SHADER_IR_NIR;
529
530 if (shader_program->data->spirv) {
531 /* Parameters will be filled during NIR linking. */
532 prog->Parameters = _mesa_new_parameter_list();
533 prog->shader_program = shader_program;
534
535 assert(!prog->nir);
536 prog->nir = _mesa_spirv_to_nir(ctx, shader_program, shader->Stage, options);
537 } else {
538 assert(prog->nir);
539 prog->nir->info.name =
540 ralloc_asprintf(shader, "GLSL%d", shader_program->Name);
541 if (shader_program->Label)
542 prog->nir->info.label = ralloc_strdup(shader, shader_program->Label);
543 }
544
545 nir_shader_gather_info(prog->nir, nir_shader_get_entrypoint(prog->nir));
546 if (!st->ctx->SoftFP64 && ((prog->nir->info.bit_sizes_int | prog->nir->info.bit_sizes_float) & 64) &&
547 (options->lower_doubles_options & nir_lower_fp64_full_software) != 0) {
548
549 /* It's not possible to use float64 on GLSL ES, so don't bother trying to
550 * build the support code. The support code depends on higher versions of
551 * desktop GLSL, so it will fail to compile (below) anyway.
552 */
553 if (_mesa_is_desktop_gl(st->ctx) && st->ctx->Const.GLSLVersion >= 400)
554 st->ctx->SoftFP64 = glsl_float64_funcs_to_nir(st->ctx, options);
555 }
556 }
557
558 if (shader_program->data->spirv) {
559 static const gl_nir_linker_options opts = {
560 true /*fill_parameters */
561 };
562 if (!gl_nir_link_spirv(&ctx->Const, &ctx->Extensions, shader_program,
563 &opts))
564 return GL_FALSE;
565 }
566
567 for (unsigned i = 0; i < num_shaders; i++) {
568 struct gl_program *prog = linked_shader[i]->Program;
569 prog->ExternalSamplersUsed = gl_external_samplers(prog);
570 _mesa_update_shader_textures_used(shader_program, prog);
571 }
572
573 nir_build_program_resource_list(&ctx->Const, shader_program,
574 shader_program->data->spirv);
575
576 for (unsigned i = 0; i < num_shaders; i++) {
577 struct gl_linked_shader *shader = linked_shader[i];
578 nir_shader *nir = shader->Program->nir;
579 gl_shader_stage stage = shader->Stage;
580 const struct gl_shader_compiler_options *options =
581 &ctx->Const.ShaderCompilerOptions[stage];
582
583 if (nir->info.io_lowered) {
584 /* Since IO is lowered, we won't need the IO variables from now on.
585 * nir_build_program_resource_list was the last pass that needed them.
586 */
587 NIR_PASS_V(nir, nir_remove_dead_variables,
588 nir_var_shader_in | nir_var_shader_out, NULL);
589 }
590
591 /* If there are forms of indirect addressing that the driver
592 * cannot handle, perform the lowering pass.
593 */
594 if (!(nir->options->support_indirect_inputs & BITFIELD_BIT(stage)) ||
595 !(nir->options->support_indirect_outputs & BITFIELD_BIT(stage)) ||
596 options->EmitNoIndirectTemp || options->EmitNoIndirectUniform) {
597 nir_variable_mode mode = (nir_variable_mode)0;
598
599 if (!nir->info.io_lowered) {
600 mode |= !(nir->options->support_indirect_inputs & BITFIELD_BIT(stage)) ?
601 nir_var_shader_in : (nir_variable_mode)0;
602 mode |= !(nir->options->support_indirect_outputs & BITFIELD_BIT(stage)) ?
603 nir_var_shader_out : (nir_variable_mode)0;
604 }
605 mode |= options->EmitNoIndirectTemp ?
606 nir_var_function_temp : (nir_variable_mode)0;
607 mode |= options->EmitNoIndirectUniform ?
608 nir_var_uniform | nir_var_mem_ubo | nir_var_mem_ssbo :
609 (nir_variable_mode)0;
610
611 if (mode)
612 nir_lower_indirect_derefs(nir, mode, UINT32_MAX);
613 }
614
615 /* This needs to run after the initial pass of nir_lower_vars_to_ssa, so
616 * that the buffer indices are constants in nir where they where
617 * constants in GLSL. */
618 NIR_PASS(_, nir, gl_nir_lower_buffers, shader_program);
619
620 NIR_PASS(_, nir, st_nir_lower_wpos_ytransform, shader->Program,
621 st->screen);
622
623 /* needed to lower base_workgroup_id and base_global_invocation_id */
624 struct nir_lower_compute_system_values_options cs_options = {};
625 NIR_PASS(_, nir, nir_lower_system_values);
626 NIR_PASS(_, nir, nir_lower_compute_system_values, &cs_options);
627
628 if (nir->info.io_lowered)
629 continue; /* the rest is for non-lowered IO only */
630
631 /* Remap the locations to slots so those requiring two slots will occupy
632 * two locations. For instance, if we have in the IR code a dvec3 attr0 in
633 * location 0 and vec4 attr1 in location 1, in NIR attr0 will use
634 * locations/slots 0 and 1, and attr1 will use location/slot 2
635 */
636 if (nir->info.stage == MESA_SHADER_VERTEX && !shader_program->data->spirv)
637 nir_remap_dual_slot_attributes(nir, &shader->Program->DualSlotInputs);
638
639 if (i >= 1) {
640 struct gl_program *prev_shader = linked_shader[i - 1]->Program;
641
642 /* We can't use nir_compact_varyings with transform feedback, since
643 * the pipe_stream_output->output_register field is based on the
644 * pre-compacted driver_locations.
645 */
646 if (!(prev_shader->sh.LinkedTransformFeedback &&
647 prev_shader->sh.LinkedTransformFeedback->NumVarying > 0))
648 nir_compact_varyings(prev_shader->nir,
649 nir, ctx->API != API_OPENGL_COMPAT);
650
651 if (ctx->Const.ShaderCompilerOptions[shader->Stage].NirOptions->vectorize_io)
652 st_nir_vectorize_io(prev_shader->nir, nir);
653 }
654 }
655
656 /* If the program is a separate shader program check if we need to vectorise
657 * the first and last program interfaces too.
658 */
659 if (shader_program->SeparateShader && num_shaders > 0) {
660 struct gl_linked_shader *first_shader = linked_shader[0];
661 struct gl_linked_shader *last_shader = linked_shader[num_shaders - 1];
662 if (first_shader->Stage != MESA_SHADER_COMPUTE) {
663 if (ctx->Const.ShaderCompilerOptions[first_shader->Stage].NirOptions->vectorize_io &&
664 first_shader->Stage > MESA_SHADER_VERTEX)
665 st_nir_vectorize_io(NULL, first_shader->Program->nir);
666
667 if (ctx->Const.ShaderCompilerOptions[last_shader->Stage].NirOptions->vectorize_io &&
668 last_shader->Stage < MESA_SHADER_FRAGMENT)
669 st_nir_vectorize_io(last_shader->Program->nir, NULL);
670 }
671 }
672
673 struct shader_info *prev_info = NULL;
674
675 for (unsigned i = 0; i < num_shaders; i++) {
676 struct gl_linked_shader *shader = linked_shader[i];
677 struct shader_info *info = &shader->Program->nir->info;
678
679 char *msg = st_glsl_to_nir_post_opts(st, shader->Program, shader_program);
680 if (msg) {
681 linker_error(shader_program, msg);
682 return false;
683 }
684
685 if (prev_info &&
686 ctx->Const.ShaderCompilerOptions[shader->Stage].NirOptions->unify_interfaces) {
687 prev_info->outputs_written |= info->inputs_read &
688 ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
689 info->inputs_read |= prev_info->outputs_written &
690 ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
691
692 prev_info->patch_outputs_written |= info->patch_inputs_read;
693 info->patch_inputs_read |= prev_info->patch_outputs_written;
694 }
695 prev_info = info;
696 }
697
698 /* Get TCS and TES shader info. */
699 struct shader_info *tcs_info = NULL, *tes_info = NULL;
700
701 for (unsigned i = 0; i < num_shaders; i++) {
702 struct gl_linked_shader *shader = linked_shader[i];
703 struct shader_info *info = &shader->Program->nir->info;
704
705 if (info->stage == MESA_SHADER_TESS_CTRL)
706 tcs_info = info;
707 else if (info->stage == MESA_SHADER_TESS_EVAL)
708 tes_info = info;
709 }
710
711 /* Copy some fields from TES to TCS shader info because some drivers
712 * (radeonsi) need them in TCS.
713 */
714 if (tcs_info && tes_info) {
715 tcs_info->tess._primitive_mode = tes_info->tess._primitive_mode;
716 tcs_info->tess.spacing = tes_info->tess.spacing;
717 }
718
719 for (unsigned i = 0; i < num_shaders; i++) {
720 struct gl_linked_shader *shader = linked_shader[i];
721 struct gl_program *prog = shader->Program;
722
723 /* Make sure that prog->info is in sync with nir->info, but st/mesa
724 * expects some of the values to be from before lowering.
725 */
726 shader_info old_info = prog->info;
727 prog->info = prog->nir->info;
728 prog->info.name = old_info.name;
729 prog->info.label = old_info.label;
730 prog->info.num_ssbos = old_info.num_ssbos;
731 prog->info.num_ubos = old_info.num_ubos;
732 prog->info.num_abos = old_info.num_abos;
733
734 if (prog->info.stage == MESA_SHADER_VERTEX) {
735 if (prog->nir->info.io_lowered) {
736 prog->info.inputs_read = prog->nir->info.inputs_read;
737 prog->DualSlotInputs = prog->nir->info.dual_slot_inputs;
738 } else {
739 /* NIR expands dual-slot inputs out to two locations. We need to
740 * compact things back down GL-style single-slot inputs to avoid
741 * confusing the state tracker.
742 */
743 prog->info.inputs_read =
744 nir_get_single_slot_attribs_mask(prog->nir->info.inputs_read,
745 prog->DualSlotInputs);
746 }
747
748 /* Initialize st_vertex_program members. */
749 st_prepare_vertex_program(prog);
750 }
751
752 /* Get pipe_stream_output_info. */
753 if (shader->Stage == MESA_SHADER_VERTEX ||
754 shader->Stage == MESA_SHADER_TESS_EVAL ||
755 shader->Stage == MESA_SHADER_GEOMETRY)
756 st_translate_stream_output_info(prog);
757
758 st_store_nir_in_disk_cache(st, prog);
759
760 st_release_variants(st, prog);
761 st_finalize_program(st, prog);
762 }
763
764 struct pipe_context *pctx = st_context(ctx)->pipe;
765 if (pctx->link_shader) {
766 void *driver_handles[PIPE_SHADER_TYPES];
767 memset(driver_handles, 0, sizeof(driver_handles));
768
769 for (uint32_t i = 0; i < MESA_SHADER_STAGES; ++i) {
770 struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
771 if (shader) {
772 struct gl_program *p = shader->Program;
773 if (p && p->variants) {
774 enum pipe_shader_type type = pipe_shader_type_from_mesa(shader->Stage);
775 driver_handles[type] = p->variants->driver_shader;
776 }
777 }
778 }
779
780 pctx->link_shader(pctx, driver_handles);
781 }
782
783 return true;
784 }
785
786 void
st_nir_assign_varying_locations(struct st_context * st,nir_shader * nir)787 st_nir_assign_varying_locations(struct st_context *st, nir_shader *nir)
788 {
789 /* Lowered IO don't have variables, so exit. */
790 if (nir->info.io_lowered)
791 return;
792
793 if (nir->info.stage == MESA_SHADER_VERTEX) {
794 nir_assign_io_var_locations(nir, nir_var_shader_out,
795 &nir->num_outputs,
796 nir->info.stage);
797 st_nir_fixup_varying_slots(st, nir, nir_var_shader_out);
798 } else if (nir->info.stage == MESA_SHADER_GEOMETRY ||
799 nir->info.stage == MESA_SHADER_TESS_CTRL ||
800 nir->info.stage == MESA_SHADER_TESS_EVAL) {
801 nir_assign_io_var_locations(nir, nir_var_shader_in,
802 &nir->num_inputs,
803 nir->info.stage);
804 st_nir_fixup_varying_slots(st, nir, nir_var_shader_in);
805
806 nir_assign_io_var_locations(nir, nir_var_shader_out,
807 &nir->num_outputs,
808 nir->info.stage);
809 st_nir_fixup_varying_slots(st, nir, nir_var_shader_out);
810 } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
811 nir_assign_io_var_locations(nir, nir_var_shader_in,
812 &nir->num_inputs,
813 nir->info.stage);
814 st_nir_fixup_varying_slots(st, nir, nir_var_shader_in);
815 nir_assign_io_var_locations(nir, nir_var_shader_out,
816 &nir->num_outputs,
817 nir->info.stage);
818 } else if (nir->info.stage == MESA_SHADER_COMPUTE) {
819 /* TODO? */
820 } else {
821 unreachable("invalid shader type");
822 }
823 }
824
825 void
st_nir_lower_samplers(struct pipe_screen * screen,nir_shader * nir,struct gl_shader_program * shader_program,struct gl_program * prog)826 st_nir_lower_samplers(struct pipe_screen *screen, nir_shader *nir,
827 struct gl_shader_program *shader_program,
828 struct gl_program *prog)
829 {
830 if (screen->caps.nir_samplers_as_deref)
831 NIR_PASS(_, nir, gl_nir_lower_samplers_as_deref, shader_program);
832 else
833 NIR_PASS(_, nir, gl_nir_lower_samplers, shader_program);
834
835 if (prog) {
836 BITSET_COPY(prog->info.textures_used, nir->info.textures_used);
837 BITSET_COPY(prog->info.textures_used_by_txf, nir->info.textures_used_by_txf);
838 BITSET_COPY(prog->info.samplers_used, nir->info.samplers_used);
839 BITSET_COPY(prog->info.images_used, nir->info.images_used);
840 BITSET_COPY(prog->info.image_buffers, nir->info.image_buffers);
841 BITSET_COPY(prog->info.msaa_images, nir->info.msaa_images);
842 }
843 }
844
845 static int
st_packed_uniforms_type_size(const struct glsl_type * type,bool bindless)846 st_packed_uniforms_type_size(const struct glsl_type *type, bool bindless)
847 {
848 return glsl_count_dword_slots(type, bindless);
849 }
850
851 static int
st_unpacked_uniforms_type_size(const struct glsl_type * type,bool bindless)852 st_unpacked_uniforms_type_size(const struct glsl_type *type, bool bindless)
853 {
854 return glsl_count_vec4_slots(type, false, bindless);
855 }
856
857 void
st_nir_lower_uniforms(struct st_context * st,nir_shader * nir)858 st_nir_lower_uniforms(struct st_context *st, nir_shader *nir)
859 {
860 if (st->ctx->Const.PackedDriverUniformStorage) {
861 NIR_PASS(_, nir, nir_lower_io, nir_var_uniform,
862 st_packed_uniforms_type_size,
863 (nir_lower_io_options)0);
864 } else {
865 NIR_PASS(_, nir, nir_lower_io, nir_var_uniform,
866 st_unpacked_uniforms_type_size,
867 (nir_lower_io_options)0);
868 }
869
870 if (nir->options->lower_uniforms_to_ubo)
871 NIR_PASS(_, nir, nir_lower_uniforms_to_ubo,
872 st->ctx->Const.PackedDriverUniformStorage,
873 !st->ctx->Const.NativeIntegers);
874 }
875
876 /* Last third of preparing nir from glsl, which happens after shader
877 * variant lowering.
878 */
879 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)880 st_finalize_nir(struct st_context *st, struct gl_program *prog,
881 struct gl_shader_program *shader_program, nir_shader *nir,
882 bool is_before_variants, bool is_draw_shader)
883 {
884 struct pipe_screen *screen = st->screen;
885
886 MESA_TRACE_FUNC();
887
888 NIR_PASS(_, nir, nir_split_var_copies);
889 NIR_PASS(_, nir, nir_lower_var_copies);
890
891 const bool lower_tg4_offsets =
892 !is_draw_shader && !st->screen->caps.texture_gather_offsets;
893
894 if (!is_draw_shader && (st->lower_rect_tex || lower_tg4_offsets)) {
895 struct nir_lower_tex_options opts = {0};
896 opts.lower_rect = !!st->lower_rect_tex;
897 opts.lower_tg4_offsets = lower_tg4_offsets;
898
899 NIR_PASS(_, nir, nir_lower_tex, &opts);
900 }
901
902 st_nir_assign_varying_locations(st, nir);
903 st_nir_assign_uniform_locations(st->ctx, prog, nir);
904
905 /* Set num_uniforms in number of attribute slots (vec4s) */
906 nir->num_uniforms = DIV_ROUND_UP(prog->Parameters->NumParameterValues, 4);
907
908 st_nir_lower_uniforms(st, nir);
909
910 if (!is_draw_shader && is_before_variants && nir->options->lower_uniforms_to_ubo) {
911 /* This must be done after uniforms are lowered to UBO and all
912 * nir_var_uniform variables are removed from NIR to prevent conflicts
913 * between state parameter merging and shader variant generation.
914 */
915 _mesa_optimize_state_parameters(&st->ctx->Const, prog->Parameters);
916 }
917
918 st_nir_lower_samplers(screen, nir, shader_program, prog);
919 if (!is_draw_shader && !screen->caps.nir_images_as_deref)
920 NIR_PASS(_, nir, gl_nir_lower_images, false);
921 }
922
923 /**
924 * Link a GLSL shader program. Called via glLinkProgram().
925 */
926 void
st_link_shader(struct gl_context * ctx,struct gl_shader_program * prog)927 st_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
928 {
929 unsigned int i;
930 bool spirv = false;
931
932 MESA_TRACE_FUNC();
933
934 _mesa_clear_shader_program_data(ctx, prog);
935
936 prog->data = _mesa_create_shader_program_data();
937
938 prog->data->LinkStatus = LINKING_SUCCESS;
939
940 for (i = 0; i < prog->NumShaders; i++) {
941 if (!prog->Shaders[i]->CompileStatus) {
942 linker_error(prog, "linking with uncompiled/unspecialized shader");
943 }
944
945 if (!i) {
946 spirv = (prog->Shaders[i]->spirv_data != NULL);
947 } else if (spirv && !prog->Shaders[i]->spirv_data) {
948 /* The GL_ARB_gl_spirv spec adds a new bullet point to the list of
949 * reasons LinkProgram can fail:
950 *
951 * "All the shader objects attached to <program> do not have the
952 * same value for the SPIR_V_BINARY_ARB state."
953 */
954 linker_error(prog,
955 "not all attached shaders have the same "
956 "SPIR_V_BINARY_ARB state");
957 }
958 }
959 prog->data->spirv = spirv;
960
961 if (prog->data->LinkStatus) {
962 if (!spirv) {
963 link_shaders_init(ctx, prog);
964
965 #ifdef ENABLE_SHADER_CACHE
966 shader_cache_read_program_metadata(ctx, prog);
967 #endif
968 } else
969 _mesa_spirv_link_shaders(ctx, prog);
970 }
971
972 /* If LinkStatus is LINKING_SUCCESS, then reset sampler validated to true.
973 * Validation happens via the LinkShader call below. If LinkStatus is
974 * LINKING_SKIPPED, then SamplersValidated will have been restored from the
975 * shader cache.
976 */
977 if (prog->data->LinkStatus == LINKING_SUCCESS) {
978 prog->SamplersValidated = GL_TRUE;
979 }
980
981 if (prog->data->LinkStatus && !st_link_glsl_to_nir(ctx, prog)) {
982 prog->data->LinkStatus = LINKING_FAILURE;
983 }
984
985 if (prog->data->LinkStatus != LINKING_FAILURE)
986 _mesa_create_program_resource_hash(prog);
987
988 /* Return early if we are loading the shader from on-disk cache */
989 if (prog->data->LinkStatus == LINKING_SKIPPED)
990 return;
991
992 if (ctx->_Shader->Flags & GLSL_DUMP) {
993 if (!prog->data->LinkStatus) {
994 fprintf(stderr, "GLSL shader program %d failed to link\n", prog->Name);
995 }
996
997 if (prog->data->InfoLog && prog->data->InfoLog[0] != 0) {
998 fprintf(stderr, "GLSL shader program %d info log:\n", prog->Name);
999 fprintf(stderr, "%s\n", prog->data->InfoLog);
1000 }
1001 }
1002
1003 #ifdef ENABLE_SHADER_CACHE
1004 if (prog->data->LinkStatus)
1005 shader_cache_write_program_metadata(ctx, prog);
1006 #endif
1007 }
1008
1009 } /* extern "C" */
1010