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
47 struct nir_lower_compute_system_values_options cs_options = {
48 .has_base_global_invocation_id = false,
49 .has_base_workgroup_id = false,
50 };
51 NIR_PASS(_, nir, nir_lower_compute_system_values, &cs_options);
52
53 if (nir->options->lower_to_scalar) {
54 nir_variable_mode mask =
55 (stage > MESA_SHADER_VERTEX ? nir_var_shader_in : 0) |
56 (stage < MESA_SHADER_FRAGMENT ? nir_var_shader_out : 0);
57
58 NIR_PASS(_, nir, nir_lower_io_to_scalar_early, mask);
59 }
60
61 if (st->lower_rect_tex) {
62 const struct nir_lower_tex_options opts = { .lower_rect = true, };
63 NIR_PASS(_, nir, nir_lower_tex, &opts);
64 }
65
66 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
67 nir_recompute_io_bases(nir, nir_var_shader_in | nir_var_shader_out);
68
69 st_nir_assign_vs_in_locations(nir);
70 st_nir_assign_varying_locations(st, nir);
71
72 st_nir_lower_samplers(screen, nir, NULL, NULL);
73 st_nir_lower_uniforms(st, nir);
74 if (!screen->caps.nir_images_as_deref)
75 NIR_PASS(_, nir, gl_nir_lower_images, false);
76
77 if (nir->info.io_lowered &&
78 !(nir->options->io_options & nir_io_has_intrinsics)) {
79 NIR_PASS(_, nir, st_nir_unlower_io_to_vars);
80 gl_nir_opts(nir);
81 }
82
83 if (screen->finalize_nir) {
84 char *msg = screen->finalize_nir(screen, nir);
85 free(msg);
86 } else {
87 gl_nir_opts(nir);
88 }
89 }
90
91 void *
st_nir_finish_builtin_shader(struct st_context * st,nir_shader * nir)92 st_nir_finish_builtin_shader(struct st_context *st,
93 nir_shader *nir)
94 {
95 st_nir_finish_builtin_nir(st, nir);
96
97 struct pipe_shader_state state = {
98 .type = PIPE_SHADER_IR_NIR,
99 .ir.nir = nir,
100 };
101
102 return st_create_nir_shader(st, &state);
103 }
104
105 /**
106 * Make a simple vertex shader that copies inputs to corresponding outputs.
107 */
108 void *
st_nir_make_passthrough_vs(struct st_context * st,const char * shader_name,unsigned num_vars,const unsigned * input_locations,const gl_varying_slot * output_locations,unsigned sysval_mask)109 st_nir_make_passthrough_vs(struct st_context *st,
110 const char *shader_name,
111 unsigned num_vars,
112 const unsigned *input_locations,
113 const gl_varying_slot *output_locations,
114 unsigned sysval_mask)
115 {
116 const nir_shader_compiler_options *options =
117 st_get_nir_compiler_options(st, MESA_SHADER_VERTEX);
118
119 nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, options,
120 "%s", shader_name);
121 b.shader->info.io_lowered = true;
122
123 for (unsigned i = 0; i < num_vars; i++) {
124 nir_def *in;
125
126 if (sysval_mask & (1 << i)) {
127 nir_variable *var =
128 nir_create_variable_with_location(b.shader, nir_var_system_value,
129 input_locations[i],
130 glsl_int_type());
131 in = nir_load_var(&b, var);
132 } else {
133 in = nir_load_input(&b, 4, 32, nir_imm_int(&b, 0),
134 .io_semantics.location = input_locations[i]);
135 }
136
137 nir_store_output(&b, in, nir_imm_int(&b, 0),
138 .src_type = output_locations[i] == VARYING_SLOT_LAYER ?
139 nir_type_int32 : nir_type_float32,
140 .io_semantics.location = output_locations[i]);
141 }
142
143 return st_nir_finish_builtin_shader(st, b.shader);
144 }
145
146 /**
147 * Make a simple shader that reads color value from a constant buffer
148 * and uses it to clear all color buffers.
149 */
150 void *
st_nir_make_clearcolor_shader(struct st_context * st)151 st_nir_make_clearcolor_shader(struct st_context *st)
152 {
153 const nir_shader_compiler_options *options =
154 st_get_nir_compiler_options(st, MESA_SHADER_FRAGMENT);
155
156 nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options,
157 "clear color FS");
158 b.shader->info.num_ubos = 1;
159 b.shader->num_outputs = 1;
160 b.shader->num_uniforms = 1;
161 b.shader->info.io_lowered = true;
162
163 /* Read clear color from constant buffer */
164 nir_def *clear_color = nir_load_uniform(&b, 4, 32, nir_imm_int(&b,0),
165 .range = 16,
166 .dest_type = nir_type_float32);
167
168 nir_store_output(&b, clear_color, nir_imm_int(&b, 0),
169 .io_semantics.location = FRAG_RESULT_COLOR);
170
171 return st_nir_finish_builtin_shader(st, b.shader);
172 }
173