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 "tgsi/tgsi_parse.h"
30 
31 struct pipe_shader_state *
st_nir_finish_builtin_shader(struct st_context * st,nir_shader * nir)32 st_nir_finish_builtin_shader(struct st_context *st,
33                              nir_shader *nir)
34 {
35    struct pipe_screen *screen = st->screen;
36    gl_shader_stage stage = nir->info.stage;
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_V(nir, nir_lower_global_vars_to_local);
43    NIR_PASS_V(nir, nir_split_var_copies);
44    NIR_PASS_V(nir, nir_lower_var_copies);
45    NIR_PASS_V(nir, nir_lower_system_values);
46    NIR_PASS_V(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_V(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_V(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_V(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       st_nir_opts(nir);
76    }
77 
78    struct pipe_shader_state state = {
79       .type = PIPE_SHADER_IR_NIR,
80       .ir.nir = nir,
81    };
82 
83    return st_create_nir_shader(st, &state);
84 }
85 
86 /**
87  * Make a simple shader that copies inputs to corresponding outputs.
88  */
89 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)90 st_nir_make_passthrough_shader(struct st_context *st,
91                                const char *shader_name,
92                                gl_shader_stage stage,
93                                unsigned num_vars,
94                                unsigned *input_locations,
95                                unsigned *output_locations,
96                                unsigned *interpolation_modes,
97                                unsigned sysval_mask)
98 {
99    const struct glsl_type *vec4 = glsl_vec4_type();
100    const nir_shader_compiler_options *options =
101       st_get_nir_compiler_options(st, stage);
102 
103    nir_builder b = nir_builder_init_simple_shader(stage, options,
104                                                   "%s", shader_name);
105 
106    char var_name[15];
107 
108    for (unsigned i = 0; i < num_vars; i++) {
109       nir_variable *in;
110       if (sysval_mask & (1 << i)) {
111          snprintf(var_name, sizeof(var_name), "sys_%u", input_locations[i]);
112          in = nir_variable_create(b.shader, nir_var_system_value,
113                                   glsl_int_type(), var_name);
114       } else {
115          snprintf(var_name, sizeof(var_name), "in_%u", input_locations[i]);
116          in = nir_variable_create(b.shader, nir_var_shader_in, vec4, var_name);
117       }
118       in->data.location = input_locations[i];
119       if (interpolation_modes)
120          in->data.interpolation = interpolation_modes[i];
121 
122       snprintf(var_name, sizeof(var_name), "out_%u", output_locations[i]);
123       nir_variable *out =
124          nir_variable_create(b.shader, nir_var_shader_out, in->type, var_name);
125       out->data.location = output_locations[i];
126       out->data.interpolation = in->data.interpolation;
127 
128       nir_copy_var(&b, out, in);
129    }
130 
131    return st_nir_finish_builtin_shader(st, b.shader);
132 }
133