/* * Copyright © 2018 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ #include "st_nir.h" #include "st_program.h" #include "compiler/nir/nir_builder.h" #include "compiler/glsl/gl_nir.h" #include "compiler/glsl/gl_nir_linker.h" void st_nir_finish_builtin_nir(struct st_context *st, nir_shader *nir) { struct pipe_screen *screen = st->screen; gl_shader_stage stage = nir->info.stage; MESA_TRACE_FUNC(); nir->info.separate_shader = true; if (stage == MESA_SHADER_FRAGMENT) nir->info.fs.untyped_color_outputs = true; NIR_PASS(_, nir, nir_lower_global_vars_to_local); NIR_PASS(_, nir, nir_split_var_copies); NIR_PASS(_, nir, nir_lower_var_copies); NIR_PASS(_, nir, nir_lower_system_values); struct nir_lower_compute_system_values_options cs_options = { .has_base_global_invocation_id = false, .has_base_workgroup_id = false, }; NIR_PASS(_, nir, nir_lower_compute_system_values, &cs_options); if (nir->options->lower_to_scalar) { nir_variable_mode mask = (stage > MESA_SHADER_VERTEX ? nir_var_shader_in : 0) | (stage < MESA_SHADER_FRAGMENT ? nir_var_shader_out : 0); NIR_PASS(_, nir, nir_lower_io_to_scalar_early, mask); } if (st->lower_rect_tex) { const struct nir_lower_tex_options opts = { .lower_rect = true, }; NIR_PASS(_, nir, nir_lower_tex, &opts); } nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir)); nir_recompute_io_bases(nir, nir_var_shader_in | nir_var_shader_out); st_nir_assign_vs_in_locations(nir); st_nir_assign_varying_locations(st, nir); st_nir_lower_samplers(screen, nir, NULL, NULL); st_nir_lower_uniforms(st, nir); if (!screen->get_param(screen, PIPE_CAP_NIR_IMAGES_AS_DEREF)) NIR_PASS(_, nir, gl_nir_lower_images, false); if (nir->info.io_lowered && !(nir->options->io_options & nir_io_has_intrinsics)) { NIR_PASS(_, nir, st_nir_unlower_io_to_vars); gl_nir_opts(nir); } if (screen->finalize_nir) { char *msg = screen->finalize_nir(screen, nir); free(msg); } else { gl_nir_opts(nir); } } void * st_nir_finish_builtin_shader(struct st_context *st, nir_shader *nir) { st_nir_finish_builtin_nir(st, nir); struct pipe_shader_state state = { .type = PIPE_SHADER_IR_NIR, .ir.nir = nir, }; return st_create_nir_shader(st, &state); } /** * Make a simple vertex shader that copies inputs to corresponding outputs. */ 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) { const nir_shader_compiler_options *options = st_get_nir_compiler_options(st, MESA_SHADER_VERTEX); nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, options, "%s", shader_name); b.shader->info.io_lowered = true; for (unsigned i = 0; i < num_vars; i++) { nir_def *in; if (sysval_mask & (1 << i)) { nir_variable *var = nir_create_variable_with_location(b.shader, nir_var_system_value, input_locations[i], glsl_int_type()); in = nir_load_var(&b, var); } else { in = nir_load_input(&b, 4, 32, nir_imm_int(&b, 0), .io_semantics.location = input_locations[i]); } nir_store_output(&b, in, nir_imm_int(&b, 0), .src_type = output_locations[i] == VARYING_SLOT_LAYER ? nir_type_int32 : nir_type_float32, .io_semantics.location = output_locations[i]); } return st_nir_finish_builtin_shader(st, b.shader); } /** * Make a simple shader that reads color value from a constant buffer * and uses it to clear all color buffers. */ void * st_nir_make_clearcolor_shader(struct st_context *st) { const nir_shader_compiler_options *options = st_get_nir_compiler_options(st, MESA_SHADER_FRAGMENT); nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options, "clear color FS"); b.shader->info.num_ubos = 1; b.shader->num_outputs = 1; b.shader->num_uniforms = 1; /* Read clear color from constant buffer */ nir_def *clear_color = nir_load_uniform(&b, 4, 32, nir_imm_int(&b,0), .range = 16, .dest_type = nir_type_float32); nir_variable *color_out = nir_create_variable_with_location(b.shader, nir_var_shader_out, FRAG_RESULT_COLOR, glsl_vec4_type()); /* Write out the color */ nir_store_var(&b, color_out, clear_color, 0xf); return st_nir_finish_builtin_shader(st, b.shader); }