Files
third_party_mesa3d/src/mesa/state_tracker/st_nir_builtins.c
Marek Olšák eeea99210f st/mesa: switch st_nir_make_passthrough_shader to IO intrinsics
also simplify it to only make VS because it's only used for VS.

Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32779>
2025-01-06 19:09:18 +00:00

175 lines
6.0 KiB
C

/*
* 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);
}