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