/* * 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 "tgsi/tgsi_from_mesa.h" #include "st_glsl_types.h" #include "st_nir.h" #include "compiler/nir/nir_builder.h" struct pipe_shader_state * st_nir_finish_builtin_shader(struct st_context *st, nir_shader *nir, const char *name) { struct pipe_context *pipe = st->pipe; struct pipe_screen *screen = pipe->screen; enum pipe_shader_type p_stage = pipe_shader_type_from_mesa(nir->info.stage); bool is_scalar = screen->get_shader_param(screen, p_stage, PIPE_SHADER_CAP_SCALAR_ISA); nir->info.name = ralloc_strdup(nir, name); nir->info.separate_shader = true; if (nir->info.stage == MESA_SHADER_FRAGMENT) nir->info.fs.untyped_color_outputs = true; NIR_PASS_V(nir, nir_lower_global_vars_to_local); NIR_PASS_V(nir, nir_split_var_copies); NIR_PASS_V(nir, nir_lower_var_copies); NIR_PASS_V(nir, nir_lower_system_values); if (is_scalar) { nir_variable_mode mask = (nir->info.stage > MESA_SHADER_VERTEX ? nir_var_shader_in : 0) | (nir->info.stage < MESA_SHADER_FRAGMENT ? nir_var_shader_out : 0); NIR_PASS_V(nir, nir_lower_io_to_scalar_early, mask); } st_nir_opts(nir, is_scalar); nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir)); st_nir_assign_varying_locations(st, nir); st_nir_lower_samplers(screen, nir, NULL, NULL); if (st->ctx->Const.PackedDriverUniformStorage) { NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, st_glsl_type_dword_size, (nir_lower_io_options)0); NIR_PASS_V(nir, nir_lower_uniforms_to_ubo, 4); } else { NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, st_glsl_uniforms_type_size, (nir_lower_io_options)0); } struct pipe_shader_state state = { .type = PIPE_SHADER_IR_NIR, .ir.nir = nir, }; switch (nir->info.stage) { case MESA_SHADER_VERTEX: return pipe->create_vs_state(pipe, &state); case MESA_SHADER_TESS_CTRL: return pipe->create_tcs_state(pipe, &state); case MESA_SHADER_TESS_EVAL: return pipe->create_tes_state(pipe, &state); case MESA_SHADER_GEOMETRY: return pipe->create_gs_state(pipe, &state); case MESA_SHADER_FRAGMENT: return pipe->create_fs_state(pipe, &state); default: unreachable("unsupported shader stage"); return NULL; } } /** * Make a simple shader that copies inputs to corresponding outputs. */ 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) { struct nir_builder b; const struct glsl_type *vec4 = glsl_vec4_type(); const nir_shader_compiler_options *options = st->ctx->Const.ShaderCompilerOptions[stage].NirOptions; nir_builder_init_simple_shader(&b, NULL, stage, options); char var_name[15]; for (unsigned i = 0; i < num_vars; i++) { nir_variable *in; if (sysval_mask & (1 << i)) { snprintf(var_name, sizeof(var_name), "sys_%u", input_locations[i]); in = nir_variable_create(b.shader, nir_var_system_value, glsl_int_type(), var_name); in->data.interpolation = INTERP_MODE_FLAT; } else { snprintf(var_name, sizeof(var_name), "in_%u", input_locations[i]); in = nir_variable_create(b.shader, nir_var_shader_in, vec4, var_name); } in->data.location = input_locations[i]; if (interpolation_modes) in->data.interpolation = interpolation_modes[i]; snprintf(var_name, sizeof(var_name), "out_%u", output_locations[i]); nir_variable *out = nir_variable_create(b.shader, nir_var_shader_out, in->type, var_name); out->data.location = output_locations[i]; out->data.interpolation = in->data.interpolation; nir_copy_var(&b, out, in); } return st_nir_finish_builtin_shader(st, b.shader, shader_name); }