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-rw-r--r--src/mesa/state_tracker/st_glsl_to_nir.cpp.orig479
1 files changed, 0 insertions, 479 deletions
diff --git a/src/mesa/state_tracker/st_glsl_to_nir.cpp.orig b/src/mesa/state_tracker/st_glsl_to_nir.cpp.orig
deleted file mode 100644
index 38d6c7068c2..00000000000
--- a/src/mesa/state_tracker/st_glsl_to_nir.cpp.orig
+++ /dev/null
@@ -1,479 +0,0 @@
-/*
- * Copyright © 2015 Red Hat
- *
- * 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 (including the next
- * paragraph) 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 "pipe/p_defines.h"
-#include "pipe/p_screen.h"
-#include "pipe/p_context.h"
-
-#include "program/program.h"
-#include "program/prog_statevars.h"
-#include "program/prog_parameter.h"
-#include "program/ir_to_mesa.h"
-#include "main/mtypes.h"
-#include "main/errors.h"
-#include "main/shaderapi.h"
-#include "main/uniforms.h"
-#include "util/string_to_uint_map.h"
-
-#include "st_context.h"
-#include "st_program.h"
-
-#include "compiler/nir/nir.h"
-#include "compiler/glsl_types.h"
-#include "compiler/glsl/glsl_to_nir.h"
-#include "compiler/glsl/ir.h"
-
-
-static int
-type_size(const struct glsl_type *type)
-{
- return type->count_attribute_slots(false);
-}
-
-/* Depending on PIPE_CAP_TGSI_TEXCOORD (st->needs_texcoord_semantic) we
- * may need to fix up varying slots so the glsl->nir path is aligned
- * with the anything->tgsi->nir path.
- */
-static void
-st_nir_fixup_varying_slots(struct st_context *st, struct exec_list *var_list)
-{
- if (st->needs_texcoord_semantic)
- return;
-
- nir_foreach_variable(var, var_list) {
- if (var->data.location >= VARYING_SLOT_VAR0) {
- var->data.location += 9;
- } else if ((var->data.location >= VARYING_SLOT_TEX0) &&
- (var->data.location <= VARYING_SLOT_TEX7)) {
- var->data.location += VARYING_SLOT_VAR0 - VARYING_SLOT_TEX0;
- }
- }
-}
-
-/* input location assignment for VS inputs must be handled specially, so
- * that it is aligned w/ st's vbo state.
- * (This isn't the case with, for ex, FS inputs, which only need to agree
- * on varying-slot w/ the VS outputs)
- */
-static void
-st_nir_assign_vs_in_locations(struct gl_program *prog, nir_shader *nir)
-{
- unsigned attr, num_inputs = 0;
- unsigned input_to_index[VERT_ATTRIB_MAX] = {0};
-
- /* TODO de-duplicate w/ similar code in st_translate_vertex_program()? */
- for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
- if ((prog->info.inputs_read & BITFIELD64_BIT(attr)) != 0) {
- input_to_index[attr] = num_inputs;
- num_inputs++;
- if ((prog->info.double_inputs_read & BITFIELD64_BIT(attr)) != 0) {
- /* add placeholder for second part of a double attribute */
- num_inputs++;
- }
- } else {
- input_to_index[attr] = ~0;
- }
- }
-
- /* bit of a hack, mirroring st_translate_vertex_program */
- input_to_index[VERT_ATTRIB_EDGEFLAG] = num_inputs;
-
- nir->num_inputs = 0;
- nir_foreach_variable_safe(var, &nir->inputs) {
- attr = var->data.location;
- assert(attr < ARRAY_SIZE(input_to_index));
-
- if (input_to_index[attr] != ~0u) {
- var->data.driver_location = input_to_index[attr];
- nir->num_inputs++;
- } else {
- /* Move unused input variables to the globals list (with no
- * initialization), to avoid confusing drivers looking through the
- * inputs array and expecting to find inputs with a driver_location
- * set.
- */
- exec_node_remove(&var->node);
- var->data.mode = nir_var_global;
- exec_list_push_tail(&nir->globals, &var->node);
- }
- }
-}
-
-static int
-st_nir_lookup_parameter_index(const struct gl_program_parameter_list *params,
- const char *name)
-{
- int loc = _mesa_lookup_parameter_index(params, name);
-
- /* is there a better way to do this? If we have something like:
- *
- * struct S {
- * float f;
- * vec4 v;
- * };
- * uniform S color;
- *
- * Then what we get in prog->Parameters looks like:
- *
- * 0: Name=color.f, Type=6, DataType=1406, Size=1
- * 1: Name=color.v, Type=6, DataType=8b52, Size=4
- *
- * So the name doesn't match up and _mesa_lookup_parameter_index()
- * fails. In this case just find the first matching "color.*"..
- *
- * Note for arrays you could end up w/ color[n].f, for example.
- *
- * glsl_to_tgsi works slightly differently in this regard. It is
- * emitting something more low level, so it just translates the
- * params list 1:1 to CONST[] regs. Going from GLSL IR to TGSI,
- * it just calculates the additional offset of struct field members
- * in glsl_to_tgsi_visitor::visit(ir_dereference_record *ir) or
- * glsl_to_tgsi_visitor::visit(ir_dereference_array *ir). It never
- * needs to work backwards to get base var loc from the param-list
- * which already has them separated out.
- */
- if (loc < 0) {
- int namelen = strlen(name);
- for (unsigned i = 0; i < params->NumParameters; i++) {
- struct gl_program_parameter *p = &params->Parameters[i];
- if ((strncmp(p->Name, name, namelen) == 0) &&
- ((p->Name[namelen] == '.') || (p->Name[namelen] == '['))) {
- loc = i;
- break;
- }
- }
- }
-
- return loc;
-}
-
-static void
-st_nir_assign_uniform_locations(struct gl_program *prog,
- struct gl_shader_program *shader_program,
- struct exec_list *uniform_list, unsigned *size)
-{
- int max = 0;
- int shaderidx = 0;
-
- nir_foreach_variable(uniform, uniform_list) {
- int loc;
-
- /*
- * UBO's have their own address spaces, so don't count them towards the
- * number of global uniforms
- */
- if ((uniform->data.mode == nir_var_uniform || uniform->data.mode == nir_var_shader_storage) &&
- uniform->interface_type != NULL)
- continue;
-
- if (uniform->type->is_sampler()) {
- unsigned val = 0;
- bool found = shader_program->UniformHash->get(val, uniform->name);
- loc = shaderidx++;
- assert(found);
- (void) found; /* silence unused var warning */
- /* this ensure that nir_lower_samplers looks at the correct
- * shader_program->UniformStorage[location]:
- */
- uniform->data.location = val;
- } else if (strncmp(uniform->name, "gl_", 3) == 0) {
- const gl_state_index *const stateTokens = (gl_state_index *)uniform->state_slots[0].tokens;
- /* This state reference has already been setup by ir_to_mesa, but we'll
- * get the same index back here.
- */
- loc = _mesa_add_state_reference(prog->Parameters, stateTokens);
- } else {
- loc = st_nir_lookup_parameter_index(prog->Parameters, uniform->name);
- }
-
- uniform->data.driver_location = loc;
-
- max = MAX2(max, loc + type_size(uniform->type));
- }
- *size = max;
-}
-
-extern "C" {
-
-/* First half of converting glsl_to_nir.. this leaves things in a pre-
- * nir_lower_io state, so that shader variants can more easily insert/
- * replace variables, etc.
- */
-nir_shader *
-st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
- struct gl_shader_program *shader_program,
- gl_shader_stage stage)
-{
- struct pipe_screen *pscreen = st->pipe->screen;
- enum pipe_shader_type ptarget = pipe_shader_type_from_mesa(stage);
- const nir_shader_compiler_options *options;
- nir_shader *nir;
-
- assert(pscreen->get_compiler_options); /* drivers using NIR must implement this */
-
- options = (const nir_shader_compiler_options *)
- pscreen->get_compiler_options(pscreen, PIPE_SHADER_IR_NIR, ptarget);
- assert(options);
-
- if (prog->nir)
- return prog->nir;
-
- nir = glsl_to_nir(shader_program, stage, options);
-
- NIR_PASS_V(nir, nir_lower_io_to_temporaries,
- nir_shader_get_entrypoint(nir),
- true, 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, st_nir_lower_builtin);
- NIR_PASS_V(nir, nir_lower_atomics, shader_program);
-
- /* fragment shaders may need : */
- if (stage == MESA_SHADER_FRAGMENT) {
- static const gl_state_index wposTransformState[STATE_LENGTH] = {
- STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM
- };
- nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
- struct pipe_screen *pscreen = st->pipe->screen;
-
- memcpy(wpos_options.state_tokens, wposTransformState,
- sizeof(wpos_options.state_tokens));
- wpos_options.fs_coord_origin_upper_left =
- pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT);
- wpos_options.fs_coord_origin_lower_left =
- pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT);
- wpos_options.fs_coord_pixel_center_integer =
- pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
- wpos_options.fs_coord_pixel_center_half_integer =
- pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
-
- if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
- nir_validate_shader(nir);
- _mesa_add_state_reference(prog->Parameters, wposTransformState);
- }
- }
-
- if (st->ctx->_Shader->Flags & GLSL_DUMP) {
- _mesa_log("\n");
- _mesa_log("NIR IR for linked %s program %d:\n",
- _mesa_shader_stage_to_string(stage),
- shader_program->Name);
- nir_print_shader(nir, _mesa_get_log_file());
- _mesa_log("\n\n");
- }
-
- prog->nir = nir;
-
- return nir;
-}
-
-/* TODO any better helper somewhere to sort a list? */
-
-static void
-insert_sorted(struct exec_list *var_list, nir_variable *new_var)
-{
- nir_foreach_variable(var, var_list) {
- if (var->data.location > new_var->data.location) {
- exec_node_insert_node_before(&var->node, &new_var->node);
- return;
- }
- }
- exec_list_push_tail(var_list, &new_var->node);
-}
-
-static void
-sort_varyings(struct exec_list *var_list)
-{
- struct exec_list new_list;
- exec_list_make_empty(&new_list);
- nir_foreach_variable_safe(var, var_list) {
- exec_node_remove(&var->node);
- insert_sorted(&new_list, var);
- }
- exec_list_move_nodes_to(&new_list, var_list);
-}
-
-/* Second half of preparing nir from glsl, which happens after shader
- * variant lowering.
- */
-void
-st_finalize_nir(struct st_context *st, struct gl_program *prog, nir_shader *nir)
-{
- struct pipe_screen *screen = st->pipe->screen;
-
- NIR_PASS_V(nir, nir_split_var_copies);
- NIR_PASS_V(nir, nir_lower_var_copies);
- NIR_PASS_V(nir, nir_lower_io_types);
-
- if (nir->stage == MESA_SHADER_VERTEX) {
- /* Needs special handling so drvloc matches the vbo state: */
- st_nir_assign_vs_in_locations(prog, nir);
- /* Re-lower global vars, to deal with any dead VS inputs. */
- NIR_PASS_V(nir, nir_lower_global_vars_to_local);
-
- sort_varyings(&nir->outputs);
- nir_assign_var_locations(&nir->outputs,
- &nir->num_outputs,
- type_size);
- st_nir_fixup_varying_slots(st, &nir->outputs);
- } else if (nir->stage == MESA_SHADER_FRAGMENT) {
- sort_varyings(&nir->inputs);
- nir_assign_var_locations(&nir->inputs,
- &nir->num_inputs,
- type_size);
- st_nir_fixup_varying_slots(st, &nir->inputs);
- nir_assign_var_locations(&nir->outputs,
- &nir->num_outputs,
- type_size);
- } else if (nir->stage == MESA_SHADER_COMPUTE) {
- /* TODO? */
- } else {
- unreachable("invalid shader type for tgsi bypass\n");
- }
-
- struct gl_shader_program *shader_program;
- switch (nir->stage) {
- case MESA_SHADER_VERTEX:
- shader_program = ((struct st_vertex_program *)prog)->shader_program;
- break;
- case MESA_SHADER_FRAGMENT:
- shader_program = ((struct st_fragment_program *)prog)->shader_program;
- break;
- case MESA_SHADER_COMPUTE:
- shader_program = ((struct st_compute_program *)prog)->shader_program;
- break;
- default:
- assert(!"should not be reached");
- return;
- }
-
- NIR_PASS_V(nir, nir_lower_atomics_to_ssbo,
- st->ctx->Const.Program[nir->stage].MaxAtomicBuffers);
-
- st_nir_assign_uniform_locations(prog, shader_program,
- &nir->uniforms, &nir->num_uniforms);
-
- NIR_PASS_V(nir, nir_lower_system_values);
-
- if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
- NIR_PASS_V(nir, nir_lower_samplers_as_deref, shader_program);
- else
- NIR_PASS_V(nir, nir_lower_samplers, shader_program);
-}
-
-struct gl_program *
-st_nir_get_mesa_program(struct gl_context *ctx,
- struct gl_shader_program *shader_program,
- struct gl_linked_shader *shader)
-{
- struct gl_program *prog;
-
- validate_ir_tree(shader->ir);
-
- prog = shader->Program;
-
- prog->Parameters = _mesa_new_parameter_list();
-
- do_set_program_inouts(shader->ir, prog, shader->Stage);
-
- _mesa_copy_linked_program_data(shader_program, shader);
- _mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader,
- prog->Parameters);
-
- /* Make a pass over the IR to add state references for any built-in
- * uniforms that are used. This has to be done now (during linking).
- * Code generation doesn't happen until the first time this shader is
- * used for rendering. Waiting until then to generate the parameters is
- * too late. At that point, the values for the built-in uniforms won't
- * get sent to the shader.
- */
- foreach_in_list(ir_instruction, node, shader->ir) {
- ir_variable *var = node->as_variable();
-
- if ((var == NULL) || (var->data.mode != ir_var_uniform) ||
- (strncmp(var->name, "gl_", 3) != 0))
- continue;
-
- const ir_state_slot *const slots = var->get_state_slots();
- assert(slots != NULL);
-
- for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
- _mesa_add_state_reference(prog->Parameters,
- (gl_state_index *) slots[i].tokens);
- }
- }
-
- if (ctx->_Shader->Flags & GLSL_DUMP) {
- _mesa_log("\n");
- _mesa_log("GLSL IR for linked %s program %d:\n",
- _mesa_shader_stage_to_string(shader->Stage),
- shader_program->Name);
- _mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
- _mesa_log("\n\n");
- }
-
- prog->ShadowSamplers = shader->shadow_samplers;
- prog->ExternalSamplersUsed = gl_external_samplers(prog);
- _mesa_update_shader_textures_used(shader_program, prog);
-
- /* Avoid reallocation of the program parameter list, because the uniform
- * storage is only associated with the original parameter list.
- * This should be enough for Bitmap and DrawPixels constants.
- */
- _mesa_reserve_parameter_storage(prog->Parameters, 8);
-
- /* This has to be done last. Any operation the can cause
- * prog->ParameterValues to get reallocated (e.g., anything that adds a
- * program constant) has to happen before creating this linkage.
- */
- _mesa_associate_uniform_storage(ctx, shader_program, prog, true);
-
- struct st_vertex_program *stvp;
- struct st_fragment_program *stfp;
- struct st_compute_program *stcp;
-
- switch (shader->Stage) {
- case MESA_SHADER_VERTEX:
- stvp = (struct st_vertex_program *)prog;
- stvp->shader_program = shader_program;
- break;
- case MESA_SHADER_FRAGMENT:
- stfp = (struct st_fragment_program *)prog;
- stfp->shader_program = shader_program;
- break;
- case MESA_SHADER_COMPUTE:
- stcp = (struct st_compute_program *)prog;
- stcp->shader_program = shader_program;
- break;
- default:
- assert(!"should not be reached");
- return NULL;
- }
-
- return prog;
-}
-
-} /* extern "C" */