xref: /aosp_15_r20/external/mesa3d/src/mesa/state_tracker/st_glsl_to_nir.cpp (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1 /*
2  * Copyright © 2015 Red Hat
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21  * SOFTWARE.
22  */
23 
24 #include "st_nir.h"
25 
26 #include "pipe/p_defines.h"
27 #include "pipe/p_screen.h"
28 #include "pipe/p_context.h"
29 
30 #include "program/program.h"
31 #include "program/prog_statevars.h"
32 #include "program/prog_parameter.h"
33 #include "main/context.h"
34 #include "main/mtypes.h"
35 #include "main/errors.h"
36 #include "main/glspirv.h"
37 #include "main/shaderapi.h"
38 #include "main/uniforms.h"
39 
40 #include "main/shaderobj.h"
41 #include "st_context.h"
42 #include "st_program.h"
43 #include "st_shader_cache.h"
44 
45 #include "compiler/nir/nir.h"
46 #include "compiler/nir/nir_builder.h"
47 #include "compiler/glsl_types.h"
48 #include "compiler/glsl/glsl_to_nir.h"
49 #include "compiler/glsl/gl_nir.h"
50 #include "compiler/glsl/gl_nir_linker.h"
51 #include "compiler/glsl/ir.h"
52 #include "compiler/glsl/ir_optimization.h"
53 #include "compiler/glsl/linker_util.h"
54 #include "compiler/glsl/program.h"
55 #include "compiler/glsl/shader_cache.h"
56 #include "compiler/glsl/string_to_uint_map.h"
57 
58 #include "util/log.h"
59 
60 static int
type_size(const struct glsl_type * type)61 type_size(const struct glsl_type *type)
62 {
63    return glsl_count_attribute_slots(type, false);
64 }
65 
66 /* Depending on PIPE_CAP_TGSI_TEXCOORD (st->needs_texcoord_semantic) we
67  * may need to fix up varying slots so the glsl->nir path is aligned
68  * with the anything->tgsi->nir path.
69  */
70 static void
st_nir_fixup_varying_slots(struct st_context * st,nir_shader * shader,nir_variable_mode mode)71 st_nir_fixup_varying_slots(struct st_context *st, nir_shader *shader,
72                            nir_variable_mode mode)
73 {
74    if (st->needs_texcoord_semantic)
75       return;
76 
77    /* This is called from finalize, but we don't want to do this adjustment twice. */
78    assert(!st->allow_st_finalize_nir_twice);
79 
80    nir_foreach_variable_with_modes(var, shader, mode) {
81       if (var->data.location >= VARYING_SLOT_VAR0 && var->data.location < VARYING_SLOT_PATCH0) {
82          var->data.location += 9;
83       } else if (var->data.location == VARYING_SLOT_PNTC) {
84          var->data.location = VARYING_SLOT_VAR8;
85       } else if ((var->data.location >= VARYING_SLOT_TEX0) &&
86                (var->data.location <= VARYING_SLOT_TEX7)) {
87          var->data.location += VARYING_SLOT_VAR0 - VARYING_SLOT_TEX0;
88       }
89    }
90 }
91 
92 /* input location assignment for VS inputs must be handled specially, so
93  * that it is aligned w/ st's vbo state.
94  * (This isn't the case with, for ex, FS inputs, which only need to agree
95  * on varying-slot w/ the VS outputs)
96  */
97 void
st_nir_assign_vs_in_locations(struct nir_shader * nir)98 st_nir_assign_vs_in_locations(struct nir_shader *nir)
99 {
100    if (nir->info.stage != MESA_SHADER_VERTEX || nir->info.io_lowered)
101       return;
102 
103    nir->num_inputs = util_bitcount64(nir->info.inputs_read);
104 
105    bool removed_inputs = false;
106 
107    nir_foreach_shader_in_variable_safe(var, nir) {
108       /* NIR already assigns dual-slot inputs to two locations so all we have
109        * to do is compact everything down.
110        */
111       if (nir->info.inputs_read & BITFIELD64_BIT(var->data.location)) {
112          var->data.driver_location =
113             util_bitcount64(nir->info.inputs_read &
114                               BITFIELD64_MASK(var->data.location));
115       } else {
116          /* Convert unused input variables to shader_temp (with no
117           * initialization), to avoid confusing drivers looking through the
118           * inputs array and expecting to find inputs with a driver_location
119           * set.
120           */
121          var->data.mode = nir_var_shader_temp;
122          removed_inputs = true;
123       }
124    }
125 
126    /* Re-lower global vars, to deal with any dead VS inputs. */
127    if (removed_inputs)
128       NIR_PASS(_, nir, nir_lower_global_vars_to_local);
129 }
130 
131 static int
st_nir_lookup_parameter_index(struct gl_program * prog,nir_variable * var)132 st_nir_lookup_parameter_index(struct gl_program *prog, nir_variable *var)
133 {
134    struct gl_program_parameter_list *params = prog->Parameters;
135 
136    /* Lookup the first parameter that the uniform storage that match the
137     * variable location.
138     */
139    for (unsigned i = 0; i < params->NumParameters; i++) {
140       int index = params->Parameters[i].MainUniformStorageIndex;
141       if (index == var->data.location)
142          return i;
143    }
144 
145    /* TODO: Handle this fallback for SPIR-V.  We need this for GLSL e.g. in
146     * dEQP-GLES2.functional.uniform_api.random.3
147     */
148 
149    /* is there a better way to do this?  If we have something like:
150     *
151     *    struct S {
152     *           float f;
153     *           vec4 v;
154     *    };
155     *    uniform S color;
156     *
157     * Then what we get in prog->Parameters looks like:
158     *
159     *    0: Name=color.f, Type=6, DataType=1406, Size=1
160     *    1: Name=color.v, Type=6, DataType=8b52, Size=4
161     *
162     * So the name doesn't match up and _mesa_lookup_parameter_index()
163     * fails.  In this case just find the first matching "color.*"..
164     *
165     * Note for arrays you could end up w/ color[n].f, for example.
166     */
167    if (!prog->sh.data->spirv) {
168       int namelen = strlen(var->name);
169       for (unsigned i = 0; i < params->NumParameters; i++) {
170          struct gl_program_parameter *p = &params->Parameters[i];
171          if ((strncmp(p->Name, var->name, namelen) == 0) &&
172              ((p->Name[namelen] == '.') || (p->Name[namelen] == '['))) {
173             return i;
174          }
175       }
176    }
177 
178    return -1;
179 }
180 
181 static void
st_nir_assign_uniform_locations(struct gl_context * ctx,struct gl_program * prog,nir_shader * nir)182 st_nir_assign_uniform_locations(struct gl_context *ctx,
183                                 struct gl_program *prog,
184                                 nir_shader *nir)
185 {
186    int shaderidx = 0;
187    int imageidx = 0;
188 
189    nir_foreach_variable_with_modes(uniform, nir, nir_var_uniform |
190                                                  nir_var_image) {
191       int loc;
192 
193       const struct glsl_type *type = glsl_without_array(uniform->type);
194       if (!uniform->data.bindless && (glsl_type_is_sampler(type) || glsl_type_is_image(type))) {
195          if (glsl_type_is_sampler(type)) {
196             loc = shaderidx;
197             shaderidx += type_size(uniform->type);
198          } else {
199             loc = imageidx;
200             imageidx += type_size(uniform->type);
201          }
202       } else if (uniform->state_slots) {
203          const gl_state_index16 *const stateTokens = uniform->state_slots[0].tokens;
204 
205          unsigned comps;
206          if (glsl_type_is_struct_or_ifc(type)) {
207             comps = 4;
208          } else {
209             comps = glsl_get_vector_elements(type);
210          }
211 
212          if (ctx->Const.PackedDriverUniformStorage) {
213             loc = _mesa_add_sized_state_reference(prog->Parameters,
214                                                   stateTokens, comps, false);
215             loc = prog->Parameters->Parameters[loc].ValueOffset;
216          } else {
217             loc = _mesa_add_state_reference(prog->Parameters, stateTokens);
218          }
219       } else {
220          loc = st_nir_lookup_parameter_index(prog, uniform);
221 
222          /* We need to check that loc is not -1 here before accessing the
223           * array. It can be negative for example when we have a struct that
224           * only contains opaque types.
225           */
226          if (loc >= 0 && ctx->Const.PackedDriverUniformStorage) {
227             loc = prog->Parameters->Parameters[loc].ValueOffset;
228          }
229       }
230 
231       uniform->data.driver_location = loc;
232    }
233 }
234 
235 static bool
def_is_64bit(nir_def * def,void * state)236 def_is_64bit(nir_def *def, void *state)
237 {
238    bool *lower = (bool *)state;
239    if (def && (def->bit_size == 64)) {
240       *lower = true;
241       return false;
242    }
243    return true;
244 }
245 
246 static bool
src_is_64bit(nir_src * src,void * state)247 src_is_64bit(nir_src *src, void *state)
248 {
249    bool *lower = (bool *)state;
250    if (src && (nir_src_bit_size(*src) == 64)) {
251       *lower = true;
252       return false;
253    }
254    return true;
255 }
256 
257 static bool
filter_64_bit_instr(const nir_instr * const_instr,UNUSED const void * data)258 filter_64_bit_instr(const nir_instr *const_instr, UNUSED const void *data)
259 {
260    bool lower = false;
261    /* lower_alu_to_scalar required nir_instr to be const, but nir_foreach_*
262     * doesn't have const variants, so do the ugly const_cast here. */
263    nir_instr *instr = const_cast<nir_instr *>(const_instr);
264 
265    nir_foreach_def(instr, def_is_64bit, &lower);
266    if (lower)
267       return true;
268    nir_foreach_src(instr, src_is_64bit, &lower);
269    return lower;
270 }
271 
272 /* Second third of converting glsl_to_nir. This creates uniforms, gathers
273  * info on varyings, etc after NIR link time opts have been applied.
274  */
275 static char *
st_glsl_to_nir_post_opts(struct st_context * st,struct gl_program * prog,struct gl_shader_program * shader_program)276 st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
277                          struct gl_shader_program *shader_program)
278 {
279    nir_shader *nir = prog->nir;
280    struct pipe_screen *screen = st->screen;
281 
282    /* Make a pass over the IR to add state references for any built-in
283     * uniforms that are used.  This has to be done now (during linking).
284     * Code generation doesn't happen until the first time this shader is
285     * used for rendering.  Waiting until then to generate the parameters is
286     * too late.  At that point, the values for the built-in uniforms won't
287     * get sent to the shader.
288     */
289    nir_foreach_uniform_variable(var, nir) {
290       const nir_state_slot *const slots = var->state_slots;
291       if (slots != NULL) {
292          const struct glsl_type *type = glsl_without_array(var->type);
293          for (unsigned int i = 0; i < var->num_state_slots; i++) {
294             unsigned comps;
295             if (glsl_type_is_struct_or_ifc(type)) {
296                comps = _mesa_program_state_value_size(slots[i].tokens);
297             } else {
298                comps = glsl_get_vector_elements(type);
299             }
300 
301             if (st->ctx->Const.PackedDriverUniformStorage) {
302                _mesa_add_sized_state_reference(prog->Parameters,
303                                                slots[i].tokens,
304                                                comps, false);
305             } else {
306                _mesa_add_state_reference(prog->Parameters,
307                                          slots[i].tokens);
308             }
309          }
310       }
311    }
312 
313    /* Avoid reallocation of the program parameter list, because the uniform
314     * storage is only associated with the original parameter list.
315     * This should be enough for Bitmap and DrawPixels constants.
316     */
317    _mesa_ensure_and_associate_uniform_storage(st->ctx, shader_program, prog, 28);
318 
319    /* None of the builtins being lowered here can be produced by SPIR-V.  See
320     * _mesa_builtin_uniform_desc. Also drivers that support packed uniform
321     * storage don't need to lower builtins.
322     */
323    if (!shader_program->data->spirv &&
324        !st->ctx->Const.PackedDriverUniformStorage)
325       NIR_PASS(_, nir, st_nir_lower_builtin);
326 
327    if (!screen->get_param(screen, PIPE_CAP_NIR_ATOMICS_AS_DEREF))
328       NIR_PASS(_, nir, gl_nir_lower_atomics, shader_program, true);
329 
330    NIR_PASS(_, nir, nir_opt_intrinsics);
331    NIR_PASS(_, nir, nir_opt_fragdepth);
332 
333    /* Lower 64-bit ops. */
334    if (nir->options->lower_int64_options ||
335        nir->options->lower_doubles_options) {
336       bool lowered_64bit_ops = false;
337       bool revectorize = false;
338 
339       if (nir->options->lower_doubles_options) {
340          /* nir_lower_doubles is not prepared for vector ops, so if the backend doesn't
341           * request lower_alu_to_scalar until now, lower all 64 bit ops, and try to
342           * vectorize them afterwards again */
343          if (!nir->options->lower_to_scalar) {
344             NIR_PASS(revectorize, nir, nir_lower_alu_to_scalar, filter_64_bit_instr, nullptr);
345             NIR_PASS(revectorize, nir, nir_lower_phis_to_scalar, false);
346          }
347          /* doubles lowering requires frexp to be lowered first if it will be,
348           * since the pass generates other 64-bit ops.  Most backends lower
349           * frexp, and using doubles is rare, and using frexp is even more rare
350           * (no instances in shader-db), so we're not too worried about
351           * accidentally lowering a 32-bit frexp here.
352           */
353          NIR_PASS(lowered_64bit_ops, nir, nir_lower_frexp);
354 
355          NIR_PASS(lowered_64bit_ops, nir, nir_lower_doubles,
356                   st->ctx->SoftFP64, nir->options->lower_doubles_options);
357       }
358       if (nir->options->lower_int64_options)
359          NIR_PASS(lowered_64bit_ops, nir, nir_lower_int64);
360 
361       if (revectorize && !nir->options->vectorize_vec2_16bit)
362          NIR_PASS(_, nir, nir_opt_vectorize, nullptr, nullptr);
363 
364       if (revectorize || lowered_64bit_ops)
365          gl_nir_opts(nir);
366    }
367 
368    nir_variable_mode mask =
369       nir_var_shader_in | nir_var_shader_out | nir_var_function_temp;
370    nir_remove_dead_variables(nir, mask, NULL);
371 
372    if (!st->has_hw_atomics && !screen->get_param(screen, PIPE_CAP_NIR_ATOMICS_AS_DEREF)) {
373       unsigned align_offset_state = 0;
374       if (st->ctx->Const.ShaderStorageBufferOffsetAlignment > 4) {
375          struct gl_program_parameter_list *params = prog->Parameters;
376          for (unsigned i = 0; i < shader_program->data->NumAtomicBuffers; i++) {
377             gl_state_index16 state[STATE_LENGTH] = { STATE_ATOMIC_COUNTER_OFFSET, (short)shader_program->data->AtomicBuffers[i].Binding };
378             _mesa_add_state_reference(params, state);
379          }
380          align_offset_state = STATE_ATOMIC_COUNTER_OFFSET;
381       }
382       NIR_PASS(_, nir, nir_lower_atomics_to_ssbo, align_offset_state);
383    }
384 
385    st_set_prog_affected_state_flags(prog);
386 
387    st_finalize_nir_before_variants(nir);
388 
389    char *msg = NULL;
390    if (st->allow_st_finalize_nir_twice) {
391       st_serialize_base_nir(prog, nir);
392       msg = st_finalize_nir(st, prog, shader_program, nir, true, true, false);
393    }
394 
395    if (st->ctx->_Shader->Flags & GLSL_DUMP) {
396       _mesa_log("\n");
397       _mesa_log("NIR IR for linked %s program %d:\n",
398              _mesa_shader_stage_to_string(prog->info.stage),
399              shader_program->Name);
400       nir_print_shader(nir, mesa_log_get_file());
401       _mesa_log("\n\n");
402    }
403 
404    return msg;
405 }
406 
407 static void
st_nir_vectorize_io(nir_shader * producer,nir_shader * consumer)408 st_nir_vectorize_io(nir_shader *producer, nir_shader *consumer)
409 {
410    if (consumer)
411       NIR_PASS(_, consumer, nir_lower_io_to_vector, nir_var_shader_in);
412 
413    if (!producer)
414       return;
415 
416    NIR_PASS(_, producer, nir_lower_io_to_vector, nir_var_shader_out);
417 
418    if (producer->info.stage == MESA_SHADER_TESS_CTRL &&
419        producer->options->vectorize_tess_levels)
420       NIR_PASS(_, producer, nir_vectorize_tess_levels);
421 
422    NIR_PASS(_, producer, nir_opt_combine_stores, nir_var_shader_out);
423 
424    if ((producer)->info.stage != MESA_SHADER_TESS_CTRL) {
425       /* Calling lower_io_to_vector creates output variable writes with
426        * write-masks.  We only support these for TCS outputs, so for other
427        * stages, we need to call nir_lower_io_to_temporaries to get rid of
428        * them.  This, in turn, creates temporary variables and extra
429        * copy_deref intrinsics that we need to clean up.
430        */
431       NIR_PASS(_, producer, nir_lower_io_to_temporaries,
432                  nir_shader_get_entrypoint(producer), true, false);
433       NIR_PASS(_, producer, nir_lower_global_vars_to_local);
434       NIR_PASS(_, producer, nir_split_var_copies);
435       NIR_PASS(_, producer, nir_lower_var_copies);
436    }
437 
438    /* Undef scalar store_deref intrinsics are not ignored by nir_lower_io,
439     * so they must be removed before that. These passes remove them.
440     */
441    NIR_PASS(_, producer, nir_lower_vars_to_ssa);
442    NIR_PASS(_, producer, nir_opt_undef);
443    NIR_PASS(_, producer, nir_opt_dce);
444 }
445 
446 extern "C" {
447 
448 bool
st_nir_lower_wpos_ytransform(struct nir_shader * nir,struct gl_program * prog,struct pipe_screen * pscreen)449 st_nir_lower_wpos_ytransform(struct nir_shader *nir,
450                              struct gl_program *prog,
451                              struct pipe_screen *pscreen)
452 {
453    bool progress = false;
454 
455    if (nir->info.stage != MESA_SHADER_FRAGMENT) {
456       nir_shader_preserve_all_metadata(nir);
457       return progress;
458    }
459 
460    static const gl_state_index16 wposTransformState[STATE_LENGTH] = {
461       STATE_FB_WPOS_Y_TRANSFORM
462    };
463    nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
464 
465    memcpy(wpos_options.state_tokens, wposTransformState,
466           sizeof(wpos_options.state_tokens));
467    wpos_options.fs_coord_origin_upper_left =
468       pscreen->get_param(pscreen,
469                          PIPE_CAP_FS_COORD_ORIGIN_UPPER_LEFT);
470    wpos_options.fs_coord_origin_lower_left =
471       pscreen->get_param(pscreen,
472                          PIPE_CAP_FS_COORD_ORIGIN_LOWER_LEFT);
473    wpos_options.fs_coord_pixel_center_integer =
474       pscreen->get_param(pscreen,
475                          PIPE_CAP_FS_COORD_PIXEL_CENTER_INTEGER);
476    wpos_options.fs_coord_pixel_center_half_integer =
477       pscreen->get_param(pscreen,
478                          PIPE_CAP_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
479 
480    if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
481       _mesa_add_state_reference(prog->Parameters, wposTransformState);
482       progress = true;
483    }
484 
485    static const gl_state_index16 pntcTransformState[STATE_LENGTH] = {
486       STATE_FB_PNTC_Y_TRANSFORM
487    };
488 
489    if (nir_lower_pntc_ytransform(nir, &pntcTransformState)) {
490       _mesa_add_state_reference(prog->Parameters, pntcTransformState);
491       progress = true;
492    }
493 
494    return progress;
495 }
496 
497 static bool
st_link_glsl_to_nir(struct gl_context * ctx,struct gl_shader_program * shader_program)498 st_link_glsl_to_nir(struct gl_context *ctx,
499                     struct gl_shader_program *shader_program)
500 {
501    struct st_context *st = st_context(ctx);
502    struct gl_linked_shader *linked_shader[MESA_SHADER_STAGES];
503    unsigned num_shaders = 0;
504 
505    /* Return early if we are loading the shader from on-disk cache */
506    if (st_load_nir_from_disk_cache(ctx, shader_program)) {
507       return GL_TRUE;
508    }
509 
510    MESA_TRACE_FUNC();
511 
512    assert(shader_program->data->LinkStatus);
513 
514    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
515       if (shader_program->_LinkedShaders[i])
516          linked_shader[num_shaders++] = shader_program->_LinkedShaders[i];
517    }
518 
519    for (unsigned i = 0; i < num_shaders; i++) {
520       struct gl_linked_shader *shader = linked_shader[i];
521       const nir_shader_compiler_options *options =
522          st->ctx->Const.ShaderCompilerOptions[shader->Stage].NirOptions;
523       struct gl_program *prog = shader->Program;
524 
525       shader->Program->info.separate_shader = shader_program->SeparateShader;
526 
527       assert(!prog->nir);
528       prog->shader_program = shader_program;
529       prog->state.type = PIPE_SHADER_IR_NIR;
530 
531       /* Parameters will be filled during NIR linking. */
532       prog->Parameters = _mesa_new_parameter_list();
533 
534       if (shader_program->data->spirv) {
535          prog->nir = _mesa_spirv_to_nir(ctx, shader_program, shader->Stage, options);
536       } else {
537          if (ctx->_Shader->Flags & GLSL_DUMP) {
538             _mesa_log("\n");
539             _mesa_log("GLSL IR for linked %s program %d:\n",
540                       _mesa_shader_stage_to_string(shader->Stage),
541                       shader_program->Name);
542             _mesa_print_ir(mesa_log_get_file(), shader->ir, NULL);
543             _mesa_log("\n\n");
544          }
545 
546          prog->nir = glsl_to_nir(&st->ctx->Const, &shader->ir,
547                                  &shader->Program->info, shader->Stage, options);
548 
549          prog->nir->info.name =
550             ralloc_asprintf(shader, "GLSL%d", shader_program->Name);
551          if (shader_program->Label)
552             prog->nir->info.label = ralloc_strdup(shader, shader_program->Label);
553 
554          if (prog->nir->info.stage == MESA_SHADER_FRAGMENT) {
555             prog->nir->info.fs.pixel_center_integer = prog->info.fs.pixel_center_integer;
556             prog->nir->info.fs.origin_upper_left = prog->info.fs.origin_upper_left;
557             prog->nir->info.fs.advanced_blend_modes = prog->info.fs.advanced_blend_modes;
558          }
559       }
560 
561       memcpy(prog->nir->info.source_blake3, shader->linked_source_blake3,
562              BLAKE3_OUT_LEN);
563 
564       nir_shader_gather_info(prog->nir, nir_shader_get_entrypoint(prog->nir));
565       if (!st->ctx->SoftFP64 && ((prog->nir->info.bit_sizes_int | prog->nir->info.bit_sizes_float) & 64) &&
566           (options->lower_doubles_options & nir_lower_fp64_full_software) != 0) {
567 
568          /* It's not possible to use float64 on GLSL ES, so don't bother trying to
569           * build the support code.  The support code depends on higher versions of
570           * desktop GLSL, so it will fail to compile (below) anyway.
571           */
572          if (_mesa_is_desktop_gl(st->ctx) && st->ctx->Const.GLSLVersion >= 400)
573             st->ctx->SoftFP64 = glsl_float64_funcs_to_nir(st->ctx, options);
574       }
575    }
576 
577    if (shader_program->data->spirv) {
578       static const gl_nir_linker_options opts = {
579          true /*fill_parameters */
580       };
581       if (!gl_nir_link_spirv(&ctx->Const, &ctx->Extensions, shader_program,
582                              &opts))
583          return GL_FALSE;
584    } else {
585       if (!gl_nir_link_glsl(ctx, shader_program))
586          return GL_FALSE;
587    }
588 
589    for (unsigned i = 0; i < num_shaders; i++) {
590       struct gl_program *prog = linked_shader[i]->Program;
591       prog->ExternalSamplersUsed = gl_external_samplers(prog);
592       _mesa_update_shader_textures_used(shader_program, prog);
593    }
594 
595    nir_build_program_resource_list(&ctx->Const, shader_program,
596                                    shader_program->data->spirv);
597 
598    for (unsigned i = 0; i < num_shaders; i++) {
599       struct gl_linked_shader *shader = linked_shader[i];
600       nir_shader *nir = shader->Program->nir;
601       gl_shader_stage stage = shader->Stage;
602       const struct gl_shader_compiler_options *options =
603             &ctx->Const.ShaderCompilerOptions[stage];
604 
605       if (nir->info.io_lowered) {
606          /* Since IO is lowered, we won't need the IO variables from now on.
607           * nir_build_program_resource_list was the last pass that needed them.
608           */
609          NIR_PASS_V(nir, nir_remove_dead_variables,
610                     nir_var_shader_in | nir_var_shader_out, NULL);
611       }
612 
613       /* If there are forms of indirect addressing that the driver
614        * cannot handle, perform the lowering pass.
615        */
616       if (options->EmitNoIndirectInput || options->EmitNoIndirectOutput ||
617           options->EmitNoIndirectTemp || options->EmitNoIndirectUniform) {
618          nir_variable_mode mode = (nir_variable_mode)0;
619 
620          if (!nir->info.io_lowered) {
621             mode |= options->EmitNoIndirectInput ?
622                nir_var_shader_in : (nir_variable_mode)0;
623             mode |= options->EmitNoIndirectOutput ?
624                nir_var_shader_out : (nir_variable_mode)0;
625          }
626          mode |= options->EmitNoIndirectTemp ?
627             nir_var_function_temp : (nir_variable_mode)0;
628          mode |= options->EmitNoIndirectUniform ?
629             nir_var_uniform | nir_var_mem_ubo | nir_var_mem_ssbo :
630             (nir_variable_mode)0;
631 
632          if (mode)
633             nir_lower_indirect_derefs(nir, mode, UINT32_MAX);
634       }
635 
636       /* This needs to run after the initial pass of nir_lower_vars_to_ssa, so
637        * that the buffer indices are constants in nir where they where
638        * constants in GLSL. */
639       NIR_PASS(_, nir, gl_nir_lower_buffers, shader_program);
640 
641       NIR_PASS(_, nir, st_nir_lower_wpos_ytransform, shader->Program,
642                st->screen);
643 
644       /* needed to lower base_workgroup_id and base_global_invocation_id */
645       struct nir_lower_compute_system_values_options cs_options = {};
646       NIR_PASS(_, nir, nir_lower_system_values);
647       NIR_PASS(_, nir, nir_lower_compute_system_values, &cs_options);
648 
649       if (nir->info.io_lowered)
650          continue; /* the rest is for non-lowered IO only */
651 
652       /* Remap the locations to slots so those requiring two slots will occupy
653        * two locations. For instance, if we have in the IR code a dvec3 attr0 in
654        * location 0 and vec4 attr1 in location 1, in NIR attr0 will use
655        * locations/slots 0 and 1, and attr1 will use location/slot 2
656        */
657       if (nir->info.stage == MESA_SHADER_VERTEX && !shader_program->data->spirv)
658          nir_remap_dual_slot_attributes(nir, &shader->Program->DualSlotInputs);
659 
660       if (i >= 1) {
661          struct gl_program *prev_shader = linked_shader[i - 1]->Program;
662 
663          /* We can't use nir_compact_varyings with transform feedback, since
664           * the pipe_stream_output->output_register field is based on the
665           * pre-compacted driver_locations.
666           */
667          if (!(prev_shader->sh.LinkedTransformFeedback &&
668                prev_shader->sh.LinkedTransformFeedback->NumVarying > 0))
669             nir_compact_varyings(prev_shader->nir,
670                                  nir, ctx->API != API_OPENGL_COMPAT);
671 
672          if (ctx->Const.ShaderCompilerOptions[shader->Stage].NirOptions->vectorize_io)
673             st_nir_vectorize_io(prev_shader->nir, nir);
674       }
675    }
676 
677    /* If the program is a separate shader program check if we need to vectorise
678     * the first and last program interfaces too.
679     */
680    if (shader_program->SeparateShader && num_shaders > 0) {
681       struct gl_linked_shader *first_shader = linked_shader[0];
682       struct gl_linked_shader *last_shader = linked_shader[num_shaders - 1];
683       if (first_shader->Stage != MESA_SHADER_COMPUTE) {
684          if (ctx->Const.ShaderCompilerOptions[first_shader->Stage].NirOptions->vectorize_io &&
685              first_shader->Stage > MESA_SHADER_VERTEX)
686             st_nir_vectorize_io(NULL, first_shader->Program->nir);
687 
688          if (ctx->Const.ShaderCompilerOptions[last_shader->Stage].NirOptions->vectorize_io &&
689              last_shader->Stage < MESA_SHADER_FRAGMENT)
690             st_nir_vectorize_io(last_shader->Program->nir, NULL);
691       }
692    }
693 
694    struct shader_info *prev_info = NULL;
695 
696    for (unsigned i = 0; i < num_shaders; i++) {
697       struct gl_linked_shader *shader = linked_shader[i];
698       struct shader_info *info = &shader->Program->nir->info;
699 
700       char *msg = st_glsl_to_nir_post_opts(st, shader->Program, shader_program);
701       if (msg) {
702          linker_error(shader_program, msg);
703          return false;
704       }
705 
706       if (prev_info &&
707           ctx->Const.ShaderCompilerOptions[shader->Stage].NirOptions->unify_interfaces) {
708          prev_info->outputs_written |= info->inputs_read &
709             ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
710          info->inputs_read |= prev_info->outputs_written &
711             ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
712 
713          prev_info->patch_outputs_written |= info->patch_inputs_read;
714          info->patch_inputs_read |= prev_info->patch_outputs_written;
715       }
716       prev_info = info;
717    }
718 
719    for (unsigned i = 0; i < num_shaders; i++) {
720       struct gl_linked_shader *shader = linked_shader[i];
721       struct gl_program *prog = shader->Program;
722 
723       /* Make sure that prog->info is in sync with nir->info, but st/mesa
724        * expects some of the values to be from before lowering.
725        */
726       shader_info old_info = prog->info;
727       prog->info = prog->nir->info;
728       prog->info.name = old_info.name;
729       prog->info.label = old_info.label;
730       prog->info.num_ssbos = old_info.num_ssbos;
731       prog->info.num_ubos = old_info.num_ubos;
732       prog->info.num_abos = old_info.num_abos;
733 
734       if (prog->info.stage == MESA_SHADER_VERTEX) {
735          if (prog->nir->info.io_lowered &&
736              prog->nir->options->io_options & nir_io_glsl_opt_varyings) {
737             prog->info.inputs_read = prog->nir->info.inputs_read;
738             prog->DualSlotInputs = prog->nir->info.dual_slot_inputs;
739          } else {
740             /* NIR expands dual-slot inputs out to two locations.  We need to
741              * compact things back down GL-style single-slot inputs to avoid
742              * confusing the state tracker.
743              */
744             prog->info.inputs_read =
745                nir_get_single_slot_attribs_mask(prog->nir->info.inputs_read,
746                                                 prog->DualSlotInputs);
747          }
748 
749          /* Initialize st_vertex_program members. */
750          st_prepare_vertex_program(prog);
751       }
752 
753       /* Get pipe_stream_output_info. */
754       if (shader->Stage == MESA_SHADER_VERTEX ||
755           shader->Stage == MESA_SHADER_TESS_EVAL ||
756           shader->Stage == MESA_SHADER_GEOMETRY)
757          st_translate_stream_output_info(prog);
758 
759       st_store_nir_in_disk_cache(st, prog);
760 
761       st_release_variants(st, prog);
762       st_finalize_program(st, prog);
763    }
764 
765    struct pipe_context *pctx = st_context(ctx)->pipe;
766    if (pctx->link_shader) {
767       void *driver_handles[PIPE_SHADER_TYPES];
768       memset(driver_handles, 0, sizeof(driver_handles));
769 
770       for (uint32_t i = 0; i < MESA_SHADER_STAGES; ++i) {
771          struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
772          if (shader) {
773             struct gl_program *p = shader->Program;
774             if (p && p->variants) {
775                enum pipe_shader_type type = pipe_shader_type_from_mesa(shader->Stage);
776                driver_handles[type] = p->variants->driver_shader;
777             }
778          }
779       }
780 
781       pctx->link_shader(pctx, driver_handles);
782    }
783 
784    return true;
785 }
786 
787 void
st_nir_assign_varying_locations(struct st_context * st,nir_shader * nir)788 st_nir_assign_varying_locations(struct st_context *st, nir_shader *nir)
789 {
790    /* Lowered IO don't have variables, so exit. */
791    if (nir->info.io_lowered)
792       return;
793 
794    if (nir->info.stage == MESA_SHADER_VERTEX) {
795       nir_assign_io_var_locations(nir, nir_var_shader_out,
796                                   &nir->num_outputs,
797                                   nir->info.stage);
798       st_nir_fixup_varying_slots(st, nir, nir_var_shader_out);
799    } else if (nir->info.stage == MESA_SHADER_GEOMETRY ||
800               nir->info.stage == MESA_SHADER_TESS_CTRL ||
801               nir->info.stage == MESA_SHADER_TESS_EVAL) {
802       nir_assign_io_var_locations(nir, nir_var_shader_in,
803                                   &nir->num_inputs,
804                                   nir->info.stage);
805       st_nir_fixup_varying_slots(st, nir, nir_var_shader_in);
806 
807       nir_assign_io_var_locations(nir, nir_var_shader_out,
808                                   &nir->num_outputs,
809                                   nir->info.stage);
810       st_nir_fixup_varying_slots(st, nir, nir_var_shader_out);
811    } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
812       nir_assign_io_var_locations(nir, nir_var_shader_in,
813                                   &nir->num_inputs,
814                                   nir->info.stage);
815       st_nir_fixup_varying_slots(st, nir, nir_var_shader_in);
816       nir_assign_io_var_locations(nir, nir_var_shader_out,
817                                   &nir->num_outputs,
818                                   nir->info.stage);
819    } else if (nir->info.stage == MESA_SHADER_COMPUTE) {
820        /* TODO? */
821    } else {
822       unreachable("invalid shader type");
823    }
824 }
825 
826 void
st_nir_lower_samplers(struct pipe_screen * screen,nir_shader * nir,struct gl_shader_program * shader_program,struct gl_program * prog)827 st_nir_lower_samplers(struct pipe_screen *screen, nir_shader *nir,
828                       struct gl_shader_program *shader_program,
829                       struct gl_program *prog)
830 {
831    if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
832       NIR_PASS(_, nir, gl_nir_lower_samplers_as_deref, shader_program);
833    else
834       NIR_PASS(_, nir, gl_nir_lower_samplers, shader_program);
835 
836    if (prog) {
837       BITSET_COPY(prog->info.textures_used, nir->info.textures_used);
838       BITSET_COPY(prog->info.textures_used_by_txf, nir->info.textures_used_by_txf);
839       BITSET_COPY(prog->info.samplers_used, nir->info.samplers_used);
840       BITSET_COPY(prog->info.images_used, nir->info.images_used);
841       BITSET_COPY(prog->info.image_buffers, nir->info.image_buffers);
842       BITSET_COPY(prog->info.msaa_images, nir->info.msaa_images);
843    }
844 }
845 
846 static int
st_packed_uniforms_type_size(const struct glsl_type * type,bool bindless)847 st_packed_uniforms_type_size(const struct glsl_type *type, bool bindless)
848 {
849    return glsl_count_dword_slots(type, bindless);
850 }
851 
852 static int
st_unpacked_uniforms_type_size(const struct glsl_type * type,bool bindless)853 st_unpacked_uniforms_type_size(const struct glsl_type *type, bool bindless)
854 {
855    return glsl_count_vec4_slots(type, false, bindless);
856 }
857 
858 void
st_nir_lower_uniforms(struct st_context * st,nir_shader * nir)859 st_nir_lower_uniforms(struct st_context *st, nir_shader *nir)
860 {
861    if (st->ctx->Const.PackedDriverUniformStorage) {
862       NIR_PASS(_, nir, nir_lower_io, nir_var_uniform,
863                  st_packed_uniforms_type_size,
864                  (nir_lower_io_options)0);
865    } else {
866       NIR_PASS(_, nir, nir_lower_io, nir_var_uniform,
867                  st_unpacked_uniforms_type_size,
868                  (nir_lower_io_options)0);
869    }
870 
871    if (nir->options->lower_uniforms_to_ubo)
872       NIR_PASS(_, nir, nir_lower_uniforms_to_ubo,
873                  st->ctx->Const.PackedDriverUniformStorage,
874                  !st->ctx->Const.NativeIntegers);
875 }
876 
877 /* Last third of preparing nir from glsl, which happens after shader
878  * variant lowering.
879  */
880 char *
st_finalize_nir(struct st_context * st,struct gl_program * prog,struct gl_shader_program * shader_program,nir_shader * nir,bool finalize_by_driver,bool is_before_variants,bool is_draw_shader)881 st_finalize_nir(struct st_context *st, struct gl_program *prog,
882                 struct gl_shader_program *shader_program,
883                 nir_shader *nir, bool finalize_by_driver,
884                 bool is_before_variants,
885                 bool is_draw_shader)
886 {
887    struct pipe_screen *screen = st->screen;
888 
889    MESA_TRACE_FUNC();
890 
891    NIR_PASS(_, nir, nir_split_var_copies);
892    NIR_PASS(_, nir, nir_lower_var_copies);
893 
894    const bool lower_tg4_offsets =
895       !is_draw_shader && !st->screen->get_param(screen, PIPE_CAP_TEXTURE_GATHER_OFFSETS);
896 
897    if (!is_draw_shader && (st->lower_rect_tex || lower_tg4_offsets)) {
898       struct nir_lower_tex_options opts = {0};
899       opts.lower_rect = !!st->lower_rect_tex;
900       opts.lower_tg4_offsets = lower_tg4_offsets;
901 
902       NIR_PASS(_, nir, nir_lower_tex, &opts);
903    }
904 
905    st_nir_assign_varying_locations(st, nir);
906    st_nir_assign_uniform_locations(st->ctx, prog, nir);
907 
908    /* Lower load_deref/store_deref of inputs and outputs.
909     * This depends on st_nir_assign_varying_locations.
910     *
911     * TODO: remove this once nir_io_glsl_opt_varyings is enabled by default.
912     */
913    if (!is_draw_shader && nir->options->io_options & nir_io_glsl_lower_derefs &&
914        !(nir->options->io_options & nir_io_glsl_opt_varyings)) {
915       nir_lower_io_passes(nir, false);
916       NIR_PASS(_, nir, nir_remove_dead_variables,
917                  nir_var_shader_in | nir_var_shader_out, NULL);
918    }
919 
920    /* Set num_uniforms in number of attribute slots (vec4s) */
921    nir->num_uniforms = DIV_ROUND_UP(prog->Parameters->NumParameterValues, 4);
922 
923    st_nir_lower_uniforms(st, nir);
924 
925    if (!is_draw_shader && is_before_variants && nir->options->lower_uniforms_to_ubo) {
926       /* This must be done after uniforms are lowered to UBO and all
927        * nir_var_uniform variables are removed from NIR to prevent conflicts
928        * between state parameter merging and shader variant generation.
929        */
930       _mesa_optimize_state_parameters(&st->ctx->Const, prog->Parameters);
931    }
932 
933    st_nir_lower_samplers(screen, nir, shader_program, prog);
934    if (!is_draw_shader && !screen->get_param(screen, PIPE_CAP_NIR_IMAGES_AS_DEREF))
935       NIR_PASS(_, nir, gl_nir_lower_images, false);
936 
937    char *msg = NULL;
938    if (!is_draw_shader && finalize_by_driver && screen->finalize_nir)
939       msg = screen->finalize_nir(screen, nir);
940 
941    return msg;
942 }
943 
944 /**
945  * Link a GLSL shader program.  Called via glLinkProgram().
946  */
947 void
st_link_shader(struct gl_context * ctx,struct gl_shader_program * prog)948 st_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
949 {
950    unsigned int i;
951    bool spirv = false;
952 
953    MESA_TRACE_FUNC();
954 
955    _mesa_clear_shader_program_data(ctx, prog);
956 
957    prog->data = _mesa_create_shader_program_data();
958 
959    prog->data->LinkStatus = LINKING_SUCCESS;
960 
961    for (i = 0; i < prog->NumShaders; i++) {
962       if (!prog->Shaders[i]->CompileStatus) {
963 	 linker_error(prog, "linking with uncompiled/unspecialized shader");
964       }
965 
966       if (!i) {
967          spirv = (prog->Shaders[i]->spirv_data != NULL);
968       } else if (spirv && !prog->Shaders[i]->spirv_data) {
969          /* The GL_ARB_gl_spirv spec adds a new bullet point to the list of
970           * reasons LinkProgram can fail:
971           *
972           *    "All the shader objects attached to <program> do not have the
973           *     same value for the SPIR_V_BINARY_ARB state."
974           */
975          linker_error(prog,
976                       "not all attached shaders have the same "
977                       "SPIR_V_BINARY_ARB state");
978       }
979    }
980    prog->data->spirv = spirv;
981 
982    if (prog->data->LinkStatus) {
983       if (!spirv)
984          link_shaders(ctx, prog);
985       else
986          _mesa_spirv_link_shaders(ctx, prog);
987    }
988 
989    /* If LinkStatus is LINKING_SUCCESS, then reset sampler validated to true.
990     * Validation happens via the LinkShader call below. If LinkStatus is
991     * LINKING_SKIPPED, then SamplersValidated will have been restored from the
992     * shader cache.
993     */
994    if (prog->data->LinkStatus == LINKING_SUCCESS) {
995       prog->SamplersValidated = GL_TRUE;
996    }
997 
998    if (prog->data->LinkStatus && !st_link_glsl_to_nir(ctx, prog)) {
999       prog->data->LinkStatus = LINKING_FAILURE;
1000    }
1001 
1002    if (prog->data->LinkStatus != LINKING_FAILURE)
1003       _mesa_create_program_resource_hash(prog);
1004 
1005    /* Return early if we are loading the shader from on-disk cache */
1006    if (prog->data->LinkStatus == LINKING_SKIPPED)
1007       return;
1008 
1009    if (ctx->_Shader->Flags & GLSL_DUMP) {
1010       if (!prog->data->LinkStatus) {
1011 	 fprintf(stderr, "GLSL shader program %d failed to link\n", prog->Name);
1012       }
1013 
1014       if (prog->data->InfoLog && prog->data->InfoLog[0] != 0) {
1015 	 fprintf(stderr, "GLSL shader program %d info log:\n", prog->Name);
1016          fprintf(stderr, "%s\n", prog->data->InfoLog);
1017       }
1018    }
1019 
1020 #ifdef ENABLE_SHADER_CACHE
1021    if (prog->data->LinkStatus)
1022       shader_cache_write_program_metadata(ctx, prog);
1023 #endif
1024 }
1025 
1026 } /* extern "C" */
1027