Commit cdc53fa8 authored by Kenneth Graunke's avatar Kenneth Graunke
Browse files

st/nir: Make new helpers for constructing built-in NIR shaders.



The state tracker generates several built-in shaders in order to
perform scissored clears, upload/download PBOs, and so on.  These
are currently constructed using TGSI, using ureg and u_simple_shader.

I want to have NIR versions of these shaders, for my Gallium driver
that has a NIR backend but no TGSI support.  To that end, we'll want
a few helpers to help construct simple shaders.

This patch adds two new helpers:

- st_nir_finish_builtin_shader() takes a manually constructed NIR
  shader, applies lowering passes (like st_link_nir would do for GLSL),
  and constructs the pipe_shader_state.

- st_nir_make_passthrough_shader() makes a simple passthrough shader,
  which copies inputs to outputs.  This is similar to u_simple_shaders.

v2: Set info->fs.untyped_color_outputs for vc4/v3d (thanks Eric!).
Reviewed-by: default avatarMarek Olšák <marek.olsak@amd.com>
Tested-by: Rob Clark's avatarRob Clark <robdclark@gmail.com>
Tested-by: Emma Anholt's avatarEric Anholt <eric@anholt.net>
parent 4f799264
......@@ -538,6 +538,7 @@ STATETRACKER_FILES = \
state_tracker/st_mesa_to_tgsi.c \
state_tracker/st_mesa_to_tgsi.h \
state_tracker/st_nir.h \
state_tracker/st_nir_builtins.c \
state_tracker/st_nir_lower_builtin.c \
state_tracker/st_nir_lower_tex_src_plane.c \
state_tracker/st_nir_lower_uniforms_to_ubo.c \
......
......@@ -582,6 +582,7 @@ files_libmesa_gallium = files(
'state_tracker/st_mesa_to_tgsi.c',
'state_tracker/st_mesa_to_tgsi.h',
'state_tracker/st_nir.h',
'state_tracker/st_nir_builtins.c',
'state_tracker/st_nir_lower_builtin.c',
'state_tracker/st_nir_lower_tex_src_plane.c',
'state_tracker/st_nir_lower_uniforms_to_ubo.c',
......
......@@ -55,6 +55,21 @@ st_link_nir(struct gl_context *ctx,
void st_nir_assign_varying_locations(struct st_context *st,
struct nir_shader *nir);
struct pipe_shader_state *
st_nir_finish_builtin_shader(struct st_context *st,
struct nir_shader *nir,
const char *name);
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);
#ifdef __cplusplus
}
#endif
......
/*
* 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 "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);
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, st_nir_lower_uniforms_to_ubo);
}
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);
}
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