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This will allow us to use this in future NIR linker work. It also makes more sense to move it here as the classic drivers are gone, tgsi is going away and we are merging more of the st into the gl common code. Reviewed-by: Emma Anholt <emma@anholt.net> Reviewed-by: Dave Airlie <airlied@redhat.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14785>
785 lines
29 KiB
C
785 lines
29 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 (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* 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 DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "nir.h"
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#include "GL/gl.h"
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#include "gl_nir.h"
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#include "gl_nir_linker.h"
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#include "linker_util.h"
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#include "main/shader_types.h"
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#include "main/consts_exts.h"
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#include "main/shaderobj.h"
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#include "ir_uniform.h" /* for gl_uniform_storage */
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/**
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* This file included general link methods, using NIR, instead of IR as
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* the counter-part glsl/linker.cpp
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*/
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void
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gl_nir_opts(nir_shader *nir)
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{
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bool progress;
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do {
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progress = false;
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NIR_PASS_V(nir, nir_lower_vars_to_ssa);
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/* Linking deals with unused inputs/outputs, but here we can remove
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* things local to the shader in the hopes that we can cleanup other
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* things. This pass will also remove variables with only stores, so we
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* might be able to make progress after it.
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*/
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NIR_PASS(progress, nir, nir_remove_dead_variables,
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nir_var_function_temp | nir_var_shader_temp |
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nir_var_mem_shared,
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NULL);
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NIR_PASS(progress, nir, nir_opt_copy_prop_vars);
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NIR_PASS(progress, nir, nir_opt_dead_write_vars);
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if (nir->options->lower_to_scalar) {
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NIR_PASS_V(nir, nir_lower_alu_to_scalar,
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nir->options->lower_to_scalar_filter, NULL);
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NIR_PASS_V(nir, nir_lower_phis_to_scalar, false);
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}
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NIR_PASS_V(nir, nir_lower_alu);
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NIR_PASS_V(nir, nir_lower_pack);
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NIR_PASS(progress, nir, nir_copy_prop);
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NIR_PASS(progress, nir, nir_opt_remove_phis);
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NIR_PASS(progress, nir, nir_opt_dce);
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if (nir_opt_trivial_continues(nir)) {
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progress = true;
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NIR_PASS(progress, nir, nir_copy_prop);
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NIR_PASS(progress, nir, nir_opt_dce);
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}
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NIR_PASS(progress, nir, nir_opt_if, false);
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NIR_PASS(progress, nir, nir_opt_dead_cf);
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NIR_PASS(progress, nir, nir_opt_cse);
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NIR_PASS(progress, nir, nir_opt_peephole_select, 8, true, true);
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NIR_PASS(progress, nir, nir_opt_phi_precision);
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NIR_PASS(progress, nir, nir_opt_algebraic);
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NIR_PASS(progress, nir, nir_opt_constant_folding);
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if (!nir->info.flrp_lowered) {
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unsigned lower_flrp =
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(nir->options->lower_flrp16 ? 16 : 0) |
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(nir->options->lower_flrp32 ? 32 : 0) |
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(nir->options->lower_flrp64 ? 64 : 0);
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if (lower_flrp) {
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bool lower_flrp_progress = false;
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NIR_PASS(lower_flrp_progress, nir, nir_lower_flrp,
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lower_flrp,
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false /* always_precise */);
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if (lower_flrp_progress) {
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NIR_PASS(progress, nir,
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nir_opt_constant_folding);
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progress = true;
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}
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}
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/* Nothing should rematerialize any flrps, so we only need to do this
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* lowering once.
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*/
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nir->info.flrp_lowered = true;
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}
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NIR_PASS(progress, nir, nir_opt_undef);
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NIR_PASS(progress, nir, nir_opt_conditional_discard);
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if (nir->options->max_unroll_iterations) {
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NIR_PASS(progress, nir, nir_opt_loop_unroll);
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}
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} while (progress);
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}
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static bool
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can_remove_uniform(nir_variable *var, UNUSED void *data)
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{
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/* Section 2.11.6 (Uniform Variables) of the OpenGL ES 3.0.3 spec
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* says:
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*
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* "All members of a named uniform block declared with a shared or
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* std140 layout qualifier are considered active, even if they are not
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* referenced in any shader in the program. The uniform block itself is
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* also considered active, even if no member of the block is
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* referenced."
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*
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* Although the spec doesn't state it std430 layouts are expect to behave
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* the same way. If the variable is in a uniform block with one of those
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* layouts, do not eliminate it.
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*/
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if (nir_variable_is_in_block(var) &&
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(glsl_get_ifc_packing(var->interface_type) !=
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GLSL_INTERFACE_PACKING_PACKED))
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return false;
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if (glsl_get_base_type(glsl_without_array(var->type)) ==
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GLSL_TYPE_SUBROUTINE)
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return false;
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/* Uniform initializers could get used by another stage */
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if (var->constant_initializer)
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return false;
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return true;
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}
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/**
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* Built-in / reserved GL variables names start with "gl_"
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*/
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static inline bool
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is_gl_identifier(const char *s)
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{
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return s && s[0] == 'g' && s[1] == 'l' && s[2] == '_';
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}
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static bool
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inout_has_same_location(const nir_variable *var, unsigned stage)
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{
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if (!var->data.patch &&
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((var->data.mode == nir_var_shader_out &&
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stage == MESA_SHADER_TESS_CTRL) ||
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(var->data.mode == nir_var_shader_in &&
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(stage == MESA_SHADER_TESS_CTRL || stage == MESA_SHADER_TESS_EVAL ||
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stage == MESA_SHADER_GEOMETRY))))
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return true;
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else
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return false;
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}
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/**
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* Create gl_shader_variable from nir_variable.
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*/
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static struct gl_shader_variable *
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create_shader_variable(struct gl_shader_program *shProg,
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const nir_variable *in,
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const char *name, const struct glsl_type *type,
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const struct glsl_type *interface_type,
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bool use_implicit_location, int location,
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const struct glsl_type *outermost_struct_type)
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{
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/* Allocate zero-initialized memory to ensure that bitfield padding
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* is zero.
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*/
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struct gl_shader_variable *out = rzalloc(shProg,
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struct gl_shader_variable);
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if (!out)
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return NULL;
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/* Since gl_VertexID may be lowered to gl_VertexIDMESA, but applications
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* expect to see gl_VertexID in the program resource list. Pretend.
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*/
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if (in->data.mode == nir_var_system_value &&
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in->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
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out->name.string = ralloc_strdup(shProg, "gl_VertexID");
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} else if ((in->data.mode == nir_var_shader_out &&
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in->data.location == VARYING_SLOT_TESS_LEVEL_OUTER) ||
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(in->data.mode == nir_var_system_value &&
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in->data.location == SYSTEM_VALUE_TESS_LEVEL_OUTER)) {
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out->name.string = ralloc_strdup(shProg, "gl_TessLevelOuter");
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type = glsl_array_type(glsl_float_type(), 4, 0);
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} else if ((in->data.mode == nir_var_shader_out &&
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in->data.location == VARYING_SLOT_TESS_LEVEL_INNER) ||
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(in->data.mode == nir_var_system_value &&
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in->data.location == SYSTEM_VALUE_TESS_LEVEL_INNER)) {
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out->name.string = ralloc_strdup(shProg, "gl_TessLevelInner");
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type = glsl_array_type(glsl_float_type(), 2, 0);
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} else {
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out->name.string = ralloc_strdup(shProg, name);
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}
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resource_name_updated(&out->name);
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if (!out->name.string)
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return NULL;
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/* The ARB_program_interface_query spec says:
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*
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* "Not all active variables are assigned valid locations; the
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* following variables will have an effective location of -1:
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*
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* * uniforms declared as atomic counters;
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*
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* * members of a uniform block;
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*
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* * built-in inputs, outputs, and uniforms (starting with "gl_"); and
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*
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* * inputs or outputs not declared with a "location" layout
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* qualifier, except for vertex shader inputs and fragment shader
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* outputs."
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*/
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if (glsl_get_base_type(in->type) == GLSL_TYPE_ATOMIC_UINT ||
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is_gl_identifier(in->name) ||
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!(in->data.explicit_location || use_implicit_location)) {
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out->location = -1;
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} else {
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out->location = location;
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}
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out->type = type;
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out->outermost_struct_type = outermost_struct_type;
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out->interface_type = interface_type;
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out->component = in->data.location_frac;
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out->index = in->data.index;
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out->patch = in->data.patch;
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out->mode = in->data.mode;
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out->interpolation = in->data.interpolation;
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out->precision = in->data.precision;
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out->explicit_location = in->data.explicit_location;
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return out;
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}
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static bool
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add_shader_variable(const struct gl_constants *consts,
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struct gl_shader_program *shProg,
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struct set *resource_set,
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unsigned stage_mask,
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GLenum programInterface, nir_variable *var,
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const char *name, const struct glsl_type *type,
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bool use_implicit_location, int location,
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bool inouts_share_location,
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const struct glsl_type *outermost_struct_type)
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{
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const struct glsl_type *interface_type = var->interface_type;
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if (outermost_struct_type == NULL) {
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if (var->data.from_named_ifc_block) {
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const char *interface_name = glsl_get_type_name(interface_type);
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if (glsl_type_is_array(interface_type)) {
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/* Issue #16 of the ARB_program_interface_query spec says:
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*
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* "* If a variable is a member of an interface block without an
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* instance name, it is enumerated using just the variable name.
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*
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* * If a variable is a member of an interface block with an
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* instance name, it is enumerated as "BlockName.Member", where
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* "BlockName" is the name of the interface block (not the
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* instance name) and "Member" is the name of the variable."
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*
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* In particular, it indicates that it should be "BlockName",
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* not "BlockName[array length]". The conformance suite and
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* dEQP both require this behavior.
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*
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* Here, we unwrap the extra array level added by named interface
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* block array lowering so we have the correct variable type. We
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* also unwrap the interface type when constructing the name.
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*
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* We leave interface_type the same so that ES 3.x SSO pipeline
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* validation can enforce the rules requiring array length to
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* match on interface blocks.
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*/
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type = glsl_get_array_element(type);
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interface_name =
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glsl_get_type_name(glsl_get_array_element(interface_type));
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}
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name = ralloc_asprintf(shProg, "%s.%s", interface_name, name);
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}
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}
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switch (glsl_get_base_type(type)) {
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case GLSL_TYPE_STRUCT: {
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/* The ARB_program_interface_query spec says:
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*
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* "For an active variable declared as a structure, a separate entry
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* will be generated for each active structure member. The name of
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* each entry is formed by concatenating the name of the structure,
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* the "." character, and the name of the structure member. If a
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* structure member to enumerate is itself a structure or array,
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* these enumeration rules are applied recursively."
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*/
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if (outermost_struct_type == NULL)
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outermost_struct_type = type;
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unsigned field_location = location;
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for (unsigned i = 0; i < glsl_get_length(type); i++) {
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const struct glsl_type *field_type = glsl_get_struct_field(type, i);
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const struct glsl_struct_field *field =
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glsl_get_struct_field_data(type, i);
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char *field_name = ralloc_asprintf(shProg, "%s.%s", name, field->name);
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if (!add_shader_variable(consts, shProg, resource_set,
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stage_mask, programInterface,
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var, field_name, field_type,
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use_implicit_location, field_location,
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false, outermost_struct_type))
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return false;
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field_location += glsl_count_attribute_slots(field_type, false);
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}
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return true;
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}
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case GLSL_TYPE_ARRAY: {
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/* The ARB_program_interface_query spec says:
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*
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* "For an active variable declared as an array of basic types, a
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* single entry will be generated, with its name string formed by
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* concatenating the name of the array and the string "[0]"."
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*
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* "For an active variable declared as an array of an aggregate data
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* type (structures or arrays), a separate entry will be generated
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* for each active array element, unless noted immediately below.
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* The name of each entry is formed by concatenating the name of
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* the array, the "[" character, an integer identifying the element
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* number, and the "]" character. These enumeration rules are
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* applied recursively, treating each enumerated array element as a
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* separate active variable."
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*/
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const struct glsl_type *array_type = glsl_get_array_element(type);
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if (glsl_get_base_type(array_type) == GLSL_TYPE_STRUCT ||
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glsl_get_base_type(array_type) == GLSL_TYPE_ARRAY) {
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unsigned elem_location = location;
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unsigned stride = inouts_share_location ? 0 :
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glsl_count_attribute_slots(array_type, false);
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for (unsigned i = 0; i < glsl_get_length(type); i++) {
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char *elem = ralloc_asprintf(shProg, "%s[%d]", name, i);
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if (!add_shader_variable(consts, shProg, resource_set,
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stage_mask, programInterface,
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var, elem, array_type,
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use_implicit_location, elem_location,
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false, outermost_struct_type))
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return false;
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elem_location += stride;
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}
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return true;
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}
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}
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FALLTHROUGH;
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default: {
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/* The ARB_program_interface_query spec says:
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*
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* "For an active variable declared as a single instance of a basic
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* type, a single entry will be generated, using the variable name
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* from the shader source."
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*/
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struct gl_shader_variable *sha_v =
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create_shader_variable(shProg, var, name, type, interface_type,
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use_implicit_location, location,
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outermost_struct_type);
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if (!sha_v)
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return false;
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return link_util_add_program_resource(shProg, resource_set,
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programInterface, sha_v, stage_mask);
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}
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}
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}
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static bool
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add_vars_with_modes(const struct gl_constants *consts,
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struct gl_shader_program *prog, struct set *resource_set,
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nir_shader *nir, nir_variable_mode modes,
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unsigned stage, GLenum programInterface)
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{
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nir_foreach_variable_with_modes(var, nir, modes) {
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if (var->data.how_declared == nir_var_hidden)
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continue;
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int loc_bias = 0;
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switch(var->data.mode) {
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case nir_var_system_value:
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case nir_var_shader_in:
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if (programInterface != GL_PROGRAM_INPUT)
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continue;
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loc_bias = (stage == MESA_SHADER_VERTEX) ? VERT_ATTRIB_GENERIC0
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: VARYING_SLOT_VAR0;
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break;
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case nir_var_shader_out:
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if (programInterface != GL_PROGRAM_OUTPUT)
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continue;
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loc_bias = (stage == MESA_SHADER_FRAGMENT) ? FRAG_RESULT_DATA0
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: VARYING_SLOT_VAR0;
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break;
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default:
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continue;
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}
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if (var->data.patch)
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loc_bias = VARYING_SLOT_PATCH0;
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if (prog->data->spirv) {
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struct gl_shader_variable *sh_var =
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rzalloc(prog, struct gl_shader_variable);
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/* In the ARB_gl_spirv spec, names are considered optional debug info, so
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* the linker needs to work without them. Returning them is optional.
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* For simplicity, we ignore names.
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*/
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sh_var->name.string = NULL;
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resource_name_updated(&sh_var->name);
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sh_var->type = var->type;
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sh_var->location = var->data.location - loc_bias;
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sh_var->index = var->data.index;
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if (!link_util_add_program_resource(prog, resource_set,
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programInterface,
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sh_var, 1 << stage)) {
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return false;
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}
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} else {
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/* Skip packed varyings, packed varyings are handled separately
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* by add_packed_varyings in the GLSL IR
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* build_program_resource_list() call.
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* TODO: handle packed varyings here instead. We likely want a NIR
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* based packing pass first.
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*/
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if (strncmp(var->name, "packed:", 7) == 0)
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continue;
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const bool vs_input_or_fs_output =
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(stage == MESA_SHADER_VERTEX &&
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var->data.mode == nir_var_shader_in) ||
|
|
(stage == MESA_SHADER_FRAGMENT &&
|
|
var->data.mode == nir_var_shader_out);
|
|
|
|
if (!add_shader_variable(consts, prog, resource_set,
|
|
1 << stage, programInterface,
|
|
var, var->name, var->type,
|
|
vs_input_or_fs_output,
|
|
var->data.location - loc_bias,
|
|
inout_has_same_location(var, stage),
|
|
NULL))
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool
|
|
add_interface_variables(const struct gl_constants *consts,
|
|
struct gl_shader_program *prog,
|
|
struct set *resource_set,
|
|
unsigned stage, GLenum programInterface)
|
|
{
|
|
struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
|
|
if (!sh)
|
|
return true;
|
|
|
|
nir_shader *nir = sh->Program->nir;
|
|
assert(nir);
|
|
|
|
switch (programInterface) {
|
|
case GL_PROGRAM_INPUT: {
|
|
return add_vars_with_modes(consts, prog, resource_set,
|
|
nir, nir_var_shader_in | nir_var_system_value,
|
|
stage, programInterface);
|
|
}
|
|
case GL_PROGRAM_OUTPUT:
|
|
return add_vars_with_modes(consts, prog, resource_set,
|
|
nir, nir_var_shader_out,
|
|
stage, programInterface);
|
|
default:
|
|
assert("!Should not get here");
|
|
break;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/* TODO: as we keep adding features, this method is becoming more and more
|
|
* similar to its GLSL counterpart at linker.cpp. Eventually it would be good
|
|
* to check if they could be refactored, and reduce code duplication somehow
|
|
*/
|
|
void
|
|
nir_build_program_resource_list(const struct gl_constants *consts,
|
|
struct gl_shader_program *prog,
|
|
bool rebuild_resourse_list)
|
|
{
|
|
/* Rebuild resource list. */
|
|
if (prog->data->ProgramResourceList && rebuild_resourse_list) {
|
|
ralloc_free(prog->data->ProgramResourceList);
|
|
prog->data->ProgramResourceList = NULL;
|
|
prog->data->NumProgramResourceList = 0;
|
|
}
|
|
|
|
int input_stage = MESA_SHADER_STAGES, output_stage = 0;
|
|
|
|
/* Determine first input and final output stage. These are used to
|
|
* detect which variables should be enumerated in the resource list
|
|
* for GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT.
|
|
*/
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
if (!prog->_LinkedShaders[i])
|
|
continue;
|
|
if (input_stage == MESA_SHADER_STAGES)
|
|
input_stage = i;
|
|
output_stage = i;
|
|
}
|
|
|
|
/* Empty shader, no resources. */
|
|
if (input_stage == MESA_SHADER_STAGES && output_stage == 0)
|
|
return;
|
|
|
|
struct set *resource_set = _mesa_pointer_set_create(NULL);
|
|
|
|
/* Add inputs and outputs to the resource list. */
|
|
if (!add_interface_variables(consts, prog, resource_set, input_stage,
|
|
GL_PROGRAM_INPUT)) {
|
|
return;
|
|
}
|
|
|
|
if (!add_interface_variables(consts, prog, resource_set, output_stage,
|
|
GL_PROGRAM_OUTPUT)) {
|
|
return;
|
|
}
|
|
|
|
/* Add transform feedback varyings and buffers. */
|
|
if (prog->last_vert_prog) {
|
|
struct gl_transform_feedback_info *linked_xfb =
|
|
prog->last_vert_prog->sh.LinkedTransformFeedback;
|
|
|
|
/* Add varyings. */
|
|
if (linked_xfb->NumVarying > 0) {
|
|
for (int i = 0; i < linked_xfb->NumVarying; i++) {
|
|
if (!link_util_add_program_resource(prog, resource_set,
|
|
GL_TRANSFORM_FEEDBACK_VARYING,
|
|
&linked_xfb->Varyings[i], 0))
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* Add buffers. */
|
|
for (unsigned i = 0; i < consts->MaxTransformFeedbackBuffers; i++) {
|
|
if ((linked_xfb->ActiveBuffers >> i) & 1) {
|
|
linked_xfb->Buffers[i].Binding = i;
|
|
if (!link_util_add_program_resource(prog, resource_set,
|
|
GL_TRANSFORM_FEEDBACK_BUFFER,
|
|
&linked_xfb->Buffers[i], 0))
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Add uniforms
|
|
*
|
|
* Here, it is expected that nir_link_uniforms() has already been
|
|
* called, so that UniformStorage table is already available.
|
|
*/
|
|
int top_level_array_base_offset = -1;
|
|
int top_level_array_size_in_bytes = -1;
|
|
int second_element_offset = -1;
|
|
int block_index = -1;
|
|
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
|
|
struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
|
|
|
|
if (uniform->hidden) {
|
|
for (int j = MESA_SHADER_VERTEX; j < MESA_SHADER_STAGES; j++) {
|
|
if (!uniform->opaque[j].active ||
|
|
glsl_get_base_type(uniform->type) != GLSL_TYPE_SUBROUTINE)
|
|
continue;
|
|
|
|
GLenum type =
|
|
_mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j);
|
|
/* add shader subroutines */
|
|
if (!link_util_add_program_resource(prog, resource_set,
|
|
type, uniform, 0))
|
|
return;
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
if (!link_util_should_add_buffer_variable(prog, uniform,
|
|
top_level_array_base_offset,
|
|
top_level_array_size_in_bytes,
|
|
second_element_offset, block_index))
|
|
continue;
|
|
|
|
|
|
if (prog->data->UniformStorage[i].offset >= second_element_offset) {
|
|
top_level_array_base_offset =
|
|
prog->data->UniformStorage[i].offset;
|
|
|
|
top_level_array_size_in_bytes =
|
|
prog->data->UniformStorage[i].top_level_array_size *
|
|
prog->data->UniformStorage[i].top_level_array_stride;
|
|
|
|
/* Set or reset the second element offset. For non arrays this
|
|
* will be set to -1.
|
|
*/
|
|
second_element_offset = top_level_array_size_in_bytes ?
|
|
top_level_array_base_offset +
|
|
prog->data->UniformStorage[i].top_level_array_stride : -1;
|
|
}
|
|
block_index = uniform->block_index;
|
|
|
|
|
|
GLenum interface = uniform->is_shader_storage ? GL_BUFFER_VARIABLE : GL_UNIFORM;
|
|
if (!link_util_add_program_resource(prog, resource_set, interface, uniform,
|
|
uniform->active_shader_mask)) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
|
|
if (!link_util_add_program_resource(prog, resource_set, GL_UNIFORM_BLOCK,
|
|
&prog->data->UniformBlocks[i],
|
|
prog->data->UniformBlocks[i].stageref))
|
|
return;
|
|
}
|
|
|
|
for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
|
|
if (!link_util_add_program_resource(prog, resource_set, GL_SHADER_STORAGE_BLOCK,
|
|
&prog->data->ShaderStorageBlocks[i],
|
|
prog->data->ShaderStorageBlocks[i].stageref))
|
|
return;
|
|
}
|
|
|
|
/* Add atomic counter buffers. */
|
|
for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
|
|
if (!link_util_add_program_resource(prog, resource_set, GL_ATOMIC_COUNTER_BUFFER,
|
|
&prog->data->AtomicBuffers[i], 0))
|
|
return;
|
|
}
|
|
|
|
unsigned mask = prog->data->linked_stages;
|
|
while (mask) {
|
|
const int i = u_bit_scan(&mask);
|
|
struct gl_program *p = prog->_LinkedShaders[i]->Program;
|
|
|
|
GLuint type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
|
|
for (unsigned j = 0; j < p->sh.NumSubroutineFunctions; j++) {
|
|
if (!link_util_add_program_resource(prog, resource_set,
|
|
type,
|
|
&p->sh.SubroutineFunctions[j],
|
|
0))
|
|
return;
|
|
}
|
|
}
|
|
|
|
_mesa_set_destroy(resource_set, NULL);
|
|
}
|
|
|
|
bool
|
|
gl_nir_link_spirv(const struct gl_constants *consts,
|
|
struct gl_shader_program *prog,
|
|
const struct gl_nir_linker_options *options)
|
|
{
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
struct gl_linked_shader *shader = prog->_LinkedShaders[i];
|
|
if (shader) {
|
|
const nir_remove_dead_variables_options opts = {
|
|
.can_remove_var = can_remove_uniform,
|
|
};
|
|
nir_remove_dead_variables(shader->Program->nir,
|
|
nir_var_uniform | nir_var_image,
|
|
&opts);
|
|
}
|
|
}
|
|
|
|
if (!gl_nir_link_uniform_blocks(prog))
|
|
return false;
|
|
|
|
if (!gl_nir_link_uniforms(consts, prog, options->fill_parameters))
|
|
return false;
|
|
|
|
gl_nir_link_assign_atomic_counter_resources(consts, prog);
|
|
gl_nir_link_assign_xfb_resources(consts, prog);
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Validate shader image resources.
|
|
*/
|
|
static void
|
|
check_image_resources(const struct gl_constants *consts,
|
|
const struct gl_extensions *exts,
|
|
struct gl_shader_program *prog)
|
|
{
|
|
unsigned total_image_units = 0;
|
|
unsigned fragment_outputs = 0;
|
|
unsigned total_shader_storage_blocks = 0;
|
|
|
|
if (!exts->ARB_shader_image_load_store)
|
|
return;
|
|
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
|
|
if (!sh)
|
|
continue;
|
|
|
|
total_image_units += sh->Program->info.num_images;
|
|
total_shader_storage_blocks += sh->Program->info.num_ssbos;
|
|
}
|
|
|
|
if (total_image_units > consts->MaxCombinedImageUniforms)
|
|
linker_error(prog, "Too many combined image uniforms\n");
|
|
|
|
struct gl_linked_shader *frag_sh =
|
|
prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
|
|
if (frag_sh) {
|
|
uint64_t frag_outputs_written = frag_sh->Program->info.outputs_written;
|
|
fragment_outputs = util_bitcount64(frag_outputs_written);
|
|
}
|
|
|
|
if (total_image_units + fragment_outputs + total_shader_storage_blocks >
|
|
consts->MaxCombinedShaderOutputResources)
|
|
linker_error(prog, "Too many combined image uniforms, shader storage "
|
|
" buffers and fragment outputs\n");
|
|
}
|
|
|
|
bool
|
|
gl_nir_link_glsl(const struct gl_constants *consts,
|
|
const struct gl_extensions *exts,
|
|
struct gl_shader_program *prog)
|
|
{
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
struct gl_linked_shader *shader = prog->_LinkedShaders[i];
|
|
if (shader) {
|
|
const nir_remove_dead_variables_options opts = {
|
|
.can_remove_var = can_remove_uniform,
|
|
};
|
|
nir_remove_dead_variables(shader->Program->nir,
|
|
nir_var_uniform | nir_var_image,
|
|
&opts);
|
|
}
|
|
}
|
|
|
|
if (!gl_nir_link_uniforms(consts, prog, true))
|
|
return false;
|
|
|
|
link_util_calculate_subroutine_compat(prog);
|
|
link_util_check_uniform_resources(consts, prog);
|
|
link_util_check_subroutine_resources(prog);
|
|
check_image_resources(consts, exts, prog);
|
|
gl_nir_link_assign_atomic_counter_resources(consts, prog);
|
|
gl_nir_link_check_atomic_counter_resources(consts, prog);
|
|
|
|
if (prog->data->LinkStatus == LINKING_FAILURE)
|
|
return false;
|
|
|
|
return true;
|
|
}
|