[RFCv0 4/8] mesa/st: add support for NIR as possible driver IR

Rob Clark robdclark at gmail.com
Mon Oct 19 12:47:57 PDT 2015


---
 src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 223 ++++++++++++++++++++++++++++-
 src/mesa/state_tracker/st_program.c        |  43 +++++-
 2 files changed, 260 insertions(+), 6 deletions(-)

diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
index 06f510d..49f496f 100644
--- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
@@ -35,6 +35,9 @@
 #include "glsl_parser_extras.h"
 #include "ir_optimization.h"
 
+#include "nir.h"
+#include "glsl_to_nir.h"
+
 #include "main/errors.h"
 #include "main/shaderobj.h"
 #include "main/uniforms.h"
@@ -5486,9 +5489,9 @@ out:
  * generating Mesa IR.
  */
 static struct gl_program *
-get_mesa_program(struct gl_context *ctx,
-                 struct gl_shader_program *shader_program,
-                 struct gl_shader *shader)
+get_mesa_program_tgsi(struct gl_context *ctx,
+                      struct gl_shader_program *shader_program,
+                      struct gl_shader *shader)
 {
    glsl_to_tgsi_visitor* v;
    struct gl_program *prog;
@@ -5680,6 +5683,220 @@ get_mesa_program(struct gl_context *ctx,
    return prog;
 }
 
+/* TODO dup'd from brw_vec4_vistor.cpp..  what should we do? */
+static int
+type_size_vec4(const struct glsl_type *type)
+{
+   unsigned int i;
+   int size;
+
+   switch (type->base_type) {
+   case GLSL_TYPE_UINT:
+   case GLSL_TYPE_INT:
+   case GLSL_TYPE_FLOAT:
+   case GLSL_TYPE_BOOL:
+      if (type->is_matrix()) {
+	 return type->matrix_columns;
+      } else {
+	 /* Regardless of size of vector, it gets a vec4. This is bad
+	  * packing for things like floats, but otherwise arrays become a
+	  * mess.  Hopefully a later pass over the code can pack scalars
+	  * down if appropriate.
+	  */
+	 return 1;
+      }
+   case GLSL_TYPE_ARRAY:
+      assert(type->length > 0);
+      return type_size_vec4(type->fields.array) * type->length;
+   case GLSL_TYPE_STRUCT:
+      size = 0;
+      for (i = 0; i < type->length; i++) {
+	 size += type_size_vec4(type->fields.structure[i].type);
+      }
+      return size;
+   case GLSL_TYPE_SUBROUTINE:
+      return 1;
+
+   case GLSL_TYPE_SAMPLER:
+      /* Samplers take up no register space, since they're baked in at
+       * link time.
+       */
+      return 0;
+   case GLSL_TYPE_ATOMIC_UINT:
+      return 0;
+   case GLSL_TYPE_IMAGE:
+//      return DIV_ROUND_UP(BRW_IMAGE_PARAM_SIZE, 4);
+   case GLSL_TYPE_VOID:
+   case GLSL_TYPE_DOUBLE:
+   case GLSL_TYPE_ERROR:
+   case GLSL_TYPE_INTERFACE:
+      unreachable("not reached");
+   }
+
+   return 0;
+}
+
+static struct gl_program *
+get_mesa_program_nir(struct gl_context *ctx,
+                     struct gl_shader_program *shader_program,
+                     struct gl_shader *shader)
+{
+   struct gl_program *prog;
+   GLenum target = _mesa_shader_stage_to_program(shader->Stage);
+   struct gl_shader_compiler_options *options =
+         &ctx->Const.ShaderCompilerOptions[_mesa_shader_enum_to_shader_stage(shader->Type)];
+   struct pipe_screen *pscreen = ctx->st->pipe->screen;
+   unsigned ptarget = st_shader_stage_to_ptarget(shader->Stage);
+   nir_shader_compiler_options nir_options = {0};
+   nir_shader *nir;
+
+   /* TODO maybe options marked with 'XXX' should be PIPE_SHADER_CAP_x's */
+   nir_options.lower_ffma =
+      !pscreen->get_shader_param(pscreen, ptarget, PIPE_SHADER_CAP_TGSI_FMA_SUPPORTED);
+   nir_options.lower_flrp = true;      // XXX
+   nir_options.lower_fpow = options->EmitNoPow;
+   nir_options.lower_fsat = options->EmitNoSat;
+   nir_options.lower_fsqrt =
+      !pscreen->get_shader_param(pscreen, ptarget, PIPE_SHADER_CAP_TGSI_SQRT_SUPPORTED);
+   nir_options.lower_negate = false;   // XXX
+   nir_options.lower_sub = false;      // XXX
+   nir_options.lower_scmp = true;      // XXX
+   nir_options.fdot_replicates = false;// XXX
+   nir_options.lower_ffract = true;    // XXX
+   nir_options.native_integers = ctx->Const.NativeIntegers;
+
+   validate_ir_tree(shader->ir);
+
+   prog = ctx->Driver.NewProgram(ctx, target, shader_program->Name);
+   if (!prog)
+      return NULL;
+   prog->Parameters = _mesa_new_parameter_list();
+
+   _mesa_copy_linked_program_data(shader->Stage, shader_program, prog);
+   _mesa_generate_parameters_list_for_uniforms(shader_program, shader,
+                                               prog->Parameters);
+
+//   /* Remove reads from output registers. */
+//   lower_output_reads(shader->Stage, shader->ir);
+
+   /* Make a pass over the IR to add state references for any built-in
+    * uniforms that are used.  This has to be done now (during linking).
+    * Code generation doesn't happen until the first time this shader is
+    * used for rendering.  Waiting until then to generate the parameters is
+    * too late.  At that point, the values for the built-in uniforms won't
+    * get sent to the shader.
+    */
+   foreach_in_list(ir_instruction, node, shader->ir) {
+      ir_variable *var = node->as_variable();
+
+      if ((var == NULL) || (var->data.mode != ir_var_uniform) ||
+          (strncmp(var->name, "gl_", 3) != 0))
+         continue;
+
+      const ir_state_slot *const slots = var->get_state_slots();
+      assert(slots != NULL);
+
+      for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
+         _mesa_add_state_reference(prog->Parameters,
+                                   (gl_state_index *) slots[i].tokens);
+      }
+   }
+
+   if (ctx->_Shader->Flags & GLSL_DUMP) {
+      _mesa_log("\n");
+      _mesa_log("GLSL IR for linked %s program %d:\n",
+             _mesa_shader_stage_to_string(shader->Stage),
+             shader_program->Name);
+      _mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
+      _mesa_log("\n\n");
+   }
+
+   prog->Instructions = NULL;
+   prog->NumInstructions = 0;
+
+   do_set_program_inouts(shader->ir, prog, shader->Stage);
+
+   prog->SamplersUsed = shader->active_samplers;
+   prog->ShadowSamplers = shader->shadow_samplers;
+   _mesa_update_shader_textures_used(shader_program, prog);
+
+   _mesa_reference_program(ctx, &shader->Program, prog);
+
+   nir = glsl_to_nir(shader_program, shader->Stage, &nir_options);
+   prog->nir = nir;
+
+   nir_validate_shader(nir);
+
+   if (shader->Stage == MESA_SHADER_GEOMETRY) {
+      nir_lower_gs_intrinsics(nir);
+      nir_validate_shader(nir);
+   }
+
+   nir_print_shader(nir, _mesa_get_log_file());
+
+   nir_lower_global_vars_to_local(nir);
+   nir_validate_shader(nir);
+
+   nir_lower_var_copies(nir);
+   nir_validate_shader(nir);
+
+   nir_assign_var_locations(&nir->inputs,
+                            &nir->num_inputs,
+                            type_size_vec4);
+   nir_assign_var_locations(&nir->outputs,
+                            &nir->num_outputs,
+                            type_size_vec4);
+   nir_assign_var_locations(&nir->uniforms,
+                            &nir->num_uniforms,
+                            type_size_vec4);
+
+   nir_lower_io(nir, nir_var_all, type_size_vec4);
+   nir_validate_shader(nir);
+
+
+   // XXX do we need anything else from brw_create_nir().. and what
+   // is best way to split up which things should be here vs driver?
+   // currently just trying to make the result here similar to what
+   // we get from tgsi_to_nir().. so lower_io, etc..
+
+   // XXX new flag, probably?
+   if (ctx->_Shader->Flags & GLSL_DUMP) {
+      _mesa_log("\n");
+      _mesa_log("NIR IR for linked %s program %d:\n",
+             _mesa_shader_stage_to_string(shader->Stage),
+             shader_program->Name);
+      nir_print_shader(nir, _mesa_get_log_file());
+      _mesa_log("\n\n");
+   }
+
+   /* This has to be done last.  Any operation the can cause
+    * prog->ParameterValues to get reallocated (e.g., anything that adds a
+    * program constant) has to happen before creating this linkage.
+    */
+   _mesa_associate_uniform_storage(ctx, shader_program, prog->Parameters);
+
+   return prog;
+}
+
+static struct gl_program *
+get_mesa_program(struct gl_context *ctx,
+                 struct gl_shader_program *shader_program,
+                 struct gl_shader *shader)
+{
+   struct pipe_screen *pscreen = ctx->st->pipe->screen;
+   unsigned ptarget = st_shader_stage_to_ptarget(shader->Stage);
+   enum pipe_shader_ir preferred_ir = (enum pipe_shader_ir)
+      pscreen->get_shader_param(pscreen, ptarget, PIPE_SHADER_CAP_PREFERRED_IR);
+   /* TODO: only do this for VERTEX stage for now: */
+   if ((preferred_ir == PIPE_SHADER_IR_NIR) &&
+       (shader->Type == GL_VERTEX_SHADER)) {
+      return get_mesa_program_nir(ctx, shader_program, shader);
+   } else {
+      return get_mesa_program_tgsi(ctx, shader_program, shader);
+   }
+}
+
+
 extern "C" {
 
 static void
diff --git a/src/mesa/state_tracker/st_program.c b/src/mesa/state_tracker/st_program.c
index 6a69ba7..3617160 100644
--- a/src/mesa/state_tracker/st_program.c
+++ b/src/mesa/state_tracker/st_program.c
@@ -38,6 +38,8 @@
 #include "program/prog_print.h"
 #include "program/programopt.h"
 
+#include "nir.h"
+
 #include "pipe/p_context.h"
 #include "pipe/p_defines.h"
 #include "pipe/p_shader_tokens.h"
@@ -70,8 +72,13 @@ delete_vp_variant(struct st_context *st, struct st_vp_variant *vpv)
    if (vpv->draw_shader)
       draw_delete_vertex_shader( st->draw, vpv->draw_shader );
       
-   if (vpv->tgsi.tokens)
-      ureg_free_tokens(vpv->tgsi.tokens);
+   if (vpv->tgsi.ir == PIPE_SHADER_IR_NIR) {
+      if (vpv->tgsi.nir)
+         ralloc_free(vpv->tgsi.nir);
+   } else {
+      if (vpv->tgsi.tokens)
+         ureg_free_tokens(vpv->tgsi.tokens);
+   }
       
    free( vpv );
 }
@@ -270,6 +277,20 @@ st_translate_vertex_program(struct st_context *st,
 
    stvp->num_inputs = 0;
 
+   if (stvp->Base.Base.nir) {
+      /* TODO should we be doing glsl_to_nir() here instead of in
+       * get_mesa_program_nir()?
+       *
+       * NOTE glsl_to_nir() path doesn't apply for GL_*_PROGRAM_ARB
+       * so I *think* that simplifies some things..
+       */
+      nir_shader *nir = stvp->Base.Base.nir;
+      stvp->tgsi.ir = PIPE_SHADER_IR_NIR;
+      stvp->tgsi.nir = nir;
+      stvp->num_inputs = nir->num_inputs;
+      return true;
+   }
+
    if (stvp->Base.IsPositionInvariant)
       _mesa_insert_mvp_code(st->ctx, &stvp->Base);
 
@@ -466,10 +487,26 @@ st_create_vp_variant(struct st_context *st,
    struct pipe_context *pipe = st->pipe;
 
    vpv->key = *key;
-   vpv->tgsi.tokens = tgsi_dup_tokens(stvp->tgsi.tokens);
    vpv->tgsi.stream_output = stvp->tgsi.stream_output;
    vpv->num_inputs = stvp->num_inputs;
 
+   if (stvp->tgsi.ir == PIPE_SHADER_IR_NIR) {
+      vpv->tgsi.ir = PIPE_SHADER_IR_NIR;
+      /* TODO, we need nir_clone() here for dealing w/ variants
+       * that are maintained at the mesa-st layer.  (Otoh, the
+       * pipe-drivers already maintain their own variants, it
+       * might be nicer to just expose the variant-key to the
+       * driver and let it decide what to lower, since it is
+       * doing that already for other things..)
+       */
+      vpv->tgsi.nir = stvp->tgsi.nir;
+
+      vpv->driver_shader = pipe->create_vs_state(pipe, &vpv->tgsi);
+      return vpv;
+   }
+
+   vpv->tgsi.tokens = tgsi_dup_tokens(stvp->tgsi.tokens);
+
    /* Emulate features. */
    if (key->clamp_color || key->passthrough_edgeflags) {
       const struct tgsi_token *tokens;
-- 
2.5.0



More information about the dri-devel mailing list