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/*
* Copyright © 2019 Collabora Ltd
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "nir.h"
#include "nir_builder.h"
/** nir_lower_point_size_mov.c
*
* This pass lowers glPointSize into gl_PointSize, by adding a uniform
* and a move from that uniform to VARYING_SLOT_PSIZ. This is useful for
* OpenGL ES level hardware that lack constant point-size hardware state.
*/
static bool
lower_impl(nir_function_impl *impl,
const gl_state_index16 *pointsize_state_tokens,
nir_variable *out)
{
nir_shader *shader = impl->function->shader;
nir_builder b;
nir_variable *in;
nir_builder_init(&b, impl);
b.cursor = nir_before_cf_list(&impl->body);
in = nir_variable_create(shader, nir_var_uniform,
glsl_float_type(), "gl_PointSizeClampedMESA");
in->num_state_slots = 1;
in->state_slots = ralloc_array(in, nir_state_slot, 1);
memcpy(in->state_slots[0].tokens,
pointsize_state_tokens,
sizeof(in->state_slots[0].tokens));
if (!out) {
out = nir_variable_create(shader, nir_var_shader_out,
glsl_float_type(), "gl_PointSize");
out->data.location = VARYING_SLOT_PSIZ;
}
nir_copy_var(&b, out, in);
nir_metadata_preserve(impl, nir_metadata_block_index |
nir_metadata_dominance);
return true;
}
void
nir_lower_point_size_mov(nir_shader *shader,
const gl_state_index16 *pointsize_state_tokens)
{
assert(shader->info.stage != MESA_SHADER_FRAGMENT &&
shader->info.stage != MESA_SHADER_COMPUTE);
nir_variable *out = NULL;
nir_foreach_variable(var, &shader->outputs) {
if (var->data.location == VARYING_SLOT_PSIZ) {
out = var;
break;
}
}
lower_impl(nir_shader_get_entrypoint(shader), pointsize_state_tokens,
out);
}