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/**************************************************************************
*
* Copyright 2019 Red Hat.
* All Rights Reserved.
*
* 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.
*
**************************************************************************/
/*
* NIR lowering passes to handle the draw stages for
* - pstipple
* - aaline
* - aapoint.
*
* These are all ported from the equivalent TGSI transforms.
*/
#include "nir.h"
#include "tgsi/tgsi_from_mesa.h"
#include "nir_builder.h"
#include "nir_draw_helpers.h"
typedef struct {
nir_builder b;
nir_shader *shader;
bool fs_pos_is_sysval;
nir_variable *stip_tex;
nir_ssa_def *fragcoord;
} lower_pstipple;
static nir_ssa_def *
load_frag_coord(nir_builder *b)
{
nir_foreach_shader_in_variable(var, b->shader) {
if (var->data.location == VARYING_SLOT_POS)
return nir_load_var(b, var);
}
nir_variable *pos = nir_variable_create(b->shader, nir_var_shader_in,
glsl_vec4_type(), NULL);
pos->data.location = VARYING_SLOT_POS;
pos->data.interpolation = INTERP_MODE_NOPERSPECTIVE;
pos->data.driver_location = b->shader->num_inputs++;
return nir_load_var(b, pos);
}
static void
nir_lower_pstipple_block(nir_block *block,
lower_pstipple *state)
{
nir_builder *b = &state->b;
nir_ssa_def *texcoord;
b->cursor = nir_before_block(block);
nir_ssa_def *div32 = nir_imm_vec2(b, 1.0/32.0, 1.0/32.0);
nir_ssa_def *frag_coord = state->fs_pos_is_sysval ? nir_load_frag_coord(b) : load_frag_coord(b);
texcoord = nir_fmul(b, frag_coord, div32);
nir_tex_instr *tex = nir_tex_instr_create(b->shader, 1);
tex->op = nir_texop_tex;
tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
tex->coord_components = 2;
tex->dest_type = nir_type_float;
tex->texture_index = state->stip_tex->data.binding;
tex->sampler_index = state->stip_tex->data.binding;
tex->src[0].src_type = nir_tex_src_coord;
tex->src[0].src = nir_src_for_ssa(texcoord);
nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
nir_builder_instr_insert(b, &tex->instr);
nir_ssa_def *condition = nir_f2b32(b, nir_channel(b, &tex->dest.ssa, 3));
nir_intrinsic_instr *discard = nir_intrinsic_instr_create(b->shader, nir_intrinsic_discard_if);
discard->src[0] = nir_src_for_ssa(condition);
nir_builder_instr_insert(b, &discard->instr);
b->shader->info.fs.uses_discard = true;
}
static void
nir_lower_pstipple_impl(nir_function_impl *impl,
lower_pstipple *state)
{
nir_builder *b = &state->b;
nir_builder_init(b, impl);
nir_block *start = nir_start_block(impl);
nir_lower_pstipple_block(start, state);
}
void
nir_lower_pstipple_fs(struct nir_shader *shader,
unsigned *samplerUnitOut,
unsigned fixedUnit,
bool fs_pos_is_sysval)
{
lower_pstipple state = {
.shader = shader,
.fs_pos_is_sysval = fs_pos_is_sysval,
};
if (shader->info.stage != MESA_SHADER_FRAGMENT)
return;
int binding = 0;
nir_foreach_variable(var, &shader->uniforms) {
if (glsl_type_is_sampler(var->type)) {
if (var->data.binding >= binding)
binding = var->data.binding + 1;
}
}
const struct glsl_type *sampler2D =
glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT);
nir_variable *tex_var = nir_variable_create(shader, nir_var_uniform, sampler2D, "stipple_tex");
tex_var->data.binding = binding;
tex_var->data.explicit_binding = true;
tex_var->data.how_declared = nir_var_hidden;
shader->info.textures_used |= (1 << binding);
state.stip_tex = tex_var;
nir_foreach_function(function, shader) {
if (function->impl) {
nir_lower_pstipple_impl(function->impl, &state);
}
}
*samplerUnitOut = binding;
}
typedef struct {
nir_builder b;
nir_shader *shader;
nir_variable *line_width_input;
} lower_aaline;
static void
nir_lower_aaline_block(nir_block *block,
lower_aaline *state)
{
nir_builder *b = &state->b;
nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if (intrin->intrinsic != nir_intrinsic_store_deref)
continue;
nir_variable *var = nir_intrinsic_get_var(intrin, 0);
if (var->data.mode != nir_var_shader_out)
continue;
if (var->data.location != FRAG_RESULT_COLOR)
continue;
nir_ssa_def *out_input = intrin->src[1].ssa;
b->cursor = nir_before_instr(instr);
nir_ssa_def *lw = nir_load_var(b, state->line_width_input);
nir_ssa_def *tmp = nir_fsat(b, nir_fadd(b, nir_channel(b, lw, 1),
nir_fneg(b, nir_fabs(b, nir_channel(b, lw, 0)))));
nir_ssa_def *tmp1 = nir_fsat(b, nir_fadd(b, nir_channel(b, lw, 3),
nir_fneg(b, nir_fabs(b, nir_channel(b, lw, 2)))));
tmp = nir_fmul(b, tmp, tmp1);
tmp = nir_fmul(b, nir_channel(b, out_input, 3), tmp);
nir_ssa_def *out = nir_vec4(b, nir_channel(b, out_input, 0),
nir_channel(b, out_input, 1),
nir_channel(b, out_input, 2),
tmp);
nir_instr_rewrite_src(instr, &intrin->src[1], nir_src_for_ssa(out));
}
}
static void
nir_lower_aaline_impl(nir_function_impl *impl,
lower_aaline *state)
{
nir_builder *b = &state->b;
nir_builder_init(b, impl);
nir_foreach_block(block, impl) {
nir_lower_aaline_block(block, state);
}
}
void
nir_lower_aaline_fs(struct nir_shader *shader, int *varying)
{
lower_aaline state = {
.shader = shader,
};
if (shader->info.stage != MESA_SHADER_FRAGMENT)
return;
int highest_location = -1, highest_drv_location = -1;
nir_foreach_shader_in_variable(var, shader) {
if ((int)var->data.location > highest_location)
highest_location = var->data.location;
if ((int)var->data.driver_location > highest_drv_location)
highest_drv_location = var->data.driver_location;
}
nir_variable *line_width = nir_variable_create(shader, nir_var_shader_in,
glsl_vec4_type(), "aaline");
if (highest_location == -1 || highest_location < VARYING_SLOT_VAR0) {
line_width->data.location = VARYING_SLOT_VAR0;
line_width->data.driver_location = highest_drv_location + 1;
} else {
line_width->data.location = highest_location + 1;
line_width->data.driver_location = highest_drv_location + 1;
}
shader->num_inputs++;
*varying = tgsi_get_generic_gl_varying_index(line_width->data.location, true);
state.line_width_input = line_width;
nir_foreach_function(function, shader) {
if (function->impl) {
nir_lower_aaline_impl(function->impl, &state);
}
}
}
typedef struct {
nir_builder b;
nir_shader *shader;
nir_variable *input;
} lower_aapoint;
static void
nir_lower_aapoint_block(nir_block *block,
lower_aapoint *state, nir_ssa_def *sel)
{
nir_builder *b = &state->b;
nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if (intrin->intrinsic != nir_intrinsic_store_deref)
continue;
nir_variable *var = nir_intrinsic_get_var(intrin, 0);
if (var->data.mode != nir_var_shader_out)
continue;
if (var->data.location != FRAG_RESULT_COLOR)
continue;
nir_ssa_def *out_input = intrin->src[1].ssa;
b->cursor = nir_before_instr(instr);
nir_ssa_def *tmp = nir_fmul(b, nir_channel(b, out_input, 3), sel);
nir_ssa_def *out = nir_vec4(b, nir_channel(b, out_input, 0),
nir_channel(b, out_input, 1),
nir_channel(b, out_input, 2),
tmp);
nir_instr_rewrite_src(instr, &intrin->src[1], nir_src_for_ssa(out));
}
}
static void
nir_lower_aapoint_impl(nir_function_impl *impl,
lower_aapoint *state)
{
nir_builder *b = &state->b;
nir_builder_init(b, impl);
nir_block *block = nir_start_block(impl);
b->cursor = nir_before_block(block);
nir_ssa_def *aainput = nir_load_var(b, state->input);
nir_ssa_def *dist = nir_fadd(b, nir_fmul(b, nir_channel(b, aainput, 0), nir_channel(b, aainput, 0)),
nir_fmul(b, nir_channel(b, aainput, 1), nir_channel(b, aainput, 1)));
nir_ssa_def *k = nir_channel(b, aainput, 2);
nir_ssa_def *chan_val_one = nir_channel(b, aainput, 3);
nir_ssa_def *comp = nir_flt32(b, chan_val_one, dist);
nir_intrinsic_instr *discard = nir_intrinsic_instr_create(b->shader, nir_intrinsic_discard_if);
discard->src[0] = nir_src_for_ssa(comp);
nir_builder_instr_insert(b, &discard->instr);
b->shader->info.fs.uses_discard = true;
/* compute coverage factor = (1-d)/(1-k) */
/* 1 - k */
nir_ssa_def *tmp = nir_fadd(b, chan_val_one, nir_fneg(b, k));
/* 1.0 / (1 - k) */
tmp = nir_frcp(b, tmp);
/* 1 - d */
nir_ssa_def *tmp2 = nir_fadd(b, chan_val_one, nir_fneg(b, dist));
/* (1 - d) / (1 - k) */
nir_ssa_def *coverage = nir_fmul(b, tmp, tmp2);
/* if (k >= distance)
* sel = coverage;
* else
* sel = 1.0;
*/
nir_ssa_def *sel = nir_b32csel(b, nir_fge32(b, k, dist), coverage, chan_val_one);
nir_foreach_block(block, impl) {
nir_lower_aapoint_block(block, state, sel);
}
}
void
nir_lower_aapoint_fs(struct nir_shader *shader, int *varying)
{
lower_aapoint state = {
.shader = shader,
};
if (shader->info.stage != MESA_SHADER_FRAGMENT)
return;
int highest_location = -1, highest_drv_location = -1;
nir_foreach_shader_in_variable(var, shader) {
if ((int)var->data.location > highest_location)
highest_location = var->data.location;
if ((int)var->data.driver_location > highest_drv_location)
highest_drv_location = var->data.driver_location;
}
nir_variable *aapoint_input = nir_variable_create(shader, nir_var_shader_in,
glsl_vec4_type(), "aapoint");
if (highest_location == -1 || highest_location < VARYING_SLOT_VAR0) {
aapoint_input->data.location = VARYING_SLOT_VAR0;
} else {
aapoint_input->data.location = highest_location + 1;
}
aapoint_input->data.driver_location = highest_drv_location + 1;
shader->num_inputs++;
*varying = tgsi_get_generic_gl_varying_index(aapoint_input->data.location, true);
state.input = aapoint_input;
nir_foreach_function(function, shader) {
if (function->impl) {
nir_lower_aapoint_impl(function->impl, &state);
}
}
}