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/*
* Copyright (C) 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.
*
* Authors (Collabora):
* Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
*/
/**
* @file
*
* Implements framebuffer format conversions in software, specifically for
* blend shaders on Midgard/Bifrost. load_output/store_output (derefs more
* correctly -- pre I/O lowering) normally for the fragment stage within the
* blend shader will operate with purely vec4 float ("nir") encodings. This
* lowering stage, to be run before I/O is lowered, converts the native
* framebuffer format to a NIR encoding after loads and vice versa before
* stores. This pass is designed for a single render target; Midgard duplicates
* blend shaders for MRT to simplify everything.
*/
#include "compiler/nir/nir.h"
#include "compiler/nir/nir_builder.h"
#include "nir_lower_blend.h"
static nir_ssa_def *
nir_float_to_native(nir_builder *b, nir_ssa_def *c_float)
{
/* First, we scale from [0, 1] to [0, 255.0] */
nir_ssa_def *scaled = nir_fmul_imm(b, nir_fsat(b, c_float), 255.0);
/* Next, we type convert */
nir_ssa_def *converted = nir_u2u8(b, nir_f2u32(b,
nir_fround_even(b, scaled)));
return converted;
}
static nir_ssa_def *
nir_native_to_float(nir_builder *b, nir_ssa_def *c_native)
{
/* First, we convert up from u8 to f32 */
nir_ssa_def *converted = nir_u2f32(b, nir_u2u32(b, c_native));
/* Next, we scale down from [0, 255.0] to [0, 1] */
nir_ssa_def *scaled = nir_fsat(b, nir_fmul_imm(b, converted, 1.0/255.0));
return scaled;
}
void
nir_lower_framebuffer(nir_shader *shader)
{
/* Blend shaders are represented as special fragment shaders */
assert(shader->info.stage == MESA_SHADER_FRAGMENT);
nir_foreach_function(func, shader) {
nir_foreach_block(block, func->impl) {
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
bool is_load = intr->intrinsic == nir_intrinsic_load_deref;
bool is_store = intr->intrinsic == nir_intrinsic_store_deref;
if (!(is_load || is_store))
continue;
/* Don't worry about MRT */
nir_variable *var = nir_intrinsic_get_var(intr, 0);
if (var->data.location != FRAG_RESULT_COLOR)
continue;
nir_builder b;
nir_builder_init(&b, func->impl);
if (is_store) {
/* For stores, add conversion before */
b.cursor = nir_before_instr(instr);
/* Grab the input color */
nir_ssa_def *c_nir = nir_ssa_for_src(&b, intr->src[1], 4);
/* Format convert */
nir_ssa_def *converted = nir_float_to_native(&b, c_nir);
/* Rewrite to use a native store by creating a new intrinsic */
nir_intrinsic_instr *new =
nir_intrinsic_instr_create(shader, nir_intrinsic_store_raw_output_pan);
new->src[0] = nir_src_for_ssa(converted);
/* TODO: What about non-RGBA? Is that different? */
new->num_components = 4;
nir_builder_instr_insert(&b, &new->instr);
/* (And finally removing the old) */
nir_instr_remove(instr);
} else {
/* For loads, add conversion after */
b.cursor = nir_after_instr(instr);
/* Rewrite to use a native load by creating a new intrinsic */
nir_intrinsic_instr *new =
nir_intrinsic_instr_create(shader, nir_intrinsic_load_raw_output_pan);
new->num_components = 4;
unsigned bitsize = 8;
nir_ssa_dest_init(&new->instr, &new->dest, 4, bitsize, NULL);
nir_builder_instr_insert(&b, &new->instr);
/* Convert the raw value */
nir_ssa_def *raw = &new->dest.ssa;
nir_ssa_def *converted = nir_native_to_float(&b, raw);
/* Rewrite to use the converted value */
nir_src rewritten = nir_src_for_ssa(converted);
nir_ssa_def_rewrite_uses_after(&intr->dest.ssa, rewritten, instr);
/* Finally, remove the old load */
nir_instr_remove(instr);
}
}
}
nir_metadata_preserve(func->impl, nir_metadata_block_index |
nir_metadata_dominance);
}
}