| /* |
| * 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); |
| } |
| } |