blob: 08a281d09919129e3f622448c8fd1a5a2ab54cb8 [file] [log] [blame]
/*
* Copyright © 2020 Mike Blumenkrantz
*
* 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:
* Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
*/
#include "nir.h"
#include "nir_builder.h"
/**
* This pass splits gl_FragColor into gl_FragData[0-7] for drivers which handle
* the former but not the latter, e.g., zink.
*/
/*
If a fragment shader writes to "gl_FragColor", DrawBuffersIndexedEXT
specifies a set of draw buffers into which the color written to
"gl_FragColor" is written. If a fragment shader writes to
gl_FragData, DrawBuffersIndexedEXT specifies a set of draw buffers
into which each of the multiple output colors defined by these
variables are separately written. If a fragment shader writes to
neither gl_FragColor nor gl_FragData, the values of the fragment
colors following shader execution are undefined, and may differ
for each fragment color.
- EXT_multiview_draw_buffers
*/
static bool
lower_fragcolor_instr(nir_intrinsic_instr *instr, nir_builder *b)
{
nir_variable *out;
if (instr->intrinsic != nir_intrinsic_store_deref)
return false;
out = nir_deref_instr_get_variable(nir_src_as_deref(instr->src[0]));
if (out->data.location != FRAG_RESULT_COLOR || out->data.mode != nir_var_shader_out)
return false;
b->cursor = nir_after_instr(&instr->instr);
nir_ssa_def *frag_color = nir_load_var(b, out);
ralloc_free(out->name);
out->name = ralloc_strdup(out, "gl_FragData[0]");
/* translate gl_FragColor -> gl_FragData since this is already handled */
out->data.location = FRAG_RESULT_DATA0;
nir_component_mask_t writemask = nir_intrinsic_write_mask(instr);
for (unsigned i = 1; i < 8; i++) {
char name[16];
snprintf(name, sizeof(name), "gl_FragData[%u]", i);
nir_variable *out_color = nir_variable_create(b->shader, nir_var_shader_out,
glsl_vec4_type(),
name);
out_color->data.location = FRAG_RESULT_DATA0 + i;
out_color->data.driver_location = i;
out_color->data.index = out->data.index;
nir_store_var(b, out_color, frag_color, writemask);
}
return true;
}
bool
nir_lower_fragcolor(nir_shader *shader)
{
bool progress = false;
if (shader->info.stage != MESA_SHADER_FRAGMENT)
return false;
nir_foreach_function(function, shader) {
if (function->impl) {
nir_builder builder;
nir_builder_init(&builder, function->impl);
nir_foreach_block(block, function->impl) {
nir_foreach_instr_safe(instr, block) {
if (instr->type == nir_instr_type_intrinsic)
progress |= lower_fragcolor_instr(nir_instr_as_intrinsic(instr),
&builder);
}
}
nir_metadata_preserve(function->impl, nir_metadata_block_index | nir_metadata_dominance);
}
}
return progress;
}