1b8e80941Smrg/*
2b8e80941Smrg * Copyright © 2015 Red Hat
3b8e80941Smrg *
4b8e80941Smrg * Permission is hereby granted, free of charge, to any person obtaining a
5b8e80941Smrg * copy of this software and associated documentation files (the "Software"),
6b8e80941Smrg * to deal in the Software without restriction, including without limitation
7b8e80941Smrg * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8b8e80941Smrg * and/or sell copies of the Software, and to permit persons to whom the
9b8e80941Smrg * Software is furnished to do so, subject to the following conditions:
10b8e80941Smrg *
11b8e80941Smrg * The above copyright notice and this permission notice (including the next
12b8e80941Smrg * paragraph) shall be included in all copies or substantial portions of the
13b8e80941Smrg * Software.
14b8e80941Smrg *
15b8e80941Smrg * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16b8e80941Smrg * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17b8e80941Smrg * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18b8e80941Smrg * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19b8e80941Smrg * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20b8e80941Smrg * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21b8e80941Smrg * SOFTWARE.
22b8e80941Smrg */
23b8e80941Smrg
24b8e80941Smrg#include "nir.h"
25b8e80941Smrg#include "nir_builder.h"
26b8e80941Smrg
27b8e80941Smrg/* Lower glBitmap().
28b8e80941Smrg *
29b8e80941Smrg * This is based on the logic in st_get_bitmap_shader() in TGSI compiler.
30b8e80941Smrg * From st_cb_bitmap.c:
31b8e80941Smrg *
32b8e80941Smrg *    glBitmaps are drawn as textured quads.  The user's bitmap pattern
33b8e80941Smrg *    is stored in a texture image.  An alpha8 texture format is used.
34b8e80941Smrg *    The fragment shader samples a bit (texel) from the texture, then
35b8e80941Smrg *    discards the fragment if the bit is off.
36b8e80941Smrg *
37b8e80941Smrg *    Note that we actually store the inverse image of the bitmap to
38b8e80941Smrg *    simplify the fragment program.  An "on" bit gets stored as texel=0x0
39b8e80941Smrg *    and an "off" bit is stored as texel=0xff.  Then we kill the
40b8e80941Smrg *    fragment if the negated texel value is less than zero.
41b8e80941Smrg *
42b8e80941Smrg * Note that the texture format will be, according to what driver supports,
43b8e80941Smrg * in order of preference (with swizzle):
44b8e80941Smrg *
45b8e80941Smrg *    I8_UNORM - .xxxx
46b8e80941Smrg *    A8_UNORM - .000x
47b8e80941Smrg *    L8_UNORM - .xxx1
48b8e80941Smrg *
49b8e80941Smrg * If L8_UNORM, options->swizzle_xxxx is true.  Otherwise we can just use
50b8e80941Smrg * the .w comp.
51b8e80941Smrg *
52b8e80941Smrg * Run before nir_lower_io.
53b8e80941Smrg */
54b8e80941Smrg
55b8e80941Smrgstatic nir_variable *
56b8e80941Smrgget_texcoord(nir_shader *shader)
57b8e80941Smrg{
58b8e80941Smrg   nir_variable *texcoord = NULL;
59b8e80941Smrg
60b8e80941Smrg   /* find gl_TexCoord, if it exists: */
61b8e80941Smrg   nir_foreach_variable(var, &shader->inputs) {
62b8e80941Smrg      if (var->data.location == VARYING_SLOT_TEX0) {
63b8e80941Smrg         texcoord = var;
64b8e80941Smrg         break;
65b8e80941Smrg      }
66b8e80941Smrg   }
67b8e80941Smrg
68b8e80941Smrg   /* otherwise create it: */
69b8e80941Smrg   if (texcoord == NULL) {
70b8e80941Smrg      texcoord = nir_variable_create(shader,
71b8e80941Smrg                                     nir_var_shader_in,
72b8e80941Smrg                                     glsl_vec4_type(),
73b8e80941Smrg                                     "gl_TexCoord");
74b8e80941Smrg      texcoord->data.location = VARYING_SLOT_TEX0;
75b8e80941Smrg   }
76b8e80941Smrg
77b8e80941Smrg   return texcoord;
78b8e80941Smrg}
79b8e80941Smrg
80b8e80941Smrgstatic void
81b8e80941Smrglower_bitmap(nir_shader *shader, nir_builder *b,
82b8e80941Smrg             const nir_lower_bitmap_options *options)
83b8e80941Smrg{
84b8e80941Smrg   nir_ssa_def *texcoord;
85b8e80941Smrg   nir_tex_instr *tex;
86b8e80941Smrg   nir_ssa_def *cond;
87b8e80941Smrg   nir_intrinsic_instr *discard;
88b8e80941Smrg
89b8e80941Smrg   texcoord = nir_load_var(b, get_texcoord(shader));
90b8e80941Smrg
91b8e80941Smrg   const struct glsl_type *sampler2D =
92b8e80941Smrg      glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT);
93b8e80941Smrg
94b8e80941Smrg   nir_variable *tex_var =
95b8e80941Smrg      nir_variable_create(shader, nir_var_uniform, sampler2D, "bitmap_tex");
96b8e80941Smrg   tex_var->data.binding = options->sampler;
97b8e80941Smrg   tex_var->data.explicit_binding = true;
98b8e80941Smrg   tex_var->data.how_declared = nir_var_hidden;
99b8e80941Smrg
100b8e80941Smrg   nir_deref_instr *tex_deref = nir_build_deref_var(b, tex_var);
101b8e80941Smrg
102b8e80941Smrg   tex = nir_tex_instr_create(shader, 3);
103b8e80941Smrg   tex->op = nir_texop_tex;
104b8e80941Smrg   tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
105b8e80941Smrg   tex->coord_components = 2;
106b8e80941Smrg   tex->dest_type = nir_type_float;
107b8e80941Smrg   tex->src[0].src_type = nir_tex_src_texture_deref;
108b8e80941Smrg   tex->src[0].src = nir_src_for_ssa(&tex_deref->dest.ssa);
109b8e80941Smrg   tex->src[1].src_type = nir_tex_src_sampler_deref;
110b8e80941Smrg   tex->src[1].src = nir_src_for_ssa(&tex_deref->dest.ssa);
111b8e80941Smrg   tex->src[2].src_type = nir_tex_src_coord;
112b8e80941Smrg   tex->src[2].src =
113b8e80941Smrg      nir_src_for_ssa(nir_channels(b, texcoord,
114b8e80941Smrg                                   (1 << tex->coord_components) - 1));
115b8e80941Smrg
116b8e80941Smrg   nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
117b8e80941Smrg   nir_builder_instr_insert(b, &tex->instr);
118b8e80941Smrg
119b8e80941Smrg   /* kill if tex != 0.0.. take .x or .w channel according to format: */
120b8e80941Smrg   cond = nir_f2b(b, nir_channel(b, &tex->dest.ssa,
121b8e80941Smrg                  options->swizzle_xxxx ? 0 : 3));
122b8e80941Smrg
123b8e80941Smrg   discard = nir_intrinsic_instr_create(shader, nir_intrinsic_discard_if);
124b8e80941Smrg   discard->src[0] = nir_src_for_ssa(cond);
125b8e80941Smrg   nir_builder_instr_insert(b, &discard->instr);
126b8e80941Smrg
127b8e80941Smrg   shader->info.fs.uses_discard = true;
128b8e80941Smrg}
129b8e80941Smrg
130b8e80941Smrgstatic void
131b8e80941Smrglower_bitmap_impl(nir_function_impl *impl,
132b8e80941Smrg                  const nir_lower_bitmap_options *options)
133b8e80941Smrg{
134b8e80941Smrg   nir_builder b;
135b8e80941Smrg
136b8e80941Smrg   nir_builder_init(&b, impl);
137b8e80941Smrg   b.cursor = nir_before_cf_list(&impl->body);
138b8e80941Smrg
139b8e80941Smrg   lower_bitmap(impl->function->shader, &b, options);
140b8e80941Smrg
141b8e80941Smrg   nir_metadata_preserve(impl, nir_metadata_block_index |
142b8e80941Smrg                               nir_metadata_dominance);
143b8e80941Smrg}
144b8e80941Smrg
145b8e80941Smrgvoid
146b8e80941Smrgnir_lower_bitmap(nir_shader *shader,
147b8e80941Smrg                 const nir_lower_bitmap_options *options)
148b8e80941Smrg{
149b8e80941Smrg   assert(shader->info.stage == MESA_SHADER_FRAGMENT);
150b8e80941Smrg
151b8e80941Smrg   lower_bitmap_impl(nir_shader_get_entrypoint(shader), options);
152b8e80941Smrg}
153