1/************************************************************************** 2 * 3 * Copyright 2019 Red Hat. 4 * All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the "Software"), 8 * to deal in the Software without restriction, including without limitation 9 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 10 * and/or sell copies of the Software, and to permit persons to whom the 11 * Software is furnished to do so, subject to the following conditions: 12 * 13 * The above copyright notice and this permission notice shall be included 14 * in all copies or substantial portions of the Software. 15 * 16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 20 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 21 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 22 * SOFTWARE. 23 * 24 **************************************************************************/ 25 26/* 27 * NIR lowering passes to handle the draw stages for 28 * - pstipple 29 * - aaline 30 * - aapoint. 31 * 32 * These are all ported from the equivalent TGSI transforms. 33 */ 34 35#include "nir.h" 36#include "tgsi/tgsi_from_mesa.h" 37#include "nir_builder.h" 38 39#include "nir_draw_helpers.h" 40 41typedef struct { 42 nir_builder b; 43 nir_shader *shader; 44 bool fs_pos_is_sysval; 45 nir_variable *stip_tex; 46 nir_ssa_def *fragcoord; 47} lower_pstipple; 48 49static nir_ssa_def * 50load_frag_coord(nir_builder *b) 51{ 52 nir_foreach_shader_in_variable(var, b->shader) { 53 if (var->data.location == VARYING_SLOT_POS) 54 return nir_load_var(b, var); 55 } 56 57 nir_variable *pos = nir_variable_create(b->shader, nir_var_shader_in, 58 glsl_vec4_type(), NULL); 59 pos->data.location = VARYING_SLOT_POS; 60 pos->data.interpolation = INTERP_MODE_NOPERSPECTIVE; 61 pos->data.driver_location = b->shader->num_inputs++; 62 return nir_load_var(b, pos); 63} 64 65static void 66nir_lower_pstipple_block(nir_block *block, 67 lower_pstipple *state) 68{ 69 nir_builder *b = &state->b; 70 nir_ssa_def *texcoord; 71 72 b->cursor = nir_before_block(block); 73 74 nir_ssa_def *frag_coord = state->fs_pos_is_sysval ? nir_load_frag_coord(b) : load_frag_coord(b); 75 76 texcoord = nir_fmul(b, nir_channels(b, frag_coord, 0x3), 77 nir_imm_vec2(b, 1.0/32.0, 1.0/32.0)); 78 79 nir_tex_instr *tex = nir_tex_instr_create(b->shader, 1); 80 tex->op = nir_texop_tex; 81 tex->sampler_dim = GLSL_SAMPLER_DIM_2D; 82 tex->coord_components = 2; 83 tex->dest_type = nir_type_float32; 84 tex->texture_index = state->stip_tex->data.binding; 85 tex->sampler_index = state->stip_tex->data.binding; 86 tex->src[0].src_type = nir_tex_src_coord; 87 tex->src[0].src = nir_src_for_ssa(texcoord); 88 nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL); 89 90 nir_builder_instr_insert(b, &tex->instr); 91 92 nir_ssa_def *condition = nir_f2b32(b, nir_channel(b, &tex->dest.ssa, 3)); 93 nir_discard_if(b, condition); 94 b->shader->info.fs.uses_discard = true; 95} 96 97static void 98nir_lower_pstipple_impl(nir_function_impl *impl, 99 lower_pstipple *state) 100{ 101 nir_builder *b = &state->b; 102 103 nir_builder_init(b, impl); 104 105 nir_block *start = nir_start_block(impl); 106 nir_lower_pstipple_block(start, state); 107} 108 109void 110nir_lower_pstipple_fs(struct nir_shader *shader, 111 unsigned *samplerUnitOut, 112 unsigned fixedUnit, 113 bool fs_pos_is_sysval) 114{ 115 lower_pstipple state = { 116 .shader = shader, 117 .fs_pos_is_sysval = fs_pos_is_sysval, 118 }; 119 if (shader->info.stage != MESA_SHADER_FRAGMENT) 120 return; 121 122 int binding = 0; 123 nir_foreach_uniform_variable(var, shader) { 124 if (glsl_type_is_sampler(var->type)) { 125 if (var->data.binding >= binding) 126 binding = var->data.binding + 1; 127 } 128 } 129 const struct glsl_type *sampler2D = 130 glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT); 131 132 nir_variable *tex_var = nir_variable_create(shader, nir_var_uniform, sampler2D, "stipple_tex"); 133 tex_var->data.binding = binding; 134 tex_var->data.explicit_binding = true; 135 tex_var->data.how_declared = nir_var_hidden; 136 137 BITSET_SET(shader->info.textures_used, binding); 138 state.stip_tex = tex_var; 139 140 nir_foreach_function(function, shader) { 141 if (function->impl) { 142 nir_lower_pstipple_impl(function->impl, &state); 143 } 144 } 145 *samplerUnitOut = binding; 146} 147 148typedef struct { 149 nir_builder b; 150 nir_shader *shader; 151 nir_variable *line_width_input; 152} lower_aaline; 153 154static void 155nir_lower_aaline_block(nir_block *block, 156 lower_aaline *state) 157{ 158 nir_builder *b = &state->b; 159 nir_foreach_instr(instr, block) { 160 if (instr->type != nir_instr_type_intrinsic) 161 continue; 162 163 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); 164 if (intrin->intrinsic != nir_intrinsic_store_deref) 165 continue; 166 167 nir_variable *var = nir_intrinsic_get_var(intrin, 0); 168 if (var->data.mode != nir_var_shader_out) 169 continue; 170 if (var->data.location < FRAG_RESULT_DATA0 && var->data.location != FRAG_RESULT_COLOR) 171 continue; 172 173 nir_ssa_def *out_input = intrin->src[1].ssa; 174 b->cursor = nir_before_instr(instr); 175 nir_ssa_def *lw = nir_load_var(b, state->line_width_input); 176 nir_ssa_def *tmp = nir_fsat(b, nir_fadd(b, nir_channel(b, lw, 1), 177 nir_fneg(b, nir_fabs(b, nir_channel(b, lw, 0))))); 178 nir_ssa_def *tmp1 = nir_fsat(b, nir_fadd(b, nir_channel(b, lw, 3), 179 nir_fneg(b, nir_fabs(b, nir_channel(b, lw, 2))))); 180 181 tmp = nir_fmul(b, tmp, tmp1); 182 tmp = nir_fmul(b, nir_channel(b, out_input, 3), tmp); 183 184 nir_ssa_def *out = nir_vec4(b, nir_channel(b, out_input, 0), 185 nir_channel(b, out_input, 1), 186 nir_channel(b, out_input, 2), 187 tmp); 188 nir_instr_rewrite_src(instr, &intrin->src[1], nir_src_for_ssa(out)); 189 } 190 191} 192 193static void 194nir_lower_aaline_impl(nir_function_impl *impl, 195 lower_aaline *state) 196{ 197 nir_builder *b = &state->b; 198 199 nir_builder_init(b, impl); 200 201 nir_foreach_block(block, impl) { 202 nir_lower_aaline_block(block, state); 203 } 204} 205 206void 207nir_lower_aaline_fs(struct nir_shader *shader, int *varying) 208{ 209 lower_aaline state = { 210 .shader = shader, 211 }; 212 if (shader->info.stage != MESA_SHADER_FRAGMENT) 213 return; 214 215 int highest_location = -1, highest_drv_location = -1; 216 nir_foreach_shader_in_variable(var, shader) { 217 if ((int)var->data.location > highest_location) 218 highest_location = var->data.location; 219 if ((int)var->data.driver_location > highest_drv_location) 220 highest_drv_location = var->data.driver_location; 221 } 222 223 nir_variable *line_width = nir_variable_create(shader, nir_var_shader_in, 224 glsl_vec4_type(), "aaline"); 225 if (highest_location == -1 || highest_location < VARYING_SLOT_VAR0) { 226 line_width->data.location = VARYING_SLOT_VAR0; 227 line_width->data.driver_location = highest_drv_location + 1; 228 } else { 229 line_width->data.location = highest_location + 1; 230 line_width->data.driver_location = highest_drv_location + 1; 231 } 232 shader->num_inputs++; 233 *varying = tgsi_get_generic_gl_varying_index(line_width->data.location, true); 234 state.line_width_input = line_width; 235 236 nir_foreach_function(function, shader) { 237 if (function->impl) { 238 nir_lower_aaline_impl(function->impl, &state); 239 } 240 } 241} 242 243typedef struct { 244 nir_builder b; 245 nir_shader *shader; 246 nir_variable *input; 247} lower_aapoint; 248 249static void 250nir_lower_aapoint_block(nir_block *block, 251 lower_aapoint *state, nir_ssa_def *sel) 252{ 253 nir_builder *b = &state->b; 254 nir_foreach_instr(instr, block) { 255 if (instr->type != nir_instr_type_intrinsic) 256 continue; 257 258 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); 259 if (intrin->intrinsic != nir_intrinsic_store_deref) 260 continue; 261 262 nir_variable *var = nir_intrinsic_get_var(intrin, 0); 263 if (var->data.mode != nir_var_shader_out) 264 continue; 265 if (var->data.location < FRAG_RESULT_DATA0 && var->data.location != FRAG_RESULT_COLOR) 266 continue; 267 268 nir_ssa_def *out_input = intrin->src[1].ssa; 269 b->cursor = nir_before_instr(instr); 270 271 nir_ssa_def *tmp = nir_fmul(b, nir_channel(b, out_input, 3), sel); 272 nir_ssa_def *out = nir_vec4(b, nir_channel(b, out_input, 0), 273 nir_channel(b, out_input, 1), 274 nir_channel(b, out_input, 2), 275 tmp); 276 nir_instr_rewrite_src(instr, &intrin->src[1], nir_src_for_ssa(out)); 277 } 278 279} 280 281static void 282nir_lower_aapoint_impl(nir_function_impl *impl, 283 lower_aapoint *state) 284{ 285 nir_builder *b = &state->b; 286 287 nir_builder_init(b, impl); 288 289 nir_block *block = nir_start_block(impl); 290 b->cursor = nir_before_block(block); 291 292 nir_ssa_def *aainput = nir_load_var(b, state->input); 293 294 nir_ssa_def *dist = nir_fadd(b, nir_fmul(b, nir_channel(b, aainput, 0), nir_channel(b, aainput, 0)), 295 nir_fmul(b, nir_channel(b, aainput, 1), nir_channel(b, aainput, 1))); 296 297 nir_ssa_def *k = nir_channel(b, aainput, 2); 298 nir_ssa_def *chan_val_one = nir_channel(b, aainput, 3); 299 nir_ssa_def *comp = nir_flt32(b, chan_val_one, dist); 300 301 nir_discard_if(b, comp); 302 b->shader->info.fs.uses_discard = true; 303 304 /* compute coverage factor = (1-d)/(1-k) */ 305 /* 1 - k */ 306 nir_ssa_def *tmp = nir_fadd(b, chan_val_one, nir_fneg(b, k)); 307 /* 1.0 / (1 - k) */ 308 tmp = nir_frcp(b, tmp); 309 310 /* 1 - d */ 311 nir_ssa_def *tmp2 = nir_fadd(b, chan_val_one, nir_fneg(b, dist)); 312 313 /* (1 - d) / (1 - k) */ 314 nir_ssa_def *coverage = nir_fmul(b, tmp, tmp2); 315 316 /* if (k >= distance) 317 * sel = coverage; 318 * else 319 * sel = 1.0; 320 */ 321 nir_ssa_def *sel = nir_b32csel(b, nir_fge32(b, k, dist), coverage, chan_val_one); 322 323 nir_foreach_block(block, impl) { 324 nir_lower_aapoint_block(block, state, sel); 325 } 326} 327 328void 329nir_lower_aapoint_fs(struct nir_shader *shader, int *varying) 330{ 331 lower_aapoint state = { 332 .shader = shader, 333 }; 334 if (shader->info.stage != MESA_SHADER_FRAGMENT) 335 return; 336 337 int highest_location = -1, highest_drv_location = -1; 338 nir_foreach_shader_in_variable(var, shader) { 339 if ((int)var->data.location > highest_location) 340 highest_location = var->data.location; 341 if ((int)var->data.driver_location > highest_drv_location) 342 highest_drv_location = var->data.driver_location; 343 } 344 345 nir_variable *aapoint_input = nir_variable_create(shader, nir_var_shader_in, 346 glsl_vec4_type(), "aapoint"); 347 if (highest_location == -1 || highest_location < VARYING_SLOT_VAR0) { 348 aapoint_input->data.location = VARYING_SLOT_VAR0; 349 } else { 350 aapoint_input->data.location = highest_location + 1; 351 } 352 aapoint_input->data.driver_location = highest_drv_location + 1; 353 354 shader->num_inputs++; 355 *varying = tgsi_get_generic_gl_varying_index(aapoint_input->data.location, true); 356 state.input = aapoint_input; 357 358 nir_foreach_function(function, shader) { 359 if (function->impl) { 360 nir_lower_aapoint_impl(function->impl, &state); 361 } 362 } 363} 364