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diff --git a/lib/mesa/src/gallium/auxiliary/nir/nir_draw_helpers.c b/lib/mesa/src/gallium/auxiliary/nir/nir_draw_helpers.c
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+/**************************************************************************
+ *
+ * Copyright 2019 Red Hat.
+ * All Rights Reserved.
+ *
+ * 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 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.
+ *
+ **************************************************************************/
+
+/*
+ * NIR lowering passes to handle the draw stages for
+ * - pstipple
+ * - aaline
+ * - aapoint.
+ *
+ * These are all ported from the equivalent TGSI transforms.
+ */
+
+#include "nir.h"
+#include "tgsi/tgsi_from_mesa.h"
+#include "nir_builder.h"
+
+#include "nir_draw_helpers.h"
+
+typedef struct {
+ nir_builder b;
+ nir_shader *shader;
+ bool fs_pos_is_sysval;
+ nir_variable *stip_tex;
+ nir_ssa_def *fragcoord;
+} lower_pstipple;
+
+static nir_ssa_def *
+load_frag_coord(nir_builder *b)
+{
+ nir_foreach_variable(var, &b->shader->inputs) {
+ if (var->data.location == VARYING_SLOT_POS)
+ return nir_load_var(b, var);
+ }
+
+ nir_variable *pos = nir_variable_create(b->shader, nir_var_shader_in,
+ glsl_vec4_type(), NULL);
+ pos->data.location = VARYING_SLOT_POS;
+ pos->data.interpolation = INTERP_MODE_NOPERSPECTIVE;
+ pos->data.driver_location = b->shader->num_inputs++;
+ return nir_load_var(b, pos);
+}
+
+static void
+nir_lower_pstipple_block(nir_block *block,
+ lower_pstipple *state)
+{
+ nir_builder *b = &state->b;
+ nir_ssa_def *texcoord;
+
+ b->cursor = nir_before_block(block);
+
+ nir_ssa_def *div32 = nir_imm_vec2(b, 1.0/32.0, 1.0/32.0);
+
+ nir_ssa_def *frag_coord = state->fs_pos_is_sysval ? nir_load_frag_coord(b) : load_frag_coord(b);
+
+ texcoord = nir_fmul(b, frag_coord, div32);
+
+ nir_tex_instr *tex = nir_tex_instr_create(b->shader, 1);
+ tex->op = nir_texop_tex;
+ tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
+ tex->coord_components = 2;
+ tex->dest_type = nir_type_float;
+ tex->texture_index = state->stip_tex->data.binding;
+ tex->sampler_index = state->stip_tex->data.binding;
+ tex->src[0].src_type = nir_tex_src_coord;
+ tex->src[0].src = nir_src_for_ssa(texcoord);
+ nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
+
+ nir_builder_instr_insert(b, &tex->instr);
+
+ nir_ssa_def *condition = nir_f2b32(b, nir_channel(b, &tex->dest.ssa, 3));
+ nir_intrinsic_instr *discard = nir_intrinsic_instr_create(b->shader, nir_intrinsic_discard_if);
+ discard->src[0] = nir_src_for_ssa(condition);
+ nir_builder_instr_insert(b, &discard->instr);
+ b->shader->info.fs.uses_discard = true;
+}
+
+static void
+nir_lower_pstipple_impl(nir_function_impl *impl,
+ lower_pstipple *state)
+{
+ nir_builder *b = &state->b;
+
+ nir_builder_init(b, impl);
+
+ nir_block *start = nir_start_block(impl);
+ nir_lower_pstipple_block(start, state);
+}
+
+void
+nir_lower_pstipple_fs(struct nir_shader *shader,
+ unsigned *samplerUnitOut,
+ unsigned fixedUnit,
+ bool fs_pos_is_sysval)
+{
+ lower_pstipple state = {
+ .shader = shader,
+ .fs_pos_is_sysval = fs_pos_is_sysval,
+ };
+ if (shader->info.stage != MESA_SHADER_FRAGMENT)
+ return;
+
+ int binding = 0;
+ nir_foreach_variable(var, &shader->uniforms) {
+ if (glsl_type_is_sampler(var->type)) {
+ if (var->data.binding >= binding)
+ binding = var->data.binding + 1;
+ }
+ }
+ const struct glsl_type *sampler2D =
+ glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT);
+
+ nir_variable *tex_var = nir_variable_create(shader, nir_var_uniform, sampler2D, "stipple_tex");
+ tex_var->data.binding = binding;
+ tex_var->data.explicit_binding = true;
+ tex_var->data.how_declared = nir_var_hidden;
+
+ shader->info.textures_used |= (1 << binding);
+ state.stip_tex = tex_var;
+
+ nir_foreach_function(function, shader) {
+ if (function->impl) {
+ nir_lower_pstipple_impl(function->impl, &state);
+ }
+ }
+ *samplerUnitOut = binding;
+}
+
+typedef struct {
+ nir_builder b;
+ nir_shader *shader;
+ nir_variable *line_width_input;
+} lower_aaline;
+
+static void
+nir_lower_aaline_block(nir_block *block,
+ lower_aaline *state)
+{
+ nir_builder *b = &state->b;
+ nir_foreach_instr(instr, block) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
+
+ nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
+ if (intrin->intrinsic != nir_intrinsic_store_deref)
+ continue;
+
+ nir_variable *var = nir_intrinsic_get_var(intrin, 0);
+ if (var->data.mode != nir_var_shader_out)
+ continue;
+ if (var->data.location != FRAG_RESULT_COLOR)
+ continue;
+
+ nir_ssa_def *out_input = intrin->src[1].ssa;
+ b->cursor = nir_before_instr(instr);
+ nir_ssa_def *lw = nir_load_var(b, state->line_width_input);
+ nir_ssa_def *tmp = nir_fsat(b, nir_fadd(b, nir_channel(b, lw, 1),
+ nir_fneg(b, nir_fabs(b, nir_channel(b, lw, 0)))));
+ nir_ssa_def *tmp1 = nir_fsat(b, nir_fadd(b, nir_channel(b, lw, 3),
+ nir_fneg(b, nir_fabs(b, nir_channel(b, lw, 2)))));
+
+ tmp = nir_fmul(b, tmp, tmp1);
+ tmp = nir_fmul(b, nir_channel(b, out_input, 3), tmp);
+
+ nir_ssa_def *out = nir_vec4(b, nir_channel(b, out_input, 0),
+ nir_channel(b, out_input, 1),
+ nir_channel(b, out_input, 2),
+ tmp);
+ nir_instr_rewrite_src(instr, &intrin->src[1], nir_src_for_ssa(out));
+ }
+
+}
+
+static void
+nir_lower_aaline_impl(nir_function_impl *impl,
+ lower_aaline *state)
+{
+ nir_builder *b = &state->b;
+
+ nir_builder_init(b, impl);
+
+ nir_foreach_block(block, impl) {
+ nir_lower_aaline_block(block, state);
+ }
+}
+
+void
+nir_lower_aaline_fs(struct nir_shader *shader, int *varying)
+{
+ lower_aaline state = {
+ .shader = shader,
+ };
+ if (shader->info.stage != MESA_SHADER_FRAGMENT)
+ return;
+
+ int highest_location = -1, highest_drv_location = -1;
+ nir_foreach_variable(var, &shader->inputs) {
+ if ((int)var->data.location > highest_location)
+ highest_location = var->data.location;
+ if ((int)var->data.driver_location > highest_drv_location)
+ highest_drv_location = var->data.driver_location;
+ }
+
+ nir_variable *line_width = nir_variable_create(shader, nir_var_shader_in,
+ glsl_vec4_type(), "aaline");
+ if (highest_location == -1 || highest_location < VARYING_SLOT_VAR0) {
+ line_width->data.location = VARYING_SLOT_VAR0;
+ line_width->data.driver_location = highest_drv_location + 1;
+ } else {
+ line_width->data.location = highest_location + 1;
+ line_width->data.driver_location = highest_drv_location + 1;
+ }
+ shader->num_inputs++;
+ *varying = tgsi_get_generic_gl_varying_index(line_width->data.location, true);
+ state.line_width_input = line_width;
+
+ nir_foreach_function(function, shader) {
+ if (function->impl) {
+ nir_lower_aaline_impl(function->impl, &state);
+ }
+ }
+}
+
+typedef struct {
+ nir_builder b;
+ nir_shader *shader;
+ nir_variable *input;
+} lower_aapoint;
+
+static void
+nir_lower_aapoint_block(nir_block *block,
+ lower_aapoint *state, nir_ssa_def *sel)
+{
+ nir_builder *b = &state->b;
+ nir_foreach_instr(instr, block) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
+
+ nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
+ if (intrin->intrinsic != nir_intrinsic_store_deref)
+ continue;
+
+ nir_variable *var = nir_intrinsic_get_var(intrin, 0);
+ if (var->data.mode != nir_var_shader_out)
+ continue;
+ if (var->data.location != FRAG_RESULT_COLOR)
+ continue;
+
+ nir_ssa_def *out_input = intrin->src[1].ssa;
+ b->cursor = nir_before_instr(instr);
+
+ nir_ssa_def *tmp = nir_fmul(b, nir_channel(b, out_input, 3), sel);
+ nir_ssa_def *out = nir_vec4(b, nir_channel(b, out_input, 0),
+ nir_channel(b, out_input, 1),
+ nir_channel(b, out_input, 2),
+ tmp);
+ nir_instr_rewrite_src(instr, &intrin->src[1], nir_src_for_ssa(out));
+ }
+
+}
+
+static void
+nir_lower_aapoint_impl(nir_function_impl *impl,
+ lower_aapoint *state)
+{
+ nir_builder *b = &state->b;
+
+ nir_builder_init(b, impl);
+
+ nir_block *block = nir_start_block(impl);
+ b->cursor = nir_before_block(block);
+
+ nir_ssa_def *aainput = nir_load_var(b, state->input);
+
+ nir_ssa_def *dist = nir_fadd(b, nir_fmul(b, nir_channel(b, aainput, 0), nir_channel(b, aainput, 0)),
+ nir_fmul(b, nir_channel(b, aainput, 1), nir_channel(b, aainput, 1)));
+
+ nir_ssa_def *k = nir_channel(b, aainput, 2);
+ nir_ssa_def *chan_val_one = nir_channel(b, aainput, 3);
+ nir_ssa_def *comp = nir_flt32(b, chan_val_one, dist);
+
+ nir_intrinsic_instr *discard = nir_intrinsic_instr_create(b->shader, nir_intrinsic_discard_if);
+ discard->src[0] = nir_src_for_ssa(comp);
+ nir_builder_instr_insert(b, &discard->instr);
+ b->shader->info.fs.uses_discard = true;
+
+ /* compute coverage factor = (1-d)/(1-k) */
+ /* 1 - k */
+ nir_ssa_def *tmp = nir_fadd(b, chan_val_one, nir_fneg(b, k));
+ /* 1.0 / (1 - k) */
+ tmp = nir_frcp(b, tmp);
+
+ /* 1 - d */
+ nir_ssa_def *tmp2 = nir_fadd(b, chan_val_one, nir_fneg(b, dist));
+
+ /* (1 - d) / (1 - k) */
+ nir_ssa_def *coverage = nir_fmul(b, tmp, tmp2);
+
+ /* if (k >= distance)
+ * sel = coverage;
+ * else
+ * sel = 1.0;
+ */
+ nir_ssa_def *sel = nir_b32csel(b, nir_fge32(b, k, dist), coverage, chan_val_one);
+
+ nir_foreach_block(block, impl) {
+ nir_lower_aapoint_block(block, state, sel);
+ }
+}
+
+void
+nir_lower_aapoint_fs(struct nir_shader *shader, int *varying)
+{
+ lower_aapoint state = {
+ .shader = shader,
+ };
+ if (shader->info.stage != MESA_SHADER_FRAGMENT)
+ return;
+
+ int highest_location = -1, highest_drv_location = -1;
+ nir_foreach_variable(var, &shader->inputs) {
+ if ((int)var->data.location > highest_location)
+ highest_location = var->data.location;
+ if ((int)var->data.driver_location > highest_drv_location)
+ highest_drv_location = var->data.driver_location;
+ }
+
+ nir_variable *aapoint_input = nir_variable_create(shader, nir_var_shader_in,
+ glsl_vec4_type(), "aapoint");
+ if (highest_location == -1 || highest_location < VARYING_SLOT_VAR0) {
+ aapoint_input->data.location = VARYING_SLOT_VAR0;
+ } else {
+ aapoint_input->data.location = highest_location + 1;
+ }
+ aapoint_input->data.driver_location = highest_drv_location + 1;
+
+ shader->num_inputs++;
+ *varying = tgsi_get_generic_gl_varying_index(aapoint_input->data.location, true);
+ state.input = aapoint_input;
+
+ nir_foreach_function(function, shader) {
+ if (function->impl) {
+ nir_lower_aapoint_impl(function->impl, &state);
+ }
+ }
+}