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
41 typedef 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
49 static nir_ssa_def *
load_frag_coord(nir_builder * b)50 load_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
65 static void
nir_lower_pstipple_block(nir_block * block,lower_pstipple * state)66 nir_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
97 static void
nir_lower_pstipple_impl(nir_function_impl * impl,lower_pstipple * state)98 nir_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
109 void
nir_lower_pstipple_fs(struct nir_shader * shader,unsigned * samplerUnitOut,unsigned fixedUnit,bool fs_pos_is_sysval)110 nir_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 BITSET_SET(shader->info.samplers_used, binding);
139 state.stip_tex = tex_var;
140
141 nir_foreach_function(function, shader) {
142 if (function->impl) {
143 nir_lower_pstipple_impl(function->impl, &state);
144 }
145 }
146 *samplerUnitOut = binding;
147 }
148
149 typedef struct {
150 nir_builder b;
151 nir_shader *shader;
152 nir_variable *line_width_input;
153 } lower_aaline;
154
155 static void
nir_lower_aaline_block(nir_block * block,lower_aaline * state)156 nir_lower_aaline_block(nir_block *block,
157 lower_aaline *state)
158 {
159 nir_builder *b = &state->b;
160 nir_foreach_instr(instr, block) {
161 if (instr->type != nir_instr_type_intrinsic)
162 continue;
163
164 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
165 if (intrin->intrinsic != nir_intrinsic_store_deref)
166 continue;
167
168 nir_variable *var = nir_intrinsic_get_var(intrin, 0);
169 if (var->data.mode != nir_var_shader_out)
170 continue;
171 if (var->data.location < FRAG_RESULT_DATA0 && var->data.location != FRAG_RESULT_COLOR)
172 continue;
173
174 nir_ssa_def *out_input = intrin->src[1].ssa;
175 b->cursor = nir_before_instr(instr);
176 nir_ssa_def *lw = nir_load_var(b, state->line_width_input);
177 nir_ssa_def *tmp = nir_fsat(b, nir_fadd(b, nir_channel(b, lw, 1),
178 nir_fneg(b, nir_fabs(b, nir_channel(b, lw, 0)))));
179 nir_ssa_def *tmp1 = nir_fsat(b, nir_fadd(b, nir_channel(b, lw, 3),
180 nir_fneg(b, nir_fabs(b, nir_channel(b, lw, 2)))));
181
182 tmp = nir_fmul(b, tmp, tmp1);
183 tmp = nir_fmul(b, nir_channel(b, out_input, 3), tmp);
184
185 nir_ssa_def *out = nir_vec4(b, nir_channel(b, out_input, 0),
186 nir_channel(b, out_input, 1),
187 nir_channel(b, out_input, 2),
188 tmp);
189 nir_instr_rewrite_src(instr, &intrin->src[1], nir_src_for_ssa(out));
190 }
191
192 }
193
194 static void
nir_lower_aaline_impl(nir_function_impl * impl,lower_aaline * state)195 nir_lower_aaline_impl(nir_function_impl *impl,
196 lower_aaline *state)
197 {
198 nir_builder *b = &state->b;
199
200 nir_builder_init(b, impl);
201
202 nir_foreach_block(block, impl) {
203 nir_lower_aaline_block(block, state);
204 }
205 }
206
207 void
nir_lower_aaline_fs(struct nir_shader * shader,int * varying)208 nir_lower_aaline_fs(struct nir_shader *shader, int *varying)
209 {
210 lower_aaline state = {
211 .shader = shader,
212 };
213 if (shader->info.stage != MESA_SHADER_FRAGMENT)
214 return;
215
216 int highest_location = -1, highest_drv_location = -1;
217 nir_foreach_shader_in_variable(var, shader) {
218 if ((int)var->data.location > highest_location)
219 highest_location = var->data.location;
220 if ((int)var->data.driver_location > highest_drv_location)
221 highest_drv_location = var->data.driver_location;
222 }
223
224 nir_variable *line_width = nir_variable_create(shader, nir_var_shader_in,
225 glsl_vec4_type(), "aaline");
226 if (highest_location == -1 || highest_location < VARYING_SLOT_VAR0) {
227 line_width->data.location = VARYING_SLOT_VAR0;
228 line_width->data.driver_location = highest_drv_location + 1;
229 } else {
230 line_width->data.location = highest_location + 1;
231 line_width->data.driver_location = highest_drv_location + 1;
232 }
233 shader->num_inputs++;
234 *varying = tgsi_get_generic_gl_varying_index(line_width->data.location, true);
235 state.line_width_input = line_width;
236
237 nir_foreach_function(function, shader) {
238 if (function->impl) {
239 nir_lower_aaline_impl(function->impl, &state);
240 }
241 }
242 }
243
244 typedef struct {
245 nir_builder b;
246 nir_shader *shader;
247 nir_variable *input;
248 } lower_aapoint;
249
250 static void
nir_lower_aapoint_block(nir_block * block,lower_aapoint * state,nir_ssa_def * sel)251 nir_lower_aapoint_block(nir_block *block,
252 lower_aapoint *state, nir_ssa_def *sel)
253 {
254 nir_builder *b = &state->b;
255 nir_foreach_instr(instr, block) {
256 if (instr->type != nir_instr_type_intrinsic)
257 continue;
258
259 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
260 if (intrin->intrinsic != nir_intrinsic_store_deref)
261 continue;
262
263 nir_variable *var = nir_intrinsic_get_var(intrin, 0);
264 if (var->data.mode != nir_var_shader_out)
265 continue;
266 if (var->data.location < FRAG_RESULT_DATA0 && var->data.location != FRAG_RESULT_COLOR)
267 continue;
268
269 nir_ssa_def *out_input = intrin->src[1].ssa;
270 b->cursor = nir_before_instr(instr);
271
272 nir_ssa_def *tmp = nir_fmul(b, nir_channel(b, out_input, 3), sel);
273 nir_ssa_def *out = nir_vec4(b, nir_channel(b, out_input, 0),
274 nir_channel(b, out_input, 1),
275 nir_channel(b, out_input, 2),
276 tmp);
277 nir_instr_rewrite_src(instr, &intrin->src[1], nir_src_for_ssa(out));
278 }
279
280 }
281
282 static void
nir_lower_aapoint_impl(nir_function_impl * impl,lower_aapoint * state)283 nir_lower_aapoint_impl(nir_function_impl *impl,
284 lower_aapoint *state)
285 {
286 nir_builder *b = &state->b;
287
288 nir_builder_init(b, impl);
289
290 nir_block *block = nir_start_block(impl);
291 b->cursor = nir_before_block(block);
292
293 nir_ssa_def *aainput = nir_load_var(b, state->input);
294
295 nir_ssa_def *dist = nir_fadd(b, nir_fmul(b, nir_channel(b, aainput, 0), nir_channel(b, aainput, 0)),
296 nir_fmul(b, nir_channel(b, aainput, 1), nir_channel(b, aainput, 1)));
297
298 nir_ssa_def *k = nir_channel(b, aainput, 2);
299 nir_ssa_def *chan_val_one = nir_channel(b, aainput, 3);
300 nir_ssa_def *comp = nir_flt32(b, chan_val_one, dist);
301
302 nir_discard_if(b, comp);
303 b->shader->info.fs.uses_discard = true;
304
305 /* compute coverage factor = (1-d)/(1-k) */
306 /* 1 - k */
307 nir_ssa_def *tmp = nir_fadd(b, chan_val_one, nir_fneg(b, k));
308 /* 1.0 / (1 - k) */
309 tmp = nir_frcp(b, tmp);
310
311 /* 1 - d */
312 nir_ssa_def *tmp2 = nir_fadd(b, chan_val_one, nir_fneg(b, dist));
313
314 /* (1 - d) / (1 - k) */
315 nir_ssa_def *coverage = nir_fmul(b, tmp, tmp2);
316
317 /* if (k >= distance)
318 * sel = coverage;
319 * else
320 * sel = 1.0;
321 */
322 nir_ssa_def *sel = nir_b32csel(b, nir_fge32(b, k, dist), coverage, chan_val_one);
323
324 nir_foreach_block(block, impl) {
325 nir_lower_aapoint_block(block, state, sel);
326 }
327 }
328
329 void
nir_lower_aapoint_fs(struct nir_shader * shader,int * varying)330 nir_lower_aapoint_fs(struct nir_shader *shader, int *varying)
331 {
332 lower_aapoint state = {
333 .shader = shader,
334 };
335 if (shader->info.stage != MESA_SHADER_FRAGMENT)
336 return;
337
338 int highest_location = -1, highest_drv_location = -1;
339 nir_foreach_shader_in_variable(var, shader) {
340 if ((int)var->data.location > highest_location)
341 highest_location = var->data.location;
342 if ((int)var->data.driver_location > highest_drv_location)
343 highest_drv_location = var->data.driver_location;
344 }
345
346 nir_variable *aapoint_input = nir_variable_create(shader, nir_var_shader_in,
347 glsl_vec4_type(), "aapoint");
348 if (highest_location == -1 || highest_location < VARYING_SLOT_VAR0) {
349 aapoint_input->data.location = VARYING_SLOT_VAR0;
350 } else {
351 aapoint_input->data.location = highest_location + 1;
352 }
353 aapoint_input->data.driver_location = highest_drv_location + 1;
354
355 shader->num_inputs++;
356 *varying = tgsi_get_generic_gl_varying_index(aapoint_input->data.location, true);
357 state.input = aapoint_input;
358
359 nir_foreach_function(function, shader) {
360 if (function->impl) {
361 nir_lower_aapoint_impl(function->impl, &state);
362 }
363 }
364 }
365