• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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