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1 /*
2  * Copyright © 2020 Raspberry Pi Ltd
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 #include "compiler/v3d_compiler.h"
25 #include "compiler/nir/nir_builder.h"
26 #include <math.h>
27 
28 /**
29  * Lowers line smoothing by modifying the alpha component of fragment outputs
30  * using the distance from the center of the line.
31  */
32 
33 struct lower_line_smooth_state {
34         nir_shader *shader;
35         nir_variable *coverage;
36 };
37 
38 static void
lower_line_smooth_intrinsic(struct lower_line_smooth_state * state,nir_builder * b,nir_intrinsic_instr * intr)39 lower_line_smooth_intrinsic(struct lower_line_smooth_state *state,
40                             nir_builder *b,
41                             nir_intrinsic_instr *intr)
42 {
43         b->cursor = nir_before_instr(&intr->instr);
44 
45         nir_ssa_def *one = nir_imm_float(b, 1.0f);
46 
47         nir_ssa_def *coverage = nir_load_var(b, state->coverage);
48 
49         nir_ssa_def *new_val = nir_fmul(b, nir_vec4(b, one, one, one, coverage),
50                                         intr->src[0].ssa);
51 
52         nir_instr_rewrite_src(&intr->instr,
53                               &intr->src[0],
54                               nir_src_for_ssa(new_val));
55 }
56 
57 static bool
lower_line_smooth_func(struct lower_line_smooth_state * state,nir_function_impl * impl)58 lower_line_smooth_func(struct lower_line_smooth_state *state,
59                        nir_function_impl *impl)
60 {
61         bool progress = false;
62 
63         nir_builder b;
64 
65         nir_builder_init(&b, impl);
66 
67         nir_foreach_block(block, impl) {
68                 nir_foreach_instr_safe(instr, block) {
69                         if (instr->type != nir_instr_type_intrinsic)
70                                 continue;
71 
72                         nir_intrinsic_instr *intr =
73                                 nir_instr_as_intrinsic(instr);
74 
75                         if (intr->intrinsic != nir_intrinsic_store_output ||
76                             nir_intrinsic_base(intr) != 0 ||
77                             intr->num_components != 4 ||
78                             !intr->src[0].is_ssa)
79                                 continue;
80 
81                         lower_line_smooth_intrinsic(state, &b, intr);
82                         progress = true;
83                 }
84         }
85 
86         return progress;
87 }
88 
89 static void
initialise_coverage_var(struct lower_line_smooth_state * state,nir_function_impl * impl)90 initialise_coverage_var(struct lower_line_smooth_state *state,
91                         nir_function_impl *impl)
92 {
93         nir_builder b;
94 
95         nir_builder_init(&b, impl);
96 
97         b.cursor = nir_before_block(nir_start_block(impl));
98 
99         nir_ssa_def *line_width = nir_load_line_width(&b);
100 
101         nir_ssa_def *real_line_width = nir_load_aa_line_width(&b);
102 
103         /* The line coord varies from 0.0 to 1.0 across the width of the line */
104         nir_ssa_def *line_coord = nir_load_line_coord(&b);
105 
106         /* fabs(line_coord - 0.5) * real_line_width */
107         nir_ssa_def *pixels_from_center =
108                 nir_fmul(&b, real_line_width,
109                          nir_fabs(&b, nir_fsub(&b, line_coord,
110                                                nir_imm_float(&b, 0.5f))));
111 
112         /* 0.5 - 1/√2 * (pixels_from_center - line_width * 0.5) */
113         nir_ssa_def *coverage =
114                 nir_fsub(&b,
115                          nir_imm_float(&b, 0.5f),
116                          nir_fmul(&b,
117                                   nir_imm_float(&b, 1.0f / M_SQRT2),
118                                   nir_fsub(&b, pixels_from_center,
119                                            nir_fmul(&b,
120                                                     line_width,
121                                                     nir_imm_float(&b, 0.5f)))));
122 
123         /* Discard fragments that aren’t covered at all by the line */
124         nir_ssa_def *outside = nir_fge(&b, nir_imm_float(&b, 0.0f), coverage);
125 
126         nir_discard_if(&b, outside);
127 
128         /* Clamp to at most 1.0. If it was less than 0.0 then the fragment will
129          * be discarded so we don’t need to handle that.
130          */
131         nir_ssa_def *clamped = nir_fmin(&b, coverage, nir_imm_float(&b, 1.0f));
132 
133         nir_store_var(&b, state->coverage, clamped, 0x1 /* writemask */);
134 }
135 
136 static nir_variable *
make_coverage_var(nir_shader * s)137 make_coverage_var(nir_shader *s)
138 {
139         nir_variable *var = nir_variable_create(s,
140                                                 nir_var_shader_temp,
141                                                 glsl_float_type(),
142                                                 "line_coverage");
143         var->data.how_declared = nir_var_hidden;
144 
145         return var;
146 }
147 
148 bool
v3d_nir_lower_line_smooth(nir_shader * s)149 v3d_nir_lower_line_smooth(nir_shader *s)
150 {
151         bool progress = false;
152 
153         assert(s->info.stage == MESA_SHADER_FRAGMENT);
154 
155         struct lower_line_smooth_state state = {
156                 .shader = s,
157                 .coverage = make_coverage_var(s),
158         };
159 
160         nir_foreach_function(function, s) {
161                 if (function->is_entrypoint)
162                         initialise_coverage_var(&state, function->impl);
163 
164                 progress |= lower_line_smooth_func(&state, function->impl);
165 
166                 if (progress) {
167                         nir_metadata_preserve(function->impl,
168                                               nir_metadata_block_index |
169                                               nir_metadata_dominance);
170                 } else {
171                         nir_metadata_preserve(function->impl, nir_metadata_all);
172                 }
173         }
174 
175         return progress;
176 }
177