/************************************************************************** * * 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_def *fragcoord; nir_alu_type bool_type; } lower_pstipple; static nir_def * load_frag_coord(nir_builder *b) { nir_variable *pos = nir_get_variable_with_location(b->shader, nir_var_shader_in, VARYING_SLOT_POS, glsl_vec4_type()); pos->data.interpolation = INTERP_MODE_NOPERSPECTIVE; return nir_load_var(b, pos); } static void nir_lower_pstipple_block(nir_block *block, lower_pstipple *state) { nir_builder *b = &state->b; nir_def *texcoord; b->cursor = nir_before_block(block); nir_def *frag_coord = state->fs_pos_is_sysval ? nir_load_frag_coord(b) : load_frag_coord(b); texcoord = nir_fmul(b, nir_trim_vector(b, frag_coord, 2), nir_imm_vec2(b, 1.0/32.0, 1.0/32.0)); 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_float32; tex->texture_index = state->stip_tex->data.binding; tex->sampler_index = state->stip_tex->data.binding; tex->src[0] = nir_tex_src_for_ssa(nir_tex_src_coord, texcoord); nir_def_init(&tex->instr, &tex->def, 4, 32); nir_builder_instr_insert(b, &tex->instr); nir_def *condition; switch (state->bool_type) { case nir_type_bool1: condition = nir_fneu_imm(b, nir_channel(b, &tex->def, 3), 0.0); break; case nir_type_bool32: condition = nir_fneu32(b, nir_channel(b, &tex->def, 3), nir_imm_floatN_t(b, 0.0, tex->def.bit_size)); break; default: unreachable("Invalid Boolean type."); } nir_discard_if(b, condition); b->shader->info.fs.uses_discard = true; } static void nir_lower_pstipple_impl(nir_function_impl *impl, lower_pstipple *state) { state->b = nir_builder_create(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, nir_alu_type bool_type) { lower_pstipple state = { .shader = shader, .fs_pos_is_sysval = fs_pos_is_sysval, .bool_type = bool_type, }; assert(bool_type == nir_type_bool1 || bool_type == nir_type_bool32); if (shader->info.stage != MESA_SHADER_FRAGMENT) return; int binding = 0; nir_foreach_uniform_variable(var, shader) { 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; BITSET_SET(shader->info.textures_used, binding); BITSET_SET(shader->info.samplers_used, binding); state.stip_tex = tex_var; nir_foreach_function_impl(impl, shader) { nir_lower_pstipple_impl(impl, &state); } *samplerUnitOut = binding; } typedef struct { nir_variable *line_width_input; nir_variable *stipple_counter; nir_variable *stipple_pattern; } lower_aaline; static bool lower_aaline_instr(nir_builder *b, nir_instr *instr, void *data) { lower_aaline *state = data; if (instr->type != nir_instr_type_intrinsic) return false; nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); if (intrin->intrinsic != nir_intrinsic_store_deref) return false; nir_variable *var = nir_intrinsic_get_var(intrin, 0); if (var->data.mode != nir_var_shader_out) return false; if (var->data.location < FRAG_RESULT_DATA0 && var->data.location != FRAG_RESULT_COLOR) return false; uint32_t mask = nir_intrinsic_write_mask(intrin) << var->data.location_frac; if (!(mask & BITFIELD_BIT(3))) return false; nir_def *out_input = intrin->src[1].ssa; b->cursor = nir_before_instr(instr); nir_def *lw = nir_load_var(b, state->line_width_input); nir_def *len = nir_channel(b, lw, 3); len = nir_fadd_imm(b, nir_fmul_imm(b, len, 2.0), -1.0); nir_def *tmp = nir_fsat(b, nir_fadd(b, nir_channels(b, lw, 0xa), nir_fneg(b, nir_fabs(b, nir_channels(b, lw, 0x5))))); nir_def *max = len; if (state->stipple_counter) { assert(state->stipple_pattern); nir_def *counter = nir_load_var(b, state->stipple_counter); nir_def *pattern = nir_load_var(b, state->stipple_pattern); nir_def *factor = nir_i2f32(b, nir_ishr_imm(b, pattern, 16)); pattern = nir_iand_imm(b, pattern, 0xffff); nir_def *stipple_pos = nir_vec2(b, nir_fadd_imm(b, counter, -0.5), nir_fadd_imm(b, counter, 0.5)); stipple_pos = nir_frem(b, nir_fdiv(b, stipple_pos, factor), nir_imm_float(b, 16.0)); nir_def *p = nir_f2i32(b, stipple_pos); nir_def *one = nir_imm_float(b, 1.0); // float t = 1.0 - min((1.0 - fract(stipple_pos.x)) * factor, 1.0); nir_def *t = nir_ffract(b, nir_channel(b, stipple_pos, 0)); t = nir_fsub(b, one, nir_fmin(b, nir_fmul(b, factor, nir_fsub(b, one, t)), one)); // vec2 a = vec2((uvec2(pattern) >> p) & uvec2(1u)); nir_def *a = nir_i2f32(b, nir_iand(b, nir_ishr(b, nir_replicate(b, pattern, 2), p), nir_imm_ivec2(b, 1, 1))); // float cov = mix(a.x, a.y, t); nir_def *cov = nir_flrp(b, nir_channel(b, a, 0), nir_channel(b, a, 1), t); max = nir_fmin(b, len, cov); } tmp = nir_fmul(b, nir_channel(b, tmp, 0), nir_fmin(b, nir_channel(b, tmp, 1), max)); tmp = nir_fmul(b, nir_channel(b, out_input, out_input->num_components - 1), tmp); nir_def *out = nir_vector_insert_imm(b, out_input, tmp, out_input->num_components - 1); nir_src_rewrite(&intrin->src[1], out); return true; } void nir_lower_aaline_fs(struct nir_shader *shader, int *varying, nir_variable *stipple_counter, nir_variable *stipple_pattern) { lower_aaline state = { .stipple_counter = stipple_counter, .stipple_pattern = stipple_pattern, }; assert(shader->info.stage == MESA_SHADER_FRAGMENT); int highest_location = -1, highest_drv_location = -1; nir_foreach_shader_in_variable(var, shader) { 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_shader_instructions_pass(shader, lower_aaline_instr, nir_metadata_dominance, &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_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_DATA0 && var->data.location != FRAG_RESULT_COLOR) continue; nir_def *out_input = intrin->src[1].ssa; b->cursor = nir_before_instr(instr); nir_def *tmp = nir_fmul(b, nir_channel(b, out_input, 3), sel); nir_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_src_rewrite(&intrin->src[1], out); } } static void nir_lower_aapoint_impl(nir_function_impl *impl, lower_aapoint *state, nir_alu_type bool_type) { nir_block *block = nir_start_block(impl); state->b = nir_builder_at(nir_before_block(block)); nir_builder *b = &state->b; nir_def *aainput = nir_load_var(b, state->input); nir_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_def *k = nir_channel(b, aainput, 2); nir_def *chan_val_one = nir_channel(b, aainput, 3); nir_def *comp; switch (bool_type) { case nir_type_bool1: comp = nir_flt(b, chan_val_one, dist); break; case nir_type_bool32: comp = nir_flt32(b, chan_val_one, dist); break; case nir_type_float32: comp = nir_slt(b, chan_val_one, dist); break; default: unreachable("Invalid Boolean type."); } nir_discard_if(b, comp); b->shader->info.fs.uses_discard = true; /* compute coverage factor = (1-d)/(1-k) */ /* 1 - k */ nir_def *tmp = nir_fadd(b, chan_val_one, nir_fneg(b, k)); /* 1.0 / (1 - k) */ tmp = nir_frcp(b, tmp); /* 1 - d */ nir_def *tmp2 = nir_fadd(b, chan_val_one, nir_fneg(b, dist)); /* (1 - d) / (1 - k) */ nir_def *coverage = nir_fmul(b, tmp, tmp2); /* if (k >= distance) * sel = coverage; * else * sel = 1.0; */ nir_def *sel; switch (bool_type) { case nir_type_bool1: sel = nir_bcsel(b, nir_fge(b, k, dist), coverage, chan_val_one); break; case nir_type_bool32: sel = nir_b32csel(b, nir_fge32(b, k, dist), coverage, chan_val_one); break; case nir_type_float32: { /* On this path, don't assume that any "fancy" instructions are * supported, but also try to emit something decent. * * sel = (k >= distance) ? coverage : 1.0; * sel = (k >= distance) * coverage : (1 - (k >= distance)) * 1.0 * sel = (k >= distance) * coverage : (1 - (k >= distance)) * * Since (k >= distance) * coverage is zero when (1 - (k >= distance)) * is not zero, * * sel = (k >= distance) * coverage + (1 - (k >= distance)) * * If we assume that coverage == fsat(coverage), this could be further * optimized to fsat(coverage + (1 - (k >= distance))), but I don't feel * like verifying that right now. */ nir_def *cmp_result = nir_sge(b, k, dist); sel = nir_fadd(b, nir_fmul(b, coverage, cmp_result), nir_fadd(b, chan_val_one, nir_fneg(b, cmp_result))); break; } default: unreachable("Invalid Boolean type."); } nir_foreach_block(block, impl) { nir_lower_aapoint_block(block, state, sel); } } void nir_lower_aapoint_fs(struct nir_shader *shader, int *varying, const nir_alu_type bool_type) { assert(bool_type == nir_type_bool1 || bool_type == nir_type_bool32 || bool_type == nir_type_float32); lower_aapoint state = { .shader = shader, }; if (shader->info.stage != MESA_SHADER_FRAGMENT) return; int highest_location = -1, highest_drv_location = -1; nir_foreach_shader_in_variable(var, shader) { 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_impl(impl, shader) { nir_lower_aapoint_impl(impl, &state, bool_type); } }