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1 /*
2  * Copyright © 2019 Intel Corporation
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/nir/nir_builder.h"
25 #include "brw_nir.h"
26 
27 /**
28  * We need to compute alpha to coverage dithering manually in shader
29  * and replace sample mask store with the bitwise-AND of sample mask and
30  * alpha to coverage dithering.
31  *
32  * The following formula is used to compute final sample mask:
33  *  m = int(16.0 * clamp(src0_alpha, 0.0, 1.0))
34  *  dither_mask = 0x1111 * ((0xfea80 >> (m & ~3)) & 0xf) |
35  *     0x0808 * (m & 2) | 0x0100 * (m & 1)
36  *  sample_mask = sample_mask & dither_mask
37  *
38  * It gives a number of ones proportional to the alpha for 2, 4, 8 or 16
39  * least significant bits of the result:
40  *  0.0000 0000000000000000
41  *  0.0625 0000000100000000
42  *  0.1250 0001000000010000
43  *  0.1875 0001000100010000
44  *  0.2500 1000100010001000
45  *  0.3125 1000100110001000
46  *  0.3750 1001100010011000
47  *  0.4375 1001100110011000
48  *  0.5000 1010101010101010
49  *  0.5625 1010101110101010
50  *  0.6250 1011101010111010
51  *  0.6875 1011101110111010
52  *  0.7500 1110111011101110
53  *  0.8125 1110111111101110
54  *  0.8750 1111111011111110
55  *  0.9375 1111111111111110
56  *  1.0000 1111111111111111
57  */
58 static nir_ssa_def *
build_dither_mask(nir_builder * b,nir_ssa_def * color)59 build_dither_mask(nir_builder *b, nir_ssa_def *color)
60 {
61    assert(color->num_components == 4);
62    nir_ssa_def *alpha = nir_channel(b, color, 3);
63 
64    nir_ssa_def *m =
65       nir_f2i32(b, nir_fmul_imm(b, nir_fsat(b, alpha), 16.0));
66 
67    nir_ssa_def *part_a =
68       nir_iand_imm(b, nir_ushr(b, nir_imm_int(b, 0xfea80),
69                                   nir_iand_imm(b, m, ~3)),
70                       0xf);
71 
72    nir_ssa_def *part_b = nir_iand_imm(b, m, 2);
73    nir_ssa_def *part_c = nir_iand_imm(b, m, 1);
74 
75    return nir_ior(b, nir_imul_imm(b, part_a, 0x1111),
76                      nir_ior(b, nir_imul_imm(b, part_b, 0x0808),
77                                 nir_imul_imm(b, part_c, 0x0100)));
78 }
79 
80 bool
brw_nir_lower_alpha_to_coverage(nir_shader * shader)81 brw_nir_lower_alpha_to_coverage(nir_shader *shader)
82 {
83    assert(shader->info.stage == MESA_SHADER_FRAGMENT);
84    nir_function_impl *impl = nir_shader_get_entrypoint(shader);
85 
86    const uint64_t outputs_written = shader->info.outputs_written;
87    if (!(outputs_written & BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK)) ||
88        !(outputs_written & (BITFIELD64_BIT(FRAG_RESULT_COLOR) |
89                             BITFIELD64_BIT(FRAG_RESULT_DATA0))))
90       goto skip;
91 
92    nir_intrinsic_instr *sample_mask_write = NULL;
93    nir_intrinsic_instr *color0_write = NULL;
94    bool sample_mask_write_first = false;
95 
96    nir_foreach_block(block, impl) {
97       nir_foreach_instr_safe(instr, block) {
98          if (instr->type != nir_instr_type_intrinsic)
99             continue;
100 
101          nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
102          if (intrin->intrinsic != nir_intrinsic_store_output)
103             continue;
104 
105          /* We call nir_lower_io_to_temporaries to lower FS outputs to
106           * temporaries with a copy at the end so this should be the last
107           * block in the shader.
108           */
109          assert(block->cf_node.parent == &impl->cf_node);
110          assert(nir_cf_node_is_last(&block->cf_node));
111 
112          /* See store_output in fs_visitor::nir_emit_fs_intrinsic */
113          const unsigned store_offset = nir_src_as_uint(intrin->src[1]);
114          const unsigned driver_location = nir_intrinsic_base(intrin) +
115             SET_FIELD(store_offset, BRW_NIR_FRAG_OUTPUT_LOCATION);
116 
117          /* Extract the FRAG_RESULT */
118          const unsigned location =
119             GET_FIELD(driver_location, BRW_NIR_FRAG_OUTPUT_LOCATION);
120 
121          if (location == FRAG_RESULT_SAMPLE_MASK) {
122             assert(sample_mask_write == NULL);
123             sample_mask_write = intrin;
124             sample_mask_write_first = (color0_write == NULL);
125          }
126 
127          if (location == FRAG_RESULT_COLOR ||
128              location == FRAG_RESULT_DATA0) {
129             assert(color0_write == NULL);
130             color0_write = intrin;
131          }
132       }
133    }
134 
135    /* It's possible that shader_info may be out-of-date and the writes to
136     * either gl_SampleMask or the first color value may have been removed.
137     * This can happen if, for instance a nir_ssa_undef is written to the
138     * color value.  In that case, just bail and don't do anything rather
139     * than crashing.
140     */
141    if (color0_write == NULL || sample_mask_write == NULL)
142       goto skip;
143 
144    /* It's possible that the color value isn't actually a vec4.  In this case,
145     * assuming an alpha of 1.0 and letting the sample mask pass through
146     * unaltered seems like the kindest thing to do to apps.
147     */
148    assert(color0_write->src[0].is_ssa);
149    nir_ssa_def *color0 = color0_write->src[0].ssa;
150    if (color0->num_components < 4)
151       goto skip;
152 
153    assert(sample_mask_write->src[0].is_ssa);
154    nir_ssa_def *sample_mask = sample_mask_write->src[0].ssa;
155 
156    if (sample_mask_write_first) {
157       /* If the sample mask write comes before the write to color0, we need
158        * to move it because it's going to use the value from color0 to
159        * compute the sample mask.
160        */
161       nir_instr_remove(&sample_mask_write->instr);
162       nir_instr_insert(nir_after_instr(&color0_write->instr),
163                        &sample_mask_write->instr);
164    }
165 
166    nir_builder b;
167    nir_builder_init(&b, impl);
168 
169    /* Combine dither_mask and the gl_SampleMask value */
170    b.cursor = nir_before_instr(&sample_mask_write->instr);
171    nir_ssa_def *dither_mask = build_dither_mask(&b, color0);
172    dither_mask = nir_iand(&b, sample_mask, dither_mask);
173    nir_instr_rewrite_src(&sample_mask_write->instr,
174                          &sample_mask_write->src[0],
175                          nir_src_for_ssa(dither_mask));
176 
177    nir_metadata_preserve(impl, nir_metadata_block_index |
178                                nir_metadata_dominance);
179    return true;
180 
181 skip:
182    nir_metadata_preserve(impl, nir_metadata_all);
183    return false;
184 }
185