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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_def *fragcoord;
47    nir_alu_type bool_type;
48 } lower_pstipple;
49 
50 static nir_def *
load_frag_coord(nir_builder * b)51 load_frag_coord(nir_builder *b)
52 {
53    nir_variable *pos = nir_get_variable_with_location(b->shader, nir_var_shader_in,
54                                                       VARYING_SLOT_POS, glsl_vec4_type());
55    pos->data.interpolation = INTERP_MODE_NOPERSPECTIVE;
56    return nir_load_var(b, pos);
57 }
58 
59 static void
nir_lower_pstipple_block(nir_block * block,lower_pstipple * state)60 nir_lower_pstipple_block(nir_block *block,
61                          lower_pstipple *state)
62 {
63    nir_builder *b = &state->b;
64    nir_def *texcoord;
65 
66    b->cursor = nir_before_block(block);
67 
68    nir_def *frag_coord = state->fs_pos_is_sysval ? nir_load_frag_coord(b) : load_frag_coord(b);
69 
70    texcoord = nir_fmul(b, nir_trim_vector(b, frag_coord, 2),
71                        nir_imm_vec2(b, 1.0/32.0, 1.0/32.0));
72 
73    nir_tex_instr *tex = nir_tex_instr_create(b->shader, 1);
74    tex->op = nir_texop_tex;
75    tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
76    tex->coord_components = 2;
77    tex->dest_type = nir_type_float32;
78    tex->texture_index = state->stip_tex->data.binding;
79    tex->sampler_index = state->stip_tex->data.binding;
80    tex->src[0] = nir_tex_src_for_ssa(nir_tex_src_coord, texcoord);
81    nir_def_init(&tex->instr, &tex->def, 4, 32);
82 
83    nir_builder_instr_insert(b, &tex->instr);
84 
85    nir_def *condition;
86 
87    switch (state->bool_type) {
88    case nir_type_bool1:
89       condition = nir_fneu_imm(b, nir_channel(b, &tex->def, 3), 0.0);
90       break;
91    case nir_type_bool32:
92       condition = nir_fneu32(b, nir_channel(b, &tex->def, 3),
93                              nir_imm_floatN_t(b, 0.0, tex->def.bit_size));
94       break;
95    default:
96       unreachable("Invalid Boolean type.");
97    }
98 
99    nir_discard_if(b, condition);
100    b->shader->info.fs.uses_discard = true;
101 }
102 
103 static void
nir_lower_pstipple_impl(nir_function_impl * impl,lower_pstipple * state)104 nir_lower_pstipple_impl(nir_function_impl *impl,
105                         lower_pstipple *state)
106 {
107    state->b = nir_builder_create(impl);
108 
109    nir_block *start = nir_start_block(impl);
110    nir_lower_pstipple_block(start, state);
111 }
112 
113 void
nir_lower_pstipple_fs(struct nir_shader * shader,unsigned * samplerUnitOut,unsigned fixedUnit,bool fs_pos_is_sysval,nir_alu_type bool_type)114 nir_lower_pstipple_fs(struct nir_shader *shader,
115                       unsigned *samplerUnitOut,
116                       unsigned fixedUnit,
117                       bool fs_pos_is_sysval,
118                       nir_alu_type bool_type)
119 {
120    lower_pstipple state = {
121       .shader = shader,
122       .fs_pos_is_sysval = fs_pos_is_sysval,
123       .bool_type = bool_type,
124    };
125 
126    assert(bool_type == nir_type_bool1 ||
127           bool_type == nir_type_bool32);
128 
129    if (shader->info.stage != MESA_SHADER_FRAGMENT)
130       return;
131 
132    int binding = 0;
133    nir_foreach_uniform_variable(var, shader) {
134       if (glsl_type_is_sampler(var->type)) {
135          if (var->data.binding >= binding)
136             binding = var->data.binding + 1;
137       }
138    }
139    const struct glsl_type *sampler2D =
140       glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT);
141 
142    nir_variable *tex_var = nir_variable_create(shader, nir_var_uniform, sampler2D, "stipple_tex");
143    tex_var->data.binding = binding;
144    tex_var->data.explicit_binding = true;
145    tex_var->data.how_declared = nir_var_hidden;
146 
147    BITSET_SET(shader->info.textures_used, binding);
148    BITSET_SET(shader->info.samplers_used, binding);
149    state.stip_tex = tex_var;
150 
151    nir_foreach_function_impl(impl, shader) {
152       nir_lower_pstipple_impl(impl, &state);
153    }
154    *samplerUnitOut = binding;
155 }
156 
157 typedef struct {
158    nir_variable *line_width_input;
159    nir_variable *stipple_counter;
160    nir_variable *stipple_pattern;
161 } lower_aaline;
162 
163 static bool
lower_aaline_instr(nir_builder * b,nir_instr * instr,void * data)164 lower_aaline_instr(nir_builder *b, nir_instr *instr, void *data)
165 {
166    lower_aaline *state = data;
167 
168    if (instr->type != nir_instr_type_intrinsic)
169       return false;
170 
171    nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
172    if (intrin->intrinsic != nir_intrinsic_store_deref)
173       return false;
174 
175    nir_variable *var = nir_intrinsic_get_var(intrin, 0);
176    if (var->data.mode != nir_var_shader_out)
177       return false;
178    if (var->data.location < FRAG_RESULT_DATA0 && var->data.location != FRAG_RESULT_COLOR)
179       return false;
180 
181    nir_def *out_input = intrin->src[1].ssa;
182    b->cursor = nir_before_instr(instr);
183    nir_def *lw = nir_load_var(b, state->line_width_input);
184    nir_def *len = nir_channel(b, lw, 3);
185    len = nir_fadd_imm(b, nir_fmul_imm(b, len, 2.0), -1.0);
186    nir_def *tmp = nir_fsat(b, nir_fadd(b, nir_channels(b, lw, 0xa),
187                                              nir_fneg(b, nir_fabs(b, nir_channels(b, lw, 0x5)))));
188 
189    nir_def *max = len;
190    if (state->stipple_counter) {
191       assert(state->stipple_pattern);
192 
193       nir_def *counter = nir_load_var(b, state->stipple_counter);
194       nir_def *pattern = nir_load_var(b, state->stipple_pattern);
195       nir_def *factor = nir_i2f32(b, nir_ishr_imm(b, pattern, 16));
196       pattern = nir_iand_imm(b, pattern, 0xffff);
197 
198       nir_def *stipple_pos = nir_vec2(b, nir_fadd_imm(b, counter, -0.5),
199                                              nir_fadd_imm(b, counter, 0.5));
200 
201       stipple_pos = nir_frem(b, nir_fdiv(b, stipple_pos, factor),
202                                  nir_imm_float(b, 16.0));
203 
204       nir_def *p = nir_f2i32(b, stipple_pos);
205       nir_def *one = nir_imm_float(b, 1.0);
206 
207       // float t = 1.0 - min((1.0 - fract(stipple_pos.x)) * factor, 1.0);
208       nir_def *t = nir_ffract(b, nir_channel(b, stipple_pos, 0));
209       t = nir_fsub(b, one,
210                      nir_fmin(b, nir_fmul(b, factor,
211                                           nir_fsub(b, one, t)), one));
212 
213       // vec2 a = vec2((uvec2(pattern) >> p) & uvec2(1u));
214       nir_def *a = nir_i2f32(b,
215          nir_iand(b, nir_ishr(b, nir_replicate(b, pattern, 2), p),
216                   nir_imm_ivec2(b, 1, 1)));
217 
218       // float cov = mix(a.x, a.y, t);
219       nir_def *cov = nir_flrp(b, nir_channel(b, a, 0), nir_channel(b, a, 1), t);
220 
221       max = nir_fmin(b, len, cov);
222    }
223 
224    tmp = nir_fmul(b, nir_channel(b, tmp, 0),
225                   nir_fmin(b, nir_channel(b, tmp, 1), max));
226    tmp = nir_fmul(b, nir_channel(b, out_input, 3), tmp);
227 
228    nir_def *out = nir_vec4(b, nir_channel(b, out_input, 0),
229                                  nir_channel(b, out_input, 1),
230                                  nir_channel(b, out_input, 2),
231                                  tmp);
232    nir_src_rewrite(&intrin->src[1], out);
233    return true;
234 }
235 
236 void
nir_lower_aaline_fs(struct nir_shader * shader,int * varying,nir_variable * stipple_counter,nir_variable * stipple_pattern)237 nir_lower_aaline_fs(struct nir_shader *shader, int *varying,
238                     nir_variable *stipple_counter,
239                     nir_variable *stipple_pattern)
240 {
241    lower_aaline state = {
242       .stipple_counter = stipple_counter,
243       .stipple_pattern = stipple_pattern,
244    };
245    assert(shader->info.stage == MESA_SHADER_FRAGMENT);
246 
247    int highest_location = -1, highest_drv_location = -1;
248    nir_foreach_shader_in_variable(var, shader) {
249      if ((int)var->data.location > highest_location)
250          highest_location = var->data.location;
251      if ((int)var->data.driver_location > highest_drv_location)
252          highest_drv_location = var->data.driver_location;
253    }
254 
255    nir_variable *line_width = nir_variable_create(shader, nir_var_shader_in,
256                                                   glsl_vec4_type(), "aaline");
257    if (highest_location == -1 || highest_location < VARYING_SLOT_VAR0) {
258      line_width->data.location = VARYING_SLOT_VAR0;
259      line_width->data.driver_location = highest_drv_location + 1;
260    } else {
261      line_width->data.location = highest_location + 1;
262      line_width->data.driver_location = highest_drv_location + 1;
263    }
264    shader->num_inputs++;
265    *varying = tgsi_get_generic_gl_varying_index(line_width->data.location, true);
266    state.line_width_input = line_width;
267 
268    nir_shader_instructions_pass(shader, lower_aaline_instr,
269                                 nir_metadata_dominance, &state);
270 }
271 
272 typedef struct {
273    nir_builder b;
274    nir_shader *shader;
275    nir_variable *input;
276 } lower_aapoint;
277 
278 static void
nir_lower_aapoint_block(nir_block * block,lower_aapoint * state,nir_def * sel)279 nir_lower_aapoint_block(nir_block *block,
280                         lower_aapoint *state, nir_def *sel)
281 {
282   nir_builder *b = &state->b;
283   nir_foreach_instr(instr, block) {
284       if (instr->type != nir_instr_type_intrinsic)
285          continue;
286 
287       nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
288       if (intrin->intrinsic != nir_intrinsic_store_deref)
289          continue;
290 
291       nir_variable *var = nir_intrinsic_get_var(intrin, 0);
292       if (var->data.mode != nir_var_shader_out)
293          continue;
294       if (var->data.location < FRAG_RESULT_DATA0 && var->data.location != FRAG_RESULT_COLOR)
295          continue;
296 
297       nir_def *out_input = intrin->src[1].ssa;
298       b->cursor = nir_before_instr(instr);
299 
300       nir_def *tmp = nir_fmul(b, nir_channel(b, out_input, 3), sel);
301       nir_def *out = nir_vec4(b, nir_channel(b, out_input, 0),
302                                   nir_channel(b, out_input, 1),
303                                   nir_channel(b, out_input, 2),
304                                   tmp);
305       nir_src_rewrite(&intrin->src[1], out);
306    }
307 
308 }
309 
310 static void
nir_lower_aapoint_impl(nir_function_impl * impl,lower_aapoint * state,nir_alu_type bool_type)311 nir_lower_aapoint_impl(nir_function_impl *impl, lower_aapoint *state,
312                        nir_alu_type bool_type)
313 {
314    nir_block *block = nir_start_block(impl);
315    state->b = nir_builder_at(nir_before_block(block));
316 
317    nir_builder *b = &state->b;
318    nir_def *aainput = nir_load_var(b, state->input);
319 
320    nir_def *dist = nir_fadd(b, nir_fmul(b, nir_channel(b, aainput, 0), nir_channel(b, aainput, 0)),
321                                 nir_fmul(b, nir_channel(b, aainput, 1), nir_channel(b, aainput, 1)));
322 
323    nir_def *k = nir_channel(b, aainput, 2);
324    nir_def *chan_val_one = nir_channel(b, aainput, 3);
325    nir_def *comp;
326 
327    switch (bool_type) {
328    case nir_type_bool1:
329       comp = nir_flt(b, chan_val_one, dist);
330       break;
331    case nir_type_bool32:
332       comp = nir_flt32(b, chan_val_one, dist);
333       break;
334    case nir_type_float32:
335       comp = nir_slt(b, chan_val_one, dist);
336       break;
337    default:
338       unreachable("Invalid Boolean type.");
339    }
340 
341    nir_discard_if(b, comp);
342    b->shader->info.fs.uses_discard = true;
343 
344    /* compute coverage factor = (1-d)/(1-k) */
345    /* 1 - k */
346    nir_def *tmp = nir_fadd(b, chan_val_one, nir_fneg(b, k));
347    /* 1.0 / (1 - k) */
348    tmp = nir_frcp(b, tmp);
349 
350    /* 1 - d */
351    nir_def *tmp2 = nir_fadd(b, chan_val_one, nir_fneg(b, dist));
352 
353    /* (1 - d) / (1 - k) */
354    nir_def *coverage = nir_fmul(b, tmp, tmp2);
355 
356    /* if (k >= distance)
357     *    sel = coverage;
358     * else
359     *    sel = 1.0;
360     */
361    nir_def *sel;
362 
363    switch (bool_type) {
364    case nir_type_bool1:
365       sel = nir_b32csel(b, nir_fge(b, k, dist), coverage, chan_val_one);
366       break;
367    case nir_type_bool32:
368       sel = nir_b32csel(b, nir_fge32(b, k, dist), coverage, chan_val_one);
369       break;
370    case nir_type_float32: {
371       /* On this path, don't assume that any "fancy" instructions are
372        * supported, but also try to emit something decent.
373        *
374        *    sel = (k >= distance) ? coverage : 1.0;
375        *    sel = (k >= distance) * coverage : (1 - (k >= distance)) * 1.0
376        *    sel = (k >= distance) * coverage : (1 - (k >= distance))
377        *
378        * Since (k >= distance) * coverage is zero when (1 - (k >= distance))
379        * is not zero,
380        *
381        *    sel = (k >= distance) * coverage + (1 - (k >= distance))
382        *
383        * If we assume that coverage == fsat(coverage), this could be further
384        * optimized to fsat(coverage + (1 - (k >= distance))), but I don't feel
385        * like verifying that right now.
386        */
387       nir_def *cmp_result = nir_sge(b, k, dist);
388       sel = nir_fadd(b,
389                      nir_fmul(b, coverage, cmp_result),
390                      nir_fadd(b, chan_val_one, nir_fneg(b, cmp_result)));
391       break;
392    }
393    default:
394       unreachable("Invalid Boolean type.");
395    }
396 
397    nir_foreach_block(block, impl) {
398      nir_lower_aapoint_block(block, state, sel);
399    }
400 }
401 
402 void
nir_lower_aapoint_fs(struct nir_shader * shader,int * varying,const nir_alu_type bool_type)403 nir_lower_aapoint_fs(struct nir_shader *shader, int *varying, const nir_alu_type bool_type)
404 {
405    assert(bool_type == nir_type_bool1 ||
406           bool_type == nir_type_bool32 ||
407           bool_type == nir_type_float32);
408 
409    lower_aapoint state = {
410       .shader = shader,
411    };
412    if (shader->info.stage != MESA_SHADER_FRAGMENT)
413       return;
414 
415    int highest_location = -1, highest_drv_location = -1;
416    nir_foreach_shader_in_variable(var, shader) {
417      if ((int)var->data.location > highest_location)
418          highest_location = var->data.location;
419      if ((int)var->data.driver_location > highest_drv_location)
420          highest_drv_location = var->data.driver_location;
421    }
422 
423    nir_variable *aapoint_input = nir_variable_create(shader, nir_var_shader_in,
424                                                      glsl_vec4_type(), "aapoint");
425    if (highest_location == -1 || highest_location < VARYING_SLOT_VAR0) {
426      aapoint_input->data.location = VARYING_SLOT_VAR0;
427    } else {
428      aapoint_input->data.location = highest_location + 1;
429    }
430    aapoint_input->data.driver_location = highest_drv_location + 1;
431 
432    shader->num_inputs++;
433    *varying = tgsi_get_generic_gl_varying_index(aapoint_input->data.location, true);
434    state.input = aapoint_input;
435 
436    nir_foreach_function_impl(impl, shader) {
437       nir_lower_aapoint_impl(impl, &state, bool_type);
438    }
439 }
440