/* * Copyright © 2020 Raspberry Pi Ltd * * 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 (including the next * paragraph) 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. */ #include "compiler/v3d_compiler.h" #include "compiler/nir/nir_builder.h" #include /** * Lowers line smoothing by modifying the alpha component of fragment outputs * using the distance from the center of the line. */ struct lower_line_smooth_state { nir_shader *shader; nir_variable *coverage; }; static void lower_line_smooth_intrinsic(struct lower_line_smooth_state *state, nir_builder *b, nir_intrinsic_instr *intr) { b->cursor = nir_before_instr(&intr->instr); nir_def *one = nir_imm_float(b, 1.0f); nir_def *coverage = nir_load_var(b, state->coverage); nir_def *new_val = nir_fmul(b, nir_vec4(b, one, one, one, coverage), intr->src[0].ssa); nir_src_rewrite(&intr->src[0], new_val); } static bool lower_line_smooth_func(struct lower_line_smooth_state *state, nir_function_impl *impl) { bool progress = false; nir_builder b = nir_builder_create(impl); nir_foreach_block(block, impl) { nir_foreach_instr_safe(instr, block) { if (instr->type != nir_instr_type_intrinsic) continue; nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr); if (intr->intrinsic != nir_intrinsic_store_output || nir_intrinsic_base(intr) != 0 || intr->num_components != 4) continue; lower_line_smooth_intrinsic(state, &b, intr); progress = true; } } return progress; } static void initialise_coverage_var(struct lower_line_smooth_state *state, nir_function_impl *impl) { nir_builder b = nir_builder_at(nir_before_impl(impl)); nir_def *line_width = nir_load_line_width(&b); nir_def *real_line_width = nir_load_aa_line_width(&b); /* According to the PRM, the line coord varies from 0.0 to 1.0 across * the width of the line. But actually, when a perspective projection * is used, it is also applied to the line coords, so the values end * up being between [min_coord, 1], based on the Wc coordinate. We * need to re-map the values to be between [0.0, 1.0]. */ nir_def *line_coord = nir_load_line_coord(&b); nir_def *wc = nir_load_fep_w_v3d(&b, 32); nir_def *min_coord_val = nir_fsub(&b, nir_imm_float(&b, 1.0f), wc); nir_def *normalized_line_coord = nir_fdiv(&b, nir_fsub(&b, line_coord, min_coord_val), nir_fsub_imm(&b, 1.0, min_coord_val));; /* fabs(line_coord - 0.5) * real_line_width */ nir_def *pixels_from_center = nir_fmul(&b, real_line_width, nir_fabs(&b, nir_fsub(&b, normalized_line_coord, nir_imm_float(&b, 0.5f)))); /* 0.5 - 1/√2 * (pixels_from_center - line_width * 0.5) */ nir_def *coverage = nir_fsub(&b, nir_imm_float(&b, 0.5f), nir_fmul(&b, nir_imm_float(&b, 1.0f / M_SQRT2), nir_fsub(&b, pixels_from_center, nir_fmul_imm(&b, line_width, 0.5f)))); /* Discard fragments that aren’t covered at all by the line */ nir_def *outside = nir_fle_imm(&b, coverage, 0.0f); nir_discard_if(&b, outside); /* Clamp to at most 1.0. If it was less than 0.0 then the fragment will * be discarded so we don’t need to handle that. */ nir_def *clamped = nir_fmin(&b, coverage, nir_imm_float(&b, 1.0f)); nir_store_var(&b, state->coverage, clamped, 0x1 /* writemask */); } static nir_variable * make_coverage_var(nir_shader *s) { nir_variable *var = nir_variable_create(s, nir_var_shader_temp, glsl_float_type(), "line_coverage"); var->data.how_declared = nir_var_hidden; return var; } bool v3d_nir_lower_line_smooth(nir_shader *s) { bool progress = false; assert(s->info.stage == MESA_SHADER_FRAGMENT); struct lower_line_smooth_state state = { .shader = s, .coverage = make_coverage_var(s), }; nir_foreach_function_with_impl(function, impl, s) { if (function->is_entrypoint) initialise_coverage_var(&state, impl); progress |= lower_line_smooth_func(&state, impl); if (progress) { nir_metadata_preserve(impl, nir_metadata_control_flow); } else { nir_metadata_preserve(impl, nir_metadata_all); } } return progress; }