/* * Copyright © 2010 Intel Corporation * Copyright © 2024 Valve Corporation * * 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. */ /** * Implements the GLSL 1.30 revision 9 rule for fragment shader * discard handling: * * "Control flow exits the shader, and subsequent implicit or * explicit derivatives are undefined when this control flow is * non-uniform (meaning different fragments within the primitive * take different control paths)." * * There seem to be two conflicting things here. "Control flow exits * the shader" sounds like the discarded fragments should effectively * jump to the end of the shader, but that breaks derivatives in the * case of uniform control flow and causes rendering failure in the * bushes in Unigine Tropics. * * The question, then, is whether the intent was "loops stop at the * point that the only active channels left are discarded pixels" or * "discarded pixels become inactive at the point that control flow * returns to the top of a loop". This implements the second * interpretation. */ #include "compiler/glsl_types.h" #include "nir.h" #include "nir_builder.h" #include "gl_nir.h" static void set_discard_global(nir_builder *b, nir_variable *discarded, nir_intrinsic_instr *intrin) { nir_deref_instr *lhs = nir_build_deref_var(b, discarded); nir_def *rhs; if (intrin->intrinsic == nir_intrinsic_terminate_if || intrin->intrinsic == nir_intrinsic_demote_if) { /* discarded <- condition, use discarded as the condition */ rhs = intrin->src[0].ssa; nir_src_rewrite(&intrin->src[0], &lhs->def); } else { rhs = nir_imm_bool(b, true); } nir_store_deref(b, lhs, rhs, ~0); } static void generate_discard_break(nir_builder *b, nir_variable *discarded) { nir_deref_instr *condition = nir_build_deref_var(b, discarded); nir_if *nif = nir_push_if(b, nir_load_deref(b, condition)); nir_jump(b, nir_jump_break); nir_pop_if(b, nif); } static void lower_discard_flow(nir_builder *b, nir_cf_node *cf_node, nir_variable *discarded) { switch (cf_node->type) { case nir_cf_node_block: { nir_block *block = nir_cf_node_as_block(cf_node); nir_foreach_instr(instr, block) { if (instr->type == nir_instr_type_jump) { nir_jump_instr *jump_instr = nir_instr_as_jump(instr); if (jump_instr->type == nir_jump_continue) { b->cursor = nir_before_instr(instr); generate_discard_break(b, discarded); } } else if (instr->type == nir_instr_type_intrinsic) { nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); if (intrin->intrinsic == nir_intrinsic_terminate_if || intrin->intrinsic == nir_intrinsic_terminate || intrin->intrinsic == nir_intrinsic_demote_if || intrin->intrinsic == nir_intrinsic_demote) { b->cursor = nir_before_instr(instr); set_discard_global(b, discarded, intrin); } } } return; } case nir_cf_node_if: { nir_if *if_stmt = nir_cf_node_as_if(cf_node); foreach_list_typed(nir_cf_node, nested_node, node, &if_stmt->then_list) lower_discard_flow(b, nested_node, discarded); foreach_list_typed(nir_cf_node, nested_node, node, &if_stmt->else_list) lower_discard_flow(b, nested_node, discarded); return; } case nir_cf_node_loop: { nir_loop *loop = nir_cf_node_as_loop(cf_node); assert(!nir_loop_has_continue_construct(loop)); /* Insert discard break at the end of the loop body */ nir_block *last_block = nir_loop_last_block(loop); nir_instr *last_instr = nir_block_last_instr(last_block); if (last_instr == NULL || last_instr->type != nir_instr_type_jump) { b->cursor = nir_after_block(last_block); generate_discard_break(b, discarded); } foreach_list_typed(nir_cf_node, nested_node, node, &loop->body) lower_discard_flow(b, nested_node, discarded); return; } default: unreachable("unknown cf node type"); } } void gl_nir_lower_discard_flow(nir_shader *shader) { nir_function_impl *main = nir_shader_get_entrypoint(shader); nir_variable *discarded = rzalloc(shader, nir_variable); discarded->name = ralloc_strdup(discarded, "discarded"); discarded->type = glsl_bool_type(); discarded->data.mode = nir_var_shader_temp; nir_shader_add_variable(shader, discarded); nir_foreach_function_impl(impl, shader) { nir_builder b = nir_builder_at(nir_before_impl(impl)); if (impl == main) { nir_deref_instr *deref = nir_build_deref_var(&b, discarded); nir_store_deref(&b, deref, nir_imm_bool(&b, false), ~0); } foreach_list_typed(nir_cf_node, cf_node, node, &impl->body) { lower_discard_flow(&b, cf_node, discarded); } } }