/* * Copyright © 2015 Red Hat * * 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 "nir.h" #include "nir_builder.h" /* Lower gl_FragCoord (and ddy) to account for driver's requested coordinate- * origin and pixel-center vs. shader. If transformation is required, a * gl_FbWposYTransform uniform is inserted (with the specified state-slots) * and additional instructions are inserted to transform gl_FragCoord (and * ddy src arg). */ typedef struct { const nir_lower_wpos_ytransform_options *options; nir_builder b; nir_def *transform; } lower_wpos_ytransform_state; static nir_def * get_transform(lower_wpos_ytransform_state *state) { if (state->transform == NULL) { /* NOTE: name must be prefixed w/ "gl_" to trigger slot based * special handling in uniform setup: */ nir_variable *var = nir_state_variable_create(state->b.shader, glsl_vec4_type(), "gl_FbWposYTransform", state->options->state_tokens); var->data.how_declared = nir_var_hidden; state->b.cursor = nir_before_impl(nir_shader_get_entrypoint(state->b.shader)); state->transform = nir_load_var(&state->b, var); } return state->transform; } static bool emit_wpos_adjustment(lower_wpos_ytransform_state *state, nir_intrinsic_instr *intr, bool invert, float adjX, float adjY[2]) { nir_builder *b = &state->b; unsigned c = 0; if (nir_intrinsic_has_component(intr)) { c = nir_intrinsic_component(intr); /* this pass only alters the first two components */ if (c > 1) return false; } if (c == 0 && intr->num_components == 1 && adjX == 0.0) return false; nir_def *wpostrans = get_transform(state); b->cursor = nir_after_instr(&intr->instr); nir_def *wpos[4] = { NULL }; for (unsigned i = 0; i < intr->num_components; i++) wpos[i + c] = nir_channel(b, &intr->def, i); /* First, apply the coordinate shift: */ if (wpos[0] && adjX) wpos[0] = nir_fadd_imm(b, wpos[0], adjX); if (wpos[1] && adjY[0] != adjY[1]) { /* Adjust the y coordinate by adjY[1] or adjY[0] respectively * depending on whether inversion is actually going to be applied * or not, which is determined by testing against the inversion * state variable used below, which will be either +1 or -1. */ nir_def *cond = nir_flt_imm(b, nir_channel(b, wpostrans, invert ? 2 : 0), 0.0); nir_def *adj_temp = nir_bcsel(b, cond, nir_imm_float(b, adjY[0]), nir_imm_float(b, adjY[1])); wpos[1] = nir_fadd(b, wpos[1], adj_temp); } else if (wpos[1] && adjY[0]) { wpos[1] = nir_fadd_imm(b, wpos[1], adjY[0]); } if (wpos[1]) { /* Now the conditional y flip: STATE_FB_WPOS_Y_TRANSFORM.xy/zw will be * inversion/identity, or the other way around if we're drawing to an FBO. */ unsigned base = invert ? 0 : 2; /* wpos.y = wpos.y * trans.x/z + trans.y/w */ wpos[1] = nir_ffma(b, wpos[1], nir_channel(b, wpostrans, base), nir_channel(b, wpostrans, base + 1)); } nir_def *new_wpos = nir_vec(b, &wpos[c], intr->num_components); nir_def_rewrite_uses_after(&intr->def, new_wpos, new_wpos->parent_instr); return true; } static bool lower_fragcoord(lower_wpos_ytransform_state *state, nir_intrinsic_instr *intr) { const nir_lower_wpos_ytransform_options *options = state->options; const struct shader_info *info = &state->b.shader->info; float adjX = 0.0f; float adjY[2] = { 0.0f, 0.0f }; bool invert = false; /* Based on logic in emit_wpos(): * * Query the pixel center conventions supported by the pipe driver and set * adjX, adjY to help out if it cannot handle the requested one internally. * * The bias of the y-coordinate depends on whether y-inversion takes place * (adjY[1]) or not (adjY[0]), which is in turn dependent on whether we are * drawing to an FBO (causes additional inversion), and whether the pipe * driver origin and the requested origin differ (the latter condition is * stored in the 'invert' variable). * * For height = 100 (i = integer, h = half-integer, l = lower, u = upper): * * center shift only: * i -> h: +0.5 * h -> i: -0.5 * * inversion only: * l,i -> u,i: ( 0.0 + 1.0) * -1 + 100 = 99 * l,h -> u,h: ( 0.5 + 0.0) * -1 + 100 = 99.5 * u,i -> l,i: (99.0 + 1.0) * -1 + 100 = 0 * u,h -> l,h: (99.5 + 0.0) * -1 + 100 = 0.5 * * inversion and center shift: * l,i -> u,h: ( 0.0 + 0.5) * -1 + 100 = 99.5 * l,h -> u,i: ( 0.5 + 0.5) * -1 + 100 = 99 * u,i -> l,h: (99.0 + 0.5) * -1 + 100 = 0.5 * u,h -> l,i: (99.5 + 0.5) * -1 + 100 = 0 */ if (info->fs.origin_upper_left) { /* Fragment shader wants origin in upper-left */ if (options->fs_coord_origin_upper_left) { /* the driver supports upper-left origin */ } else if (options->fs_coord_origin_lower_left) { /* the driver supports lower-left origin, need to invert Y */ invert = true; } else { unreachable("invalid options"); } } else { /* Fragment shader wants origin in lower-left */ if (options->fs_coord_origin_lower_left) { /* the driver supports lower-left origin */ } else if (options->fs_coord_origin_upper_left) { /* the driver supports upper-left origin, need to invert Y */ invert = true; } else { unreachable("invalid options"); } } if (info->fs.pixel_center_integer) { /* Fragment shader wants pixel center integer */ if (options->fs_coord_pixel_center_integer) { /* the driver supports pixel center integer */ adjY[1] = 1.0f; } else if (options->fs_coord_pixel_center_half_integer) { /* the driver supports pixel center half integer, need to bias X,Y */ adjX = -0.5f; adjY[0] = -0.5f; adjY[1] = 0.5f; } else { unreachable("invalid options"); } } else { /* Fragment shader wants pixel center half integer */ if (options->fs_coord_pixel_center_half_integer) { /* the driver supports pixel center half integer */ } else if (options->fs_coord_pixel_center_integer) { /* the driver supports pixel center integer, need to bias X,Y */ adjX = adjY[0] = adjY[1] = 0.5f; } else { unreachable("invalid options"); } } return emit_wpos_adjustment(state, intr, invert, adjX, adjY); } /* turns 'ddy(p)' into 'ddy(fmul(p, transform.x))' */ static bool lower_ddy(lower_wpos_ytransform_state *state, nir_intrinsic_instr *ddy) { nir_builder *b = &state->b; nir_def *wpostrans = get_transform(state); b->cursor = nir_before_instr(&ddy->instr); nir_def *p = ddy->src[0].ssa; nir_def *trans = nir_f2fN(b, nir_channel(b, wpostrans, 0), p->bit_size); nir_def *pt = nir_fmul(b, p, trans); nir_src_rewrite(&ddy->src[0], pt); return true; } /* Multiply interp_deref_at_offset's or load_barycentric_at_offset's offset * by transform.x to flip it. */ static bool lower_interp_deref_or_load_baryc_at_offset(lower_wpos_ytransform_state *state, nir_intrinsic_instr *intr, unsigned offset_src) { nir_builder *b = &state->b; nir_def *wpostrans = get_transform(state); b->cursor = nir_before_instr(&intr->instr); nir_def *offset = intr->src[offset_src].ssa; nir_def *flip_y = nir_fmul(b, nir_channel(b, offset, 1), nir_channel(b, wpostrans, 0)); offset = nir_vector_insert_imm(b, offset, flip_y, 1); nir_src_rewrite(&intr->src[offset_src], offset); return true; } static bool lower_load_sample_pos(lower_wpos_ytransform_state *state, nir_intrinsic_instr *intr) { nir_builder *b = &state->b; nir_def *wpostrans = get_transform(state); b->cursor = nir_after_instr(&intr->instr); nir_def *pos = &intr->def; nir_def *scale = nir_channel(b, wpostrans, 0); nir_def *neg_scale = nir_channel(b, wpostrans, 2); /* Either y or 1-y for scale equal to 1 or -1 respectively. */ nir_def *flipped_y = nir_ffma(b, nir_channel(b, pos, 1), scale, nir_fmax(b, neg_scale, nir_imm_float(b, 0.0))); nir_def *flipped_pos = nir_vector_insert_imm(b, pos, flipped_y, 1); nir_def_rewrite_uses_after(&intr->def, flipped_pos, flipped_pos->parent_instr); return true; } static bool lower_wpos_ytransform_instr(nir_builder *b, nir_intrinsic_instr *intr, void *data) { lower_wpos_ytransform_state *state = data; state->b = *b; switch (intr->intrinsic) { case nir_intrinsic_load_deref: { nir_deref_instr *deref = nir_src_as_deref(intr->src[0]); nir_variable *var = nir_deref_instr_get_variable(deref); if ((var->data.mode == nir_var_shader_in && var->data.location == VARYING_SLOT_POS) || (var->data.mode == nir_var_system_value && var->data.location == SYSTEM_VALUE_FRAG_COORD)) { /* gl_FragCoord should not have array/struct derefs: */ return lower_fragcoord(state, intr); } else if (var->data.mode == nir_var_system_value && var->data.location == SYSTEM_VALUE_SAMPLE_POS) { return lower_load_sample_pos(state, intr); } return false; } case nir_intrinsic_load_interpolated_input: { nir_io_semantics sem = nir_intrinsic_io_semantics(intr); if (sem.location == VARYING_SLOT_POS) return lower_fragcoord(state, intr); return false; } case nir_intrinsic_load_frag_coord: return lower_fragcoord(state, intr); case nir_intrinsic_load_sample_pos: return lower_load_sample_pos(state, intr); case nir_intrinsic_interp_deref_at_offset: return lower_interp_deref_or_load_baryc_at_offset(state, intr, 1); case nir_intrinsic_load_barycentric_at_offset: return lower_interp_deref_or_load_baryc_at_offset(state, intr, 0); case nir_intrinsic_ddy: case nir_intrinsic_ddy_fine: case nir_intrinsic_ddy_coarse: return lower_ddy(state, intr); default: return false; } } bool nir_lower_wpos_ytransform(nir_shader *shader, const nir_lower_wpos_ytransform_options *options) { lower_wpos_ytransform_state state = { .options = options, }; assert(shader->info.stage == MESA_SHADER_FRAGMENT); return nir_shader_intrinsics_pass(shader, lower_wpos_ytransform_instr, nir_metadata_control_flow, &state); }