• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright © 2015 Red Hat
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 FROM,
20  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21  * SOFTWARE.
22  */
23 
24 #include "nir.h"
25 #include "nir_builder.h"
26 
27 /* Lower glBitmap().
28  *
29  * This is based on the logic in st_get_bitmap_shader() in TGSI compiler.
30  * From st_cb_bitmap.c:
31  *
32  *    glBitmaps are drawn as textured quads.  The user's bitmap pattern
33  *    is stored in a texture image.  An alpha8 texture format is used.
34  *    The fragment shader samples a bit (texel) from the texture, then
35  *    discards the fragment if the bit is off.
36  *
37  *    Note that we actually store the inverse image of the bitmap to
38  *    simplify the fragment program.  An "on" bit gets stored as texel=0x0
39  *    and an "off" bit is stored as texel=0xff.  Then we kill the
40  *    fragment if the negated texel value is less than zero.
41  *
42  * Note that the texture format will be, according to what driver supports,
43  * in order of preference (with swizzle):
44  *
45  *    I8_UNORM - .xxxx
46  *    A8_UNORM - .000x
47  *    L8_UNORM - .xxx1
48  *
49  * If L8_UNORM, options->swizzle_xxxx is true.  Otherwise we can just use
50  * the .w comp.
51  *
52  * Run before nir_lower_io.
53  */
54 
55 static nir_variable *
get_texcoord(nir_shader * shader)56 get_texcoord(nir_shader *shader)
57 {
58    nir_variable *texcoord = NULL;
59 
60    /* find gl_TexCoord, if it exists: */
61    nir_foreach_variable(var, &shader->inputs) {
62       if (var->data.location == VARYING_SLOT_TEX0) {
63          texcoord = var;
64          break;
65       }
66    }
67 
68    /* otherwise create it: */
69    if (texcoord == NULL) {
70       texcoord = nir_variable_create(shader,
71                                      nir_var_shader_in,
72                                      glsl_vec4_type(),
73                                      "gl_TexCoord");
74       texcoord->data.location = VARYING_SLOT_TEX0;
75    }
76 
77    return texcoord;
78 }
79 
80 static void
lower_bitmap(nir_shader * shader,nir_builder * b,const nir_lower_bitmap_options * options)81 lower_bitmap(nir_shader *shader, nir_builder *b,
82              const nir_lower_bitmap_options *options)
83 {
84    nir_ssa_def *texcoord;
85    nir_tex_instr *tex;
86    nir_ssa_def *cond;
87    nir_intrinsic_instr *discard;
88 
89    texcoord = nir_load_var(b, get_texcoord(shader));
90 
91    tex = nir_tex_instr_create(shader, 1);
92    tex->op = nir_texop_tex;
93    tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
94    tex->coord_components = 2;
95    tex->sampler_index = options->sampler;
96    tex->texture_index = options->sampler;
97    tex->dest_type = nir_type_float;
98    tex->src[0].src_type = nir_tex_src_coord;
99    tex->src[0].src = nir_src_for_ssa(texcoord);
100 
101    nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
102    nir_builder_instr_insert(b, &tex->instr);
103 
104    /* kill if tex != 0.0.. take .x or .w channel according to format: */
105    cond = nir_f2b(b, nir_channel(b, &tex->dest.ssa,
106                   options->swizzle_xxxx ? 0 : 3));
107 
108    discard = nir_intrinsic_instr_create(shader, nir_intrinsic_discard_if);
109    discard->src[0] = nir_src_for_ssa(cond);
110    nir_builder_instr_insert(b, &discard->instr);
111 
112    shader->info->fs.uses_discard = true;
113 }
114 
115 static void
lower_bitmap_impl(nir_function_impl * impl,const nir_lower_bitmap_options * options)116 lower_bitmap_impl(nir_function_impl *impl,
117                   const nir_lower_bitmap_options *options)
118 {
119    nir_builder b;
120 
121    nir_builder_init(&b, impl);
122    b.cursor = nir_before_cf_list(&impl->body);
123 
124    lower_bitmap(impl->function->shader, &b, options);
125 
126    nir_metadata_preserve(impl, nir_metadata_block_index |
127                                nir_metadata_dominance);
128 }
129 
130 void
nir_lower_bitmap(nir_shader * shader,const nir_lower_bitmap_options * options)131 nir_lower_bitmap(nir_shader *shader,
132                  const nir_lower_bitmap_options *options)
133 {
134    assert(shader->stage == MESA_SHADER_FRAGMENT);
135 
136    lower_bitmap_impl(nir_shader_get_entrypoint(shader), options);
137 }
138