/* * Copyright © 2019 Google, Inc. * * 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" /* Lowing for fragment shader load_output. * * This pass supports the blend_equation_advanced, where a fragment * shader loads the output (fragcolor) to read the current framebuffer. * It does this by lowering the output read to a txf_ms_fb instruction. * This instruction works similarly to a normal txf_ms except without * taking a texture source argument. (The driver backend is expected * to wire this up to a free texture slot which is configured to read * from the framebuffer.) * * This should be run after lower_wpos_ytransform, because the tex * coordinates should be the physical fragcoord, not the logical * y-flipped coord. * * Note that this pass explicitly does *not* add a sampler uniform * (as txf_ms_fb does not reference a texture). The driver backend * is going to want nif->info.num_textures to include the count of * number of textures *not* including the one it inserts to sample * from the framebuffer, so it more easily knows where to insert the * hidden texture to read from the fb. */ static void lower_fb_read(nir_builder *b, nir_intrinsic_instr *intr) { b->cursor = nir_before_instr(&intr->instr); nir_ssa_def *fragcoord = nir_load_frag_coord(b); nir_ssa_def *sampid = nir_load_sample_id(b); fragcoord = nir_f2i32(b, fragcoord); nir_tex_instr *tex = nir_tex_instr_create(b->shader, 2); tex->op = nir_texop_txf_ms_fb; tex->sampler_dim = GLSL_SAMPLER_DIM_2D; tex->coord_components = 2; tex->dest_type = nir_type_float32; tex->src[0].src_type = nir_tex_src_coord; tex->src[0].src = nir_src_for_ssa(nir_channels(b, fragcoord, 0x3)); tex->src[1].src_type = nir_tex_src_ms_index; tex->src[1].src = nir_src_for_ssa(sampid); nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL); nir_builder_instr_insert(b, &tex->instr); nir_ssa_def_rewrite_uses(&intr->dest.ssa, &tex->dest.ssa); } bool nir_lower_fb_read(nir_shader *shader) { bool progress = false; assert(shader->info.stage == MESA_SHADER_FRAGMENT); nir_foreach_function(function, shader) { nir_function_impl *impl = function->impl; if (!impl) continue; 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_load_output) continue; /* TODO KHR_blend_equation_advanced is limited to non-MRT * scenarios.. but possible there are other extensions * where this pass would be useful that do support MRT? * * I guess for now I'll leave that as an exercise for the * reader. */ if (nir_intrinsic_base(intr) != 0 || nir_src_as_uint(intr->src[0]) != 0) continue; nir_builder b; nir_builder_init(&b, impl); lower_fb_read(&b, intr); progress = true; } } nir_metadata_preserve(impl, nir_metadata_block_index | nir_metadata_dominance); } return progress; }