mesa/src/compiler/nir/nir_lower_input_attachments.c

220 lines
7.3 KiB
C

/*
* Copyright © 2016 Intel 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.
*/
#include "nir.h"
#include "nir_builder.h"
static nir_ssa_def *
load_frag_coord(nir_builder *b, const nir_input_attachment_options *options)
{
if (options->use_fragcoord_sysval)
return nir_load_frag_coord(b);
nir_variable *pos =
nir_find_variable_with_location(b->shader, nir_var_shader_in,
VARYING_SLOT_POS);
if (pos == NULL) {
pos = nir_variable_create(b->shader, nir_var_shader_in,
glsl_vec4_type(), NULL);
pos->data.location = VARYING_SLOT_POS;
}
/**
* From Vulkan spec:
* "The OriginLowerLeft execution mode must not be used; fragment entry
* points must declare OriginUpperLeft."
*
* So at this point origin_upper_left should be true
*/
assert(b->shader->info.fs.origin_upper_left == true);
return nir_load_var(b, pos);
}
static nir_ssa_def *
load_layer_id(nir_builder *b, const nir_input_attachment_options *options)
{
if (options->use_layer_id_sysval) {
if (options->use_view_id_for_layer)
return nir_load_view_index(b);
else
return nir_load_layer_id(b);
}
gl_varying_slot slot = options->use_view_id_for_layer ?
VARYING_SLOT_VIEW_INDEX : VARYING_SLOT_LAYER;
nir_variable *layer_id =
nir_find_variable_with_location(b->shader, nir_var_shader_in, slot);
if (layer_id == NULL) {
layer_id = nir_variable_create(b->shader, nir_var_shader_in,
glsl_int_type(), NULL);
layer_id->data.location = slot;
layer_id->data.interpolation = INTERP_MODE_FLAT;
layer_id->data.driver_location = b->shader->num_inputs++;
}
return nir_load_var(b, layer_id);
}
static bool
try_lower_input_load(nir_builder *b, nir_intrinsic_instr *load,
const nir_input_attachment_options *options)
{
nir_deref_instr *deref = nir_src_as_deref(load->src[0]);
assert(glsl_type_is_image(deref->type));
enum glsl_sampler_dim image_dim = glsl_get_sampler_dim(deref->type);
if (image_dim != GLSL_SAMPLER_DIM_SUBPASS &&
image_dim != GLSL_SAMPLER_DIM_SUBPASS_MS)
return false;
const bool multisampled = (image_dim == GLSL_SAMPLER_DIM_SUBPASS_MS);
b->cursor = nir_instr_remove(&load->instr);
nir_ssa_def *frag_coord = load_frag_coord(b, options);
frag_coord = nir_f2i32(b, frag_coord);
nir_ssa_def *offset = nir_ssa_for_src(b, load->src[1], 2);
nir_ssa_def *pos = nir_iadd(b, frag_coord, offset);
nir_ssa_def *layer = load_layer_id(b, options);
nir_ssa_def *coord =
nir_vec3(b, nir_channel(b, pos, 0), nir_channel(b, pos, 1), layer);
nir_tex_instr *tex = nir_tex_instr_create(b->shader, 3 + multisampled);
tex->op = nir_texop_txf;
tex->sampler_dim = image_dim;
tex->dest_type =
nir_get_nir_type_for_glsl_base_type(glsl_get_sampler_result_type(deref->type));
tex->is_array = true;
tex->is_shadow = false;
tex->is_sparse = load->intrinsic == nir_intrinsic_image_deref_sparse_load;
tex->texture_index = 0;
tex->sampler_index = 0;
tex->src[0].src_type = nir_tex_src_texture_deref;
tex->src[0].src = nir_src_for_ssa(&deref->dest.ssa);
tex->src[1].src_type = nir_tex_src_coord;
tex->src[1].src = nir_src_for_ssa(coord);
tex->coord_components = 3;
tex->src[2].src_type = nir_tex_src_lod;
tex->src[2].src = nir_src_for_ssa(nir_imm_int(b, 0));
if (image_dim == GLSL_SAMPLER_DIM_SUBPASS_MS) {
tex->op = nir_texop_txf_ms;
tex->src[3].src_type = nir_tex_src_ms_index;
tex->src[3].src = load->src[2];
}
tex->texture_non_uniform = nir_intrinsic_access(load) & ACCESS_NON_UNIFORM;
nir_ssa_dest_init(&tex->instr, &tex->dest, nir_tex_instr_dest_size(tex), 32, NULL);
nir_builder_instr_insert(b, &tex->instr);
if (tex->is_sparse) {
unsigned load_result_size = load->dest.ssa.num_components - 1;
nir_component_mask_t load_result_mask = nir_component_mask(load_result_size);
nir_ssa_def *res = nir_channels(
b, &tex->dest.ssa, load_result_mask | 0x10);
nir_ssa_def_rewrite_uses(&load->dest.ssa, res);
} else {
nir_ssa_def_rewrite_uses(&load->dest.ssa,
&tex->dest.ssa);
}
return true;
}
static bool
try_lower_input_texop(nir_builder *b, nir_tex_instr *tex,
const nir_input_attachment_options *options)
{
nir_deref_instr *deref = nir_src_as_deref(tex->src[0].src);
if (glsl_get_sampler_dim(deref->type) != GLSL_SAMPLER_DIM_SUBPASS_MS)
return false;
b->cursor = nir_before_instr(&tex->instr);
nir_ssa_def *frag_coord = load_frag_coord(b, options);
frag_coord = nir_f2i32(b, frag_coord);
nir_ssa_def *layer = load_layer_id(b, options);
nir_ssa_def *coord = nir_vec3(b, nir_channel(b, frag_coord, 0),
nir_channel(b, frag_coord, 1), layer);
tex->coord_components = 3;
nir_instr_rewrite_src(&tex->instr, &tex->src[1].src, nir_src_for_ssa(coord));
return true;
}
static bool
lower_input_attachments_instr(nir_builder *b, nir_instr *instr, void *_data)
{
const nir_input_attachment_options *options = _data;
switch (instr->type) {
case nir_instr_type_tex: {
nir_tex_instr *tex = nir_instr_as_tex(instr);
if (tex->op == nir_texop_fragment_mask_fetch_amd ||
tex->op == nir_texop_fragment_fetch_amd)
return try_lower_input_texop(b, tex, options);
return false;
}
case nir_instr_type_intrinsic: {
nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr);
if (load->intrinsic == nir_intrinsic_image_deref_load ||
load->intrinsic == nir_intrinsic_image_deref_sparse_load)
return try_lower_input_load(b, load, options);
return false;
}
default:
return false;
}
}
bool
nir_lower_input_attachments(nir_shader *shader,
const nir_input_attachment_options *options)
{
assert(shader->info.stage == MESA_SHADER_FRAGMENT);
return nir_shader_instructions_pass(shader, lower_input_attachments_instr,
nir_metadata_block_index |
nir_metadata_dominance,
(void *)options);
}