mesa/src/intel/compiler/brw_nir_lower_alpha_to_cove...

185 lines
6.8 KiB
C

/*
* Copyright © 2019 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 "compiler/nir/nir_builder.h"
#include "brw_nir.h"
/**
* We need to compute alpha to coverage dithering manually in shader
* and replace sample mask store with the bitwise-AND of sample mask and
* alpha to coverage dithering.
*
* The following formula is used to compute final sample mask:
* m = int(16.0 * clamp(src0_alpha, 0.0, 1.0))
* dither_mask = 0x1111 * ((0xfea80 >> (m & ~3)) & 0xf) |
* 0x0808 * (m & 2) | 0x0100 * (m & 1)
* sample_mask = sample_mask & dither_mask
*
* It gives a number of ones proportional to the alpha for 2, 4, 8 or 16
* least significant bits of the result:
* 0.0000 0000000000000000
* 0.0625 0000000100000000
* 0.1250 0001000000010000
* 0.1875 0001000100010000
* 0.2500 1000100010001000
* 0.3125 1000100110001000
* 0.3750 1001100010011000
* 0.4375 1001100110011000
* 0.5000 1010101010101010
* 0.5625 1010101110101010
* 0.6250 1011101010111010
* 0.6875 1011101110111010
* 0.7500 1110111011101110
* 0.8125 1110111111101110
* 0.8750 1111111011111110
* 0.9375 1111111111111110
* 1.0000 1111111111111111
*/
static nir_ssa_def *
build_dither_mask(nir_builder *b, nir_ssa_def *color)
{
assert(color->num_components == 4);
nir_ssa_def *alpha = nir_channel(b, color, 3);
nir_ssa_def *m =
nir_f2i32(b, nir_fmul_imm(b, nir_fsat(b, alpha), 16.0));
nir_ssa_def *part_a =
nir_iand_imm(b, nir_ushr(b, nir_imm_int(b, 0xfea80),
nir_iand_imm(b, m, ~3)),
0xf);
nir_ssa_def *part_b = nir_iand_imm(b, m, 2);
nir_ssa_def *part_c = nir_iand_imm(b, m, 1);
return nir_ior(b, nir_imul_imm(b, part_a, 0x1111),
nir_ior(b, nir_imul_imm(b, part_b, 0x0808),
nir_imul_imm(b, part_c, 0x0100)));
}
bool
brw_nir_lower_alpha_to_coverage(nir_shader *shader)
{
assert(shader->info.stage == MESA_SHADER_FRAGMENT);
nir_function_impl *impl = nir_shader_get_entrypoint(shader);
const uint64_t outputs_written = shader->info.outputs_written;
if (!(outputs_written & BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK)) ||
!(outputs_written & (BITFIELD64_BIT(FRAG_RESULT_COLOR) |
BITFIELD64_BIT(FRAG_RESULT_DATA0))))
goto skip;
nir_intrinsic_instr *sample_mask_write = NULL;
nir_intrinsic_instr *color0_write = NULL;
bool sample_mask_write_first = false;
nir_foreach_block(block, impl) {
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if (intrin->intrinsic != nir_intrinsic_store_output)
continue;
/* We call nir_lower_io_to_temporaries to lower FS outputs to
* temporaries with a copy at the end so this should be the last
* block in the shader.
*/
assert(block->cf_node.parent == &impl->cf_node);
assert(nir_cf_node_is_last(&block->cf_node));
/* See store_output in fs_visitor::nir_emit_fs_intrinsic */
const unsigned store_offset = nir_src_as_uint(intrin->src[1]);
const unsigned driver_location = nir_intrinsic_base(intrin) +
SET_FIELD(store_offset, BRW_NIR_FRAG_OUTPUT_LOCATION);
/* Extract the FRAG_RESULT */
const unsigned location =
GET_FIELD(driver_location, BRW_NIR_FRAG_OUTPUT_LOCATION);
if (location == FRAG_RESULT_SAMPLE_MASK) {
assert(sample_mask_write == NULL);
sample_mask_write = intrin;
sample_mask_write_first = (color0_write == NULL);
}
if (location == FRAG_RESULT_COLOR ||
location == FRAG_RESULT_DATA0) {
assert(color0_write == NULL);
color0_write = intrin;
}
}
}
/* It's possible that shader_info may be out-of-date and the writes to
* either gl_SampleMask or the first color value may have been removed.
* This can happen if, for instance a nir_ssa_undef is written to the
* color value. In that case, just bail and don't do anything rather
* than crashing.
*/
if (color0_write == NULL || sample_mask_write == NULL)
goto skip;
/* It's possible that the color value isn't actually a vec4. In this case,
* assuming an alpha of 1.0 and letting the sample mask pass through
* unaltered seems like the kindest thing to do to apps.
*/
assert(color0_write->src[0].is_ssa);
nir_ssa_def *color0 = color0_write->src[0].ssa;
if (color0->num_components < 4)
goto skip;
assert(sample_mask_write->src[0].is_ssa);
nir_ssa_def *sample_mask = sample_mask_write->src[0].ssa;
if (sample_mask_write_first) {
/* If the sample mask write comes before the write to color0, we need
* to move it because it's going to use the value from color0 to
* compute the sample mask.
*/
nir_instr_remove(&sample_mask_write->instr);
nir_instr_insert(nir_after_instr(&color0_write->instr),
&sample_mask_write->instr);
}
nir_builder b;
nir_builder_init(&b, impl);
/* Combine dither_mask and the gl_SampleMask value */
b.cursor = nir_before_instr(&sample_mask_write->instr);
nir_ssa_def *dither_mask = build_dither_mask(&b, color0);
dither_mask = nir_iand(&b, sample_mask, dither_mask);
nir_instr_rewrite_src(&sample_mask_write->instr,
&sample_mask_write->src[0],
nir_src_for_ssa(dither_mask));
nir_metadata_preserve(impl, nir_metadata_block_index |
nir_metadata_dominance);
return true;
skip:
nir_metadata_preserve(impl, nir_metadata_all);
return false;
}