208 lines
5.9 KiB
C
208 lines
5.9 KiB
C
/*
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* Copyright © 2015 Red Hat
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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* Authors:
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* Rob Clark <robclark@freedesktop.org>
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*/
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#include "nir.h"
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#include "nir_builder.h"
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#define MAX_COLORS 2 /* VARYING_SLOT_COL0/COL1 */
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typedef struct {
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nir_builder b;
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nir_shader *shader;
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struct {
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nir_variable *front; /* COLn */
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nir_variable *back; /* BFCn */
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} colors[MAX_COLORS];
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int colors_count;
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} lower_2side_state;
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/* Lowering pass for fragment shaders to emulated two-sided-color. For
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* each COLOR input, a corresponding BCOLOR input is created, and bcsel
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* instruction used to select front or back color based on FACE.
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*/
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static nir_variable *
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create_input(nir_shader *shader, unsigned drvloc, gl_varying_slot slot,
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enum glsl_interp_mode interpolation)
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{
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nir_variable *var = rzalloc(shader, nir_variable);
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var->data.driver_location = drvloc;
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var->type = glsl_vec4_type();
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var->data.mode = nir_var_shader_in;
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var->name = ralloc_asprintf(var, "in_%d", drvloc);
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var->data.index = 0;
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var->data.location = slot;
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var->data.interpolation = interpolation;
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exec_list_push_tail(&shader->inputs, &var->node);
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shader->num_inputs++; /* TODO use type_size() */
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return var;
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}
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static nir_ssa_def *
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load_input(nir_builder *b, nir_variable *in)
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{
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nir_intrinsic_instr *load;
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load = nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_input);
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load->num_components = 4;
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nir_intrinsic_set_base(load, in->data.driver_location);
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load->src[0] = nir_src_for_ssa(nir_imm_int(b, 0));
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nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
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nir_builder_instr_insert(b, &load->instr);
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return &load->dest.ssa;
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}
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static int
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setup_inputs(lower_2side_state *state)
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{
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int maxloc = -1;
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/* find color inputs: */
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nir_foreach_variable(var, &state->shader->inputs) {
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int loc = var->data.driver_location;
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/* keep track of last used driver-location.. we'll be
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* appending BCLr after last existing input:
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*/
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maxloc = MAX2(maxloc, loc);
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switch (var->data.location) {
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case VARYING_SLOT_COL0:
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case VARYING_SLOT_COL1:
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assert(state->colors_count < ARRAY_SIZE(state->colors));
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state->colors[state->colors_count].front = var;
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state->colors_count++;
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break;
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}
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}
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/* if we don't have any color inputs, nothing to do: */
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if (state->colors_count == 0)
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return -1;
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/* add required back-face color inputs: */
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for (int i = 0; i < state->colors_count; i++) {
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gl_varying_slot slot;
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if (state->colors[i].front->data.location == VARYING_SLOT_COL0)
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slot = VARYING_SLOT_BFC0;
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else
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slot = VARYING_SLOT_BFC1;
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state->colors[i].back = create_input(
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state->shader, ++maxloc, slot,
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state->colors[i].front->data.interpolation);
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}
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return 0;
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}
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static bool
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nir_lower_two_sided_color_block(nir_block *block,
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lower_2side_state *state)
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{
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nir_builder *b = &state->b;
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nir_foreach_instr_safe(instr, block) {
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if (instr->type != nir_instr_type_intrinsic)
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continue;
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nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
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if (intr->intrinsic != nir_intrinsic_load_input)
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continue;
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int idx;
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for (idx = 0; idx < state->colors_count; idx++) {
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unsigned drvloc =
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state->colors[idx].front->data.driver_location;
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if (nir_intrinsic_base(intr) == drvloc) {
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assert(nir_src_as_const_value(intr->src[0]));
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break;
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}
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}
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if (idx == state->colors_count)
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continue;
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/* replace load_input(COLn) with
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* bcsel(load_system_value(FACE), load_input(COLn), load_input(BFCn))
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*/
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b->cursor = nir_before_instr(&intr->instr);
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nir_ssa_def *face = nir_load_front_face(b);
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nir_ssa_def *front = load_input(b, state->colors[idx].front);
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nir_ssa_def *back = load_input(b, state->colors[idx].back);
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nir_ssa_def *color = nir_bcsel(b, face, front, back);
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assert(intr->dest.is_ssa);
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nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(color));
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}
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return true;
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}
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static void
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nir_lower_two_sided_color_impl(nir_function_impl *impl,
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lower_2side_state *state)
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{
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nir_builder *b = &state->b;
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nir_builder_init(b, impl);
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nir_foreach_block(block, impl) {
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nir_lower_two_sided_color_block(block, state);
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}
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nir_metadata_preserve(impl, nir_metadata_block_index |
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nir_metadata_dominance);
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}
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void
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nir_lower_two_sided_color(nir_shader *shader)
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{
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lower_2side_state state = {
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.shader = shader,
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};
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if (shader->info.stage != MESA_SHADER_FRAGMENT)
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return;
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if (setup_inputs(&state) != 0)
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return;
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nir_foreach_function(function, shader) {
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if (function->impl)
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nir_lower_two_sided_color_impl(function->impl, &state);
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}
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}
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