mesa/src/asahi/lib/agx_nir_lower_alpha.c

130 lines
4.1 KiB
C

/*
* Copyright 2023 Alyssa Rosenzweig
* Copyright 2021 Intel Corporation
* SPDX-License-Identifier: MIT
*/
#include "agx_tilebuffer.h"
#include "nir.h"
#include "nir_builder.h"
/*
* Lower alpha-to-coverage to sample_mask and some math. May run on either a
* monolithic pixel shader or a fragment epilogue.
*/
bool
agx_nir_lower_alpha_to_coverage(nir_shader *shader, uint8_t nr_samples)
{
/* nir_lower_io_to_temporaries ensures that stores are in the last block */
nir_function_impl *impl = nir_shader_get_entrypoint(shader);
nir_block *block = nir_impl_last_block(impl);
/* The store is probably at the end of the block, so search in reverse. */
nir_intrinsic_instr *store = NULL;
nir_foreach_instr_reverse(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
if (intr->intrinsic != nir_intrinsic_store_output)
continue;
nir_io_semantics sem = nir_intrinsic_io_semantics(intr);
if (sem.location != FRAG_RESULT_DATA0)
continue;
if (sem.dual_source_blend_index != 0)
continue;
store = intr;
break;
}
/* If render target 0 isn't written, the alpha value input to
* alpha-to-coverage is undefined. We assume that the alpha would be 1.0,
* which would effectively disable alpha-to-coverage, skipping the lowering.
*
* Similarly, if there are less than 4 components, alpha is undefined.
*/
nir_def *rgba = store ? store->src[0].ssa : NULL;
if (!rgba || rgba->num_components < 4) {
nir_metadata_preserve(impl, nir_metadata_all);
return false;
}
nir_builder _b = nir_builder_at(nir_before_instr(&store->instr));
nir_builder *b = &_b;
/* Calculate a coverage mask (alpha * nr_samples) bits set. The way we do
* this isn't particularly clever:
*
* # of bits = (unsigned int) (alpha * nr_samples)
* mask = (1 << (# of bits)) - 1
*/
nir_def *alpha = nir_channel(b, rgba, 3);
nir_def *bits = nir_f2u32(b, nir_fmul_imm(b, alpha, nr_samples));
nir_def *mask =
nir_iadd_imm(b, nir_ishl(b, nir_imm_intN_t(b, 1, 16), bits), -1);
/* Discard samples that aren't covered */
nir_discard_agx(b, nir_inot(b, mask));
shader->info.fs.uses_discard = true;
nir_metadata_preserve(impl,
nir_metadata_dominance | nir_metadata_block_index);
return true;
}
/*
* Modify the inputs to store_output instructions in a pixel shader when
* alpha-to-one is used. May run on either a monolithic pixel shader or a
* fragment epilogue.
*/
bool
agx_nir_lower_alpha_to_one(nir_shader *shader)
{
bool progress = false;
/* nir_lower_io_to_temporaries ensures that stores are in the last block */
nir_function_impl *impl = nir_shader_get_entrypoint(shader);
nir_block *block = nir_impl_last_block(impl);
nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
if (intr->intrinsic != nir_intrinsic_store_output)
continue;
/* The OpenGL spec is a bit confusing here, but seemingly alpha-to-one
* applies to all render targets. Piglit
* ext_framebuffer_multisample-draw-buffers-alpha-to-one checks this.
*
* Even more confusingly, it seems to apply to dual-source blending too.
* ext_framebuffer_multisample-alpha-to-one-dual-src-blend checks this.
*/
nir_io_semantics sem = nir_intrinsic_io_semantics(intr);
if (sem.location < FRAG_RESULT_DATA0)
continue;
nir_def *rgba = intr->src[0].ssa;
if (rgba->num_components < 4)
continue;
nir_builder b = nir_builder_at(nir_before_instr(instr));
nir_def *rgb1 = nir_vector_insert_imm(
&b, rgba, nir_imm_floatN_t(&b, 1.0, rgba->bit_size), 3);
nir_src_rewrite(&intr->src[0], rgb1);
progress = true;
}
if (progress) {
nir_metadata_preserve(impl,
nir_metadata_block_index | nir_metadata_dominance);
} else {
nir_metadata_preserve(impl, nir_metadata_all);
}
return progress;
}