mesa/src/compiler/nir/nir_lower_fb_read.c

94 lines
3.8 KiB
C

/*
* 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 bool
nir_lower_fb_read_instr(nir_builder *b, nir_intrinsic_instr *intr,
UNUSED void *cb_data)
{
if (intr->intrinsic != nir_intrinsic_load_output)
return false;
b->cursor = nir_before_instr(&intr->instr);
nir_def *fragcoord = nir_load_frag_coord(b);
nir_def *sampid = nir_load_sample_id(b);
nir_def *layer = nir_load_layer_id(b);
fragcoord = nir_f2i32(b, fragcoord);
nir_tex_instr *tex = nir_tex_instr_create(b->shader, 3);
tex->op = nir_texop_txf_ms_fb;
tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
tex->coord_components = 3;
tex->dest_type = nir_type_float32;
tex->is_array = true;
tex->src[0] = nir_tex_src_for_ssa(nir_tex_src_coord,
nir_vec3(b, nir_channel(b, fragcoord, 0), nir_channel(b, fragcoord, 1), layer));
tex->src[1] = nir_tex_src_for_ssa(nir_tex_src_ms_index, sampid);
struct nir_io_semantics io = nir_intrinsic_io_semantics(intr);
tex->src[2] = nir_tex_src_for_ssa(nir_tex_src_texture_handle,
nir_imm_intN_t(b, io.location - FRAG_RESULT_DATA0, 32));
nir_def_init(&tex->instr, &tex->def, 4, 32);
nir_builder_instr_insert(b, &tex->instr);
nir_def_rewrite_uses(&intr->def, &tex->def);
return true;
}
bool
nir_lower_fb_read(nir_shader *shader)
{
assert(shader->info.stage == MESA_SHADER_FRAGMENT);
return nir_shader_intrinsics_pass(shader, nir_lower_fb_read_instr,
nir_metadata_block_index |
nir_metadata_dominance,
NULL);
}