mesa/src/asahi/compiler/agx_nir_lower_frag_sidefx.c

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/*
* Copyright 2022 Alyssa Rosenzweig
* SPDX-License-Identifier: MIT
*/
#include "compiler/nir/nir.h"
#include "compiler/nir/nir_builder.h"
#include "agx_compiler.h"
/* Fragment shaders with side effects require special handling to ensure the
* side effects execute as intended. By default, they require late depth
* testing, to ensure the side effects happen even for killed pixels. To handle,
* the driver inserts a dummy `gl_FragDepth = gl_Position.z` in shaders that
* don't otherwise write their depth, forcing a late depth test.
*
* For side effects with force early testing forced, the sample mask is written
* at the *beginning* of the shader.
*/
#define ALL_SAMPLES (0xFF)
static void
insert_z_write(nir_builder *b)
{
nir_def *z = nir_load_frag_coord_zw(b, .component = 2);
nir_store_output(b, z, nir_imm_int(b, 0),
.io_semantics.location = FRAG_RESULT_DEPTH,
.src_type = nir_type_float32);
b->shader->info.outputs_written |= BITFIELD64_BIT(FRAG_RESULT_DEPTH);
}
static bool
pass(struct nir_builder *b, nir_instr *instr, void *data)
{
if (instr->type != nir_instr_type_intrinsic)
return false;
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
if (intr->intrinsic != nir_intrinsic_store_output)
return false;
/* Only lower once */
bool *done = data;
if (*done)
return false;
*done = true;
b->cursor = nir_before_instr(instr);
insert_z_write(b);
return true;
}
bool
agx_nir_lower_frag_sidefx(nir_shader *s)
{
assert(s->info.stage == MESA_SHADER_FRAGMENT);
/* If there are no side effects, there's nothing to lower */
if (!s->info.writes_memory)
return false;
/* Lower writes from helper invocations with the common pass */
NIR_PASS_V(s, nir_lower_helper_writes, false);
bool writes_zs =
s->info.outputs_written &
(BITFIELD64_BIT(FRAG_RESULT_STENCIL) | BITFIELD64_BIT(FRAG_RESULT_DEPTH));
/* If the shader wants early fragment tests, trigger an early test at the
* beginning of the shader. This lets us use a Passthrough punch type,
* instead of Opaque which may result in the shader getting skipped
* incorrectly and then the side effects not kicking in.
*/
if (s->info.fs.early_fragment_tests) {
assert(!writes_zs && "incompatible");
nir_function_impl *impl = nir_shader_get_entrypoint(s);
nir_builder b = nir_builder_at(nir_before_cf_list(&impl->body));
nir_sample_mask_agx(&b, nir_imm_intN_t(&b, ALL_SAMPLES, 16),
nir_imm_intN_t(&b, ALL_SAMPLES, 16));
return true;
}
/* If depth/stencil feedback is already used, we're done */
if (writes_zs)
return false;
bool done = false;
nir_shader_instructions_pass(
s, pass, nir_metadata_block_index | nir_metadata_dominance, &done);
/* If there's no render targets written, just put the write at the end */
if (!done) {
nir_function_impl *impl = nir_shader_get_entrypoint(s);
nir_builder b =
nir_builder_at(nir_after_block(nir_impl_last_block(impl)));
insert_z_write(&b);
}
return true;
}