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nir/nir_lower_viewport_transform: Use the nir_shader_instructions_pass() helper
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com> Reviewed-by: Emma Anholt <emma@anholt.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11683>
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2 changed files with 58 additions and 57 deletions
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@ -5115,7 +5115,7 @@ nir_shader * nir_create_passthrough_gs(const nir_shader_compiler_options *option
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bool nir_lower_fragcolor(nir_shader *shader, unsigned max_cbufs);
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bool nir_lower_fragcoord_wtrans(nir_shader *shader);
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void nir_lower_viewport_transform(nir_shader *shader);
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bool nir_lower_viewport_transform(nir_shader *shader);
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bool nir_lower_uniforms_to_ubo(nir_shader *shader, bool dword_packed, bool load_vec4);
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bool nir_lower_is_helper_invocation(nir_shader *shader);
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@ -40,66 +40,67 @@
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#include "nir/nir.h"
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#include "nir/nir_builder.h"
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void
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static bool
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lower_viewport_transform_instr(nir_builder *b, nir_instr *instr,
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void *data)
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{
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if (instr->type != nir_instr_type_intrinsic)
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return false;
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nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
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if (intr->intrinsic != nir_intrinsic_store_deref)
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return false;
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nir_variable *var = nir_intrinsic_get_var(intr, 0);
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if (var->data.mode != nir_var_shader_out ||
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var->data.location != VARYING_SLOT_POS)
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return false;
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b->cursor = nir_before_instr(instr);
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/* Grab the source and viewport */
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nir_ssa_def *input_point = nir_ssa_for_src(b, intr->src[1], 4);
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nir_ssa_def *scale = nir_load_viewport_scale(b);
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nir_ssa_def *offset = nir_load_viewport_offset(b);
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/* World space to normalised device coordinates to screen space */
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nir_ssa_def *w_recip = nir_frcp(b, nir_channel(b, input_point, 3));
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nir_ssa_def *ndc_point = nir_fmul(b, nir_channels(b, input_point, 0x7),
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w_recip);
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nir_ssa_def *screen = nir_fadd(b, nir_fmul(b, ndc_point, scale),
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offset);
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/* gl_Position will be written out in screenspace xyz, with w set to
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* the reciprocal we computed earlier. The transformed w component is
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* then used for perspective-correct varying interpolation. The
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* transformed w component must preserve its original sign; this is
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* used in depth clipping computations
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*/
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nir_ssa_def *screen_space = nir_vec4(b,
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nir_channel(b, screen, 0),
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nir_channel(b, screen, 1),
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nir_channel(b, screen, 2),
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w_recip);
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nir_instr_rewrite_src(instr, &intr->src[1],
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nir_src_for_ssa(screen_space));
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return true;
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}
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bool
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nir_lower_viewport_transform(nir_shader *shader)
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{
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assert((shader->info.stage == MESA_SHADER_VERTEX)
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|| (shader->info.stage == MESA_SHADER_GEOMETRY)
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|| (shader->info.stage == MESA_SHADER_TESS_EVAL));
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nir_foreach_function(func, shader) {
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nir_foreach_block(block, func->impl) {
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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_store_deref)
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continue;
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nir_variable *var = nir_intrinsic_get_var(intr, 0);
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if (var->data.mode != nir_var_shader_out ||
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var->data.location != VARYING_SLOT_POS)
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continue;
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nir_builder b;
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nir_builder_init(&b, func->impl);
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b.cursor = nir_before_instr(instr);
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/* Grab the source and viewport */
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nir_ssa_def *input_point = nir_ssa_for_src(&b, intr->src[1], 4);
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nir_ssa_def *scale = nir_load_viewport_scale(&b);
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nir_ssa_def *offset = nir_load_viewport_offset(&b);
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/* World space to normalised device coordinates to screen space */
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nir_ssa_def *w_recip = nir_frcp(&b, nir_channel(&b, input_point, 3));
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nir_ssa_def *ndc_point = nir_fmul(&b,
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nir_channels(&b, input_point, 0x7), w_recip);
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nir_ssa_def *screen = nir_fadd(&b,
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nir_fmul(&b, ndc_point, scale), offset);
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/* gl_Position will be written out in screenspace xyz, with w set to
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* the reciprocal we computed earlier. The transformed w component is
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* then used for perspective-correct varying interpolation. The
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* transformed w component must preserve its original sign; this is
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* used in depth clipping computations
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*/
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nir_ssa_def *screen_space = nir_vec4(&b,
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nir_channel(&b, screen, 0),
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nir_channel(&b, screen, 1),
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nir_channel(&b, screen, 2),
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w_recip);
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nir_instr_rewrite_src(instr, &intr->src[1],
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nir_src_for_ssa(screen_space));
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}
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}
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nir_metadata_preserve(func->impl, nir_metadata_block_index |
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nir_metadata_dominance);
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}
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return nir_shader_instructions_pass(shader,
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lower_viewport_transform_instr,
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nir_metadata_block_index |
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nir_metadata_dominance,
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NULL);
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}
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