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nir: add lowering pass for fragcolor -> fragdata
this is needed for zink and other drivers which can support fragcolor but not fragdata and want to correctly handle EXT_multiview_draw_buffers Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5687>
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3 changed files with 111 additions and 0 deletions
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@ -135,6 +135,7 @@ files_libnir = files(
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'nir_lower_flatshade.c',
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'nir_lower_flatshade.c',
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'nir_lower_flrp.c',
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'nir_lower_flrp.c',
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'nir_lower_fragcoord_wtrans.c',
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'nir_lower_fragcoord_wtrans.c',
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'nir_lower_fragcolor.c',
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'nir_lower_frexp.c',
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'nir_lower_frexp.c',
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'nir_lower_global_vars_to_local.c',
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'nir_lower_global_vars_to_local.c',
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'nir_lower_gs_intrinsics.c',
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'nir_lower_gs_intrinsics.c',
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@ -4139,6 +4139,7 @@ void nir_lower_io_to_scalar(nir_shader *shader, nir_variable_mode mask);
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void nir_lower_io_to_scalar_early(nir_shader *shader, nir_variable_mode mask);
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void nir_lower_io_to_scalar_early(nir_shader *shader, nir_variable_mode mask);
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bool nir_lower_io_to_vector(nir_shader *shader, nir_variable_mode mask);
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bool nir_lower_io_to_vector(nir_shader *shader, nir_variable_mode mask);
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bool nir_lower_fragcolor(nir_shader *shader);
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void nir_lower_fragcoord_wtrans(nir_shader *shader);
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void nir_lower_fragcoord_wtrans(nir_shader *shader);
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void nir_lower_viewport_transform(nir_shader *shader);
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void nir_lower_viewport_transform(nir_shader *shader);
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bool nir_lower_uniforms_to_ubo(nir_shader *shader, int multiplier);
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bool nir_lower_uniforms_to_ubo(nir_shader *shader, int multiplier);
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109
src/compiler/nir/nir_lower_fragcolor.c
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109
src/compiler/nir/nir_lower_fragcolor.c
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@ -0,0 +1,109 @@
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/*
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* Copyright © 2020 Mike Blumenkrantz
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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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* Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
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*/
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#include "nir.h"
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#include "nir_builder.h"
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/**
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* This pass splits gl_FragColor into gl_FragData[0-7] for drivers which handle
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* the former but not the latter, e.g., zink.
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*/
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/*
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If a fragment shader writes to "gl_FragColor", DrawBuffersIndexedEXT
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specifies a set of draw buffers into which the color written to
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"gl_FragColor" is written. If a fragment shader writes to
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gl_FragData, DrawBuffersIndexedEXT specifies a set of draw buffers
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into which each of the multiple output colors defined by these
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variables are separately written. If a fragment shader writes to
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neither gl_FragColor nor gl_FragData, the values of the fragment
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colors following shader execution are undefined, and may differ
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for each fragment color.
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- EXT_multiview_draw_buffers
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*/
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static bool
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lower_fragcolor_instr(nir_intrinsic_instr *instr, nir_builder *b)
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{
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nir_variable *out;
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if (instr->intrinsic != nir_intrinsic_store_deref)
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return false;
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out = nir_deref_instr_get_variable(nir_src_as_deref(instr->src[0]));
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if (out->data.location != FRAG_RESULT_COLOR || out->data.mode != nir_var_shader_out)
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return false;
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b->cursor = nir_after_instr(&instr->instr);
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nir_ssa_def *frag_color = nir_load_var(b, out);
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ralloc_free(out->name);
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out->name = ralloc_strdup(out, "gl_FragData[0]");
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/* translate gl_FragColor -> gl_FragData since this is already handled */
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out->data.location = FRAG_RESULT_DATA0;
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nir_component_mask_t writemask = nir_intrinsic_write_mask(instr);
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for (unsigned i = 1; i < 8; i++) {
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char name[16];
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snprintf(name, sizeof(name), "gl_FragData[%u]", i);
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nir_variable *out_color = nir_variable_create(b->shader, nir_var_shader_out,
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glsl_vec4_type(),
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name);
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out_color->data.location = FRAG_RESULT_DATA0 + i;
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out_color->data.driver_location = i;
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out_color->data.index = out->data.index;
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nir_store_var(b, out_color, frag_color, writemask);
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}
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return true;
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}
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bool
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nir_lower_fragcolor(nir_shader *shader)
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{
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bool progress = false;
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if (shader->info.stage != MESA_SHADER_FRAGMENT)
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return false;
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nir_foreach_function(function, shader) {
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if (function->impl) {
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nir_builder builder;
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nir_builder_init(&builder, function->impl);
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nir_foreach_block(block, function->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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progress |= lower_fragcolor_instr(nir_instr_as_intrinsic(instr),
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&builder);
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}
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}
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nir_metadata_preserve(function->impl, nir_metadata_block_index | nir_metadata_dominance);
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}
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}
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return progress;
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}
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