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v3d/compiler: Handle point_coord_upper_left
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12524>
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1 changed files with 57 additions and 0 deletions
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@ -24,6 +24,8 @@
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#include "compiler/v3d_compiler.h"
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#include "compiler/nir/nir_builder.h"
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#include "util/u_helpers.h"
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/**
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* Walks the NIR generated by TGSI-to-NIR or GLSL-to-NIR to lower its io
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* intrinsics into something amenable to the V3D architecture.
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@ -325,6 +327,59 @@ v3d_nir_lower_vertex_input(struct v3d_compile *c, nir_builder *b,
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nir_intrinsic_set_component(instr, (comp + 2) % 4);
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}
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/* Sometimes the origin of gl_PointCoord is in the upper left rather than the
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* lower left so we need to flip it.
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*
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* This is needed for Vulkan, Gallium uses lower_wpos_pntc.
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*/
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static void
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v3d_nir_lower_fragment_input(struct v3d_compile *c, nir_builder *b,
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nir_intrinsic_instr *intr)
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{
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assert(c->s->info.stage == MESA_SHADER_FRAGMENT);
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/* Gallium uses lower_wpos_pntc */
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if (c->key->environment == V3D_ENVIRONMENT_OPENGL)
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return;
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b->cursor = nir_after_instr(&intr->instr);
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int comp = nir_intrinsic_component(intr);
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nir_variable *input_var =
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nir_find_variable_with_driver_location(c->s,
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nir_var_shader_in,
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nir_intrinsic_base(intr));
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if (input_var && util_varying_is_point_coord(input_var->data.location,
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c->fs_key->point_sprite_mask)) {
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assert(intr->num_components == 1);
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nir_ssa_def *result = &intr->dest.ssa;
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switch (comp) {
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case 0:
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case 1:
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if (!c->fs_key->is_points)
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result = nir_imm_float(b, 0.0);
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break;
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case 2:
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result = nir_imm_float(b, 0.0);
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break;
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case 3:
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result = nir_imm_float(b, 1.0);
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break;
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}
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if (c->fs_key->point_coord_upper_left && comp == 1)
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result = nir_fsub(b, nir_imm_float(b, 1.0), result);
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if (result != &intr->dest.ssa) {
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nir_ssa_def_rewrite_uses_after(&intr->dest.ssa,
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result,
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result->parent_instr);
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}
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}
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}
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static void
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v3d_nir_lower_io_instr(struct v3d_compile *c, nir_builder *b,
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struct nir_instr *instr,
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@ -338,6 +393,8 @@ v3d_nir_lower_io_instr(struct v3d_compile *c, nir_builder *b,
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case nir_intrinsic_load_input:
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if (c->s->info.stage == MESA_SHADER_VERTEX)
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v3d_nir_lower_vertex_input(c, b, intr);
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else if (c->s->info.stage == MESA_SHADER_FRAGMENT)
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v3d_nir_lower_fragment_input(c, b, intr);
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break;
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case nir_intrinsic_load_uniform:
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