glsl: port lower_blend_equation_advanced() to nir

Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22711>
This commit is contained in:
Timothy Arceri 2023-04-19 22:06:56 +10:00 committed by Marge Bot
parent 34072923a9
commit 7f3f429308
3 changed files with 600 additions and 0 deletions

View file

@ -45,6 +45,8 @@ bool gl_nir_lower_samplers(nir_shader *shader,
bool gl_nir_lower_samplers_as_deref(nir_shader *shader,
const struct gl_shader_program *shader_program);
bool gl_nir_lower_blend_equation_advanced(nir_shader *sh, bool coherent);
bool gl_nir_lower_buffers(nir_shader *shader,
const struct gl_shader_program *shader_program);

View file

@ -0,0 +1,597 @@
/*
* Copyright © 2023 Timothy Arceri <tarceri@itsqueeze.com>
* Copyright © 2016 Intel Corporation
*
* 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"
#include "gl_nir.h"
#include "program/prog_instruction.h"
#include "util/bitscan.h"
#include "main/shader_types.h"
#define imm1(b, x) nir_imm_float(b, x)
#define imm3(b, x) nir_imm_vec3(b, x, x, x)
static nir_ssa_def *
swizzle(nir_builder *b, nir_ssa_def *src, int swizzle, int components)
{
unsigned swizzle_arr[4];
swizzle_arr[0] = GET_SWZ(swizzle, 0);
swizzle_arr[1] = GET_SWZ(swizzle, 1);
swizzle_arr[2] = GET_SWZ(swizzle, 2);
swizzle_arr[3] = GET_SWZ(swizzle, 3);
return nir_swizzle(b, src, swizzle_arr, components);
}
static nir_ssa_def *
swizzle_x(nir_builder *b, nir_ssa_def *src)
{
return nir_channel(b, src, 0);
}
static nir_ssa_def *
swizzle_y(nir_builder *b, nir_ssa_def *src)
{
return nir_channel(b, src, 1);
}
static nir_ssa_def *
swizzle_z(nir_builder *b, nir_ssa_def *src)
{
return nir_channel(b, src, 2);
}
static nir_ssa_def *
swizzle_w(nir_builder *b, nir_ssa_def *src)
{
return nir_channel(b, src, 3);
}
static nir_ssa_def *
blend_multiply(nir_builder *b, nir_ssa_def *src, nir_ssa_def *dst)
{
/* f(Cs,Cd) = Cs*Cd */
return nir_fmul(b, src, dst);
}
static nir_ssa_def *
blend_screen(nir_builder *b, nir_ssa_def *src, nir_ssa_def *dst)
{
/* f(Cs,Cd) = Cs+Cd-Cs*Cd */
return nir_fsub(b, nir_fadd(b, src, dst), nir_fmul(b, src, dst));
}
static nir_ssa_def *
blend_overlay(nir_builder *b, nir_ssa_def *src, nir_ssa_def *dst)
{
/* f(Cs,Cd) = 2*Cs*Cd, if Cd <= 0.5
* 1-2*(1-Cs)*(1-Cd), otherwise
*/
nir_ssa_def *rule_1 = nir_fmul(b, nir_fmul(b, src, dst), imm3(b, 2.0));
nir_ssa_def *rule_2 =
nir_fsub(b, imm3(b, 1.0), nir_fmul(b, nir_fmul(b, nir_fsub(b, imm3(b, 1.0), src), nir_fsub(b, imm3(b, 1.0), dst)), imm3(b, 2.0)));
return nir_bcsel(b, nir_fge(b, imm3(b, 0.5f), dst), rule_1, rule_2);
}
static nir_ssa_def *
blend_darken(nir_builder *b, nir_ssa_def *src, nir_ssa_def *dst)
{
/* f(Cs,Cd) = min(Cs,Cd) */
return nir_fmin(b, src, dst);
}
static nir_ssa_def *
blend_lighten(nir_builder *b, nir_ssa_def *src, nir_ssa_def *dst)
{
/* f(Cs,Cd) = max(Cs,Cd) */
return nir_fmax(b, src, dst);
}
static nir_ssa_def *
blend_colordodge(nir_builder *b, nir_ssa_def *src, nir_ssa_def *dst)
{
/* f(Cs,Cd) =
* 0, if Cd <= 0
* min(1,Cd/(1-Cs)), if Cd > 0 and Cs < 1
* 1, if Cd > 0 and Cs >= 1
*/
return nir_bcsel(b, nir_fge(b, imm3(b, 0.0), dst), imm3(b, 0.0),
nir_bcsel(b, nir_fge(b, src, imm3(b, 1.0)), imm3(b, 1.0),
nir_fmin(b, imm3(b, 1.0), nir_fdiv(b, dst, nir_fsub(b, imm3(b, 1.0), src)))));
}
static nir_ssa_def *
blend_colorburn(nir_builder *b, nir_ssa_def *src, nir_ssa_def *dst)
{
/* f(Cs,Cd) =
* 1, if Cd >= 1
* 1 - min(1,(1-Cd)/Cs), if Cd < 1 and Cs > 0
* 0, if Cd < 1 and Cs <= 0
*/
return nir_bcsel(b, nir_fge(b, dst, imm3(b, 1.0)), imm3(b, 1.0),
nir_bcsel(b, nir_fge(b, imm3(b, 0.0), src), imm3(b, 0.0),
nir_fsub(b, imm3(b, 1.0), nir_fmin(b, imm3(b, 1.0), nir_fdiv(b, nir_fsub(b, imm3(b, 1.0), dst), src)))));
}
static nir_ssa_def *
blend_hardlight(nir_builder *b, nir_ssa_def *src, nir_ssa_def *dst)
{
/* f(Cs,Cd) = 2*Cs*Cd, if Cs <= 0.5
* 1-2*(1-Cs)*(1-Cd), otherwise
*/
nir_ssa_def *rule_1 = nir_fmul(b, imm3(b, 2.0), nir_fmul(b, src, dst));
nir_ssa_def *rule_2 =
nir_fsub(b, imm3(b, 1.0), nir_fmul(b, imm3(b, 2.0), nir_fmul(b, nir_fsub(b, imm3(b, 1.0), src), nir_fsub(b, imm3(b, 1.0), dst))));
return nir_bcsel(b, nir_fge(b, imm3(b, 0.5), src), rule_1, rule_2);
}
static nir_ssa_def *
blend_softlight(nir_builder *b, nir_ssa_def *src, nir_ssa_def *dst)
{
/* f(Cs,Cd) =
* Cd-(1-2*Cs)*Cd*(1-Cd),
* if Cs <= 0.5
* Cd+(2*Cs-1)*Cd*((16*Cd-12)*Cd+3),
* if Cs > 0.5 and Cd <= 0.25
* Cd+(2*Cs-1)*(sqrt(Cd)-Cd),
* if Cs > 0.5 and Cd > 0.25
*
* We can simplify this to
*
* f(Cs,Cd) = Cd+(2*Cs-1)*g(Cs,Cd) where
* g(Cs,Cd) = Cd*Cd-Cd if Cs <= 0.5
* Cd*((16*Cd-12)*Cd+3) if Cs > 0.5 and Cd <= 0.25
* sqrt(Cd)-Cd, otherwise
*/
nir_ssa_def *factor_1 = nir_fmul(b, dst, nir_fsub(b, imm3(b, 1.0), dst));
nir_ssa_def *factor_2 =
nir_fmul(b, dst, nir_fadd(b, nir_fmul(b, nir_fsub(b, nir_fmul(b, imm3(b, 16.0), dst), imm3(b, 12.0)), dst), imm3(b, 3.0)));
nir_ssa_def *factor_3 = nir_fsub(b, nir_fsqrt(b, dst), dst);
nir_ssa_def *factor = nir_bcsel(b, nir_fge(b, imm3(b, 0.5), src), factor_1,
nir_bcsel(b, nir_fge(b, imm3(b, 0.25), dst), factor_2, factor_3));
return nir_fadd(b, dst, nir_fmul(b, nir_fsub(b, nir_fmul(b, imm3(b, 2.0), src), imm3(b, 1.0)), factor));
}
static nir_ssa_def *
blend_difference(nir_builder *b, nir_ssa_def *src, nir_ssa_def *dst)
{
return nir_fabs(b, nir_fsub(b, dst, src));
}
static nir_ssa_def *
blend_exclusion(nir_builder *b, nir_ssa_def *src, nir_ssa_def *dst)
{
return nir_fadd(b, src, nir_fsub(b, dst, nir_fmul(b, imm3(b, 2.0), nir_fmul(b, src, dst))));
}
/* Return the minimum of a vec3's components */
static nir_ssa_def *
minv3(nir_builder *b, nir_ssa_def *v)
{
return nir_fmin(b, nir_fmin(b, swizzle_x(b, v), swizzle_y(b, v)), swizzle_z(b, v));
}
/* Return the maximum of a vec3's components */
static nir_ssa_def *
maxv3(nir_builder *b, nir_ssa_def *v)
{
return nir_fmax(b, nir_fmax(b, swizzle_x(b, v), swizzle_y(b, v)), swizzle_z(b, v));
}
static nir_ssa_def *
lumv3(nir_builder *b, nir_ssa_def *c)
{
return nir_fdot(b, c, nir_imm_vec3(b, 0.30, 0.59, 0.11));
}
static nir_ssa_def *
satv3(nir_builder *b, nir_ssa_def *c)
{
return nir_fsub(b, maxv3(b, c), minv3(b, c));
}
static nir_variable *
add_temp_var(nir_builder *b, char *name, const struct glsl_type *type)
{
nir_variable *var = rzalloc(b->shader, nir_variable);
var->type = type;
var->name = ralloc_strdup(var, name);
var->data.mode = nir_var_function_temp;
nir_function_impl_add_variable(b->impl, var);
return var;
}
/* Take the base RGB color <cbase> and override its luminosity with that
* of the RGB color <clum>.
*
* This follows the equations given in the ES 3.2 (June 15th, 2016)
* specification. Revision 16 of GL_KHR_blend_equation_advanced and
* revision 9 of GL_NV_blend_equation_advanced specify a different set
* of equations. Older revisions match ES 3.2's text, and dEQP expects
* the ES 3.2 rules implemented here.
*/
static void
set_lum(nir_builder *b,
nir_variable *color,
nir_variable *cbase,
nir_variable *clum)
{
nir_ssa_def *cbase_def = nir_load_var(b, cbase);
nir_store_var(b, color, nir_fadd(b, cbase_def, nir_fsub(b, lumv3(b, nir_load_var(b, clum)), lumv3(b, cbase_def))), ~0);
nir_variable *llum = add_temp_var(b, "__blend_lum", glsl_float_type());
nir_variable *mincol = add_temp_var(b, "__blend_mincol", glsl_float_type());
nir_variable *maxcol = add_temp_var(b, "__blend_maxcol", glsl_float_type());
nir_ssa_def *color_def = nir_load_var(b, color);
nir_store_var(b, llum, lumv3(b, color_def), ~0);
nir_store_var(b, mincol, minv3(b, color_def), ~0);
nir_store_var(b, maxcol, maxv3(b, color_def), ~0);
nir_ssa_def *mincol_def = nir_load_var(b, mincol);
nir_ssa_def *llum_def = nir_load_var(b, llum);
nir_if *nif = nir_push_if(b, nir_flt(b, mincol_def, imm1(b, 0.0)));
/* Add then block */
nir_store_var(b, color, nir_fadd(b, llum_def, nir_fdiv(b, nir_fmul(b, nir_fsub(b, color_def, llum_def), llum_def), nir_fsub(b, llum_def, mincol_def))), ~0);
/* Add else block */
nir_push_else(b, nif);
nir_ssa_def *maxcol_def = nir_load_var(b, maxcol);
nir_if *nif2 = nir_push_if(b, nir_flt(b, imm1(b, 1.0), maxcol_def));
nir_store_var(b, color, nir_fadd(b, llum_def, nir_fdiv(b, nir_fmul(b, nir_fsub(b, color_def, llum_def), nir_fsub(b, imm3(b, 1.0), llum_def)), nir_fsub(b, maxcol_def, llum_def))), ~0);
nir_pop_if(b, nif2);
nir_pop_if(b, nif);
}
/* Take the base RGB color <cbase> and override its saturation with
* that of the RGB color <csat>. The override the luminosity of the
* result with that of the RGB color <clum>.
*/
static void
set_lum_sat(nir_builder *b,
nir_variable *color,
nir_variable *cbase,
nir_variable *csat,
nir_variable *clum)
{
nir_ssa_def *cbase_def = nir_load_var(b, cbase);
nir_ssa_def *csat_def = nir_load_var(b, csat);
nir_variable *sbase = add_temp_var(b, "__blend_sbase", glsl_float_type());
nir_store_var(b, sbase, satv3(b, cbase_def), ~0);
/* Equivalent (modulo rounding errors) to setting the
* smallest (R,G,B) component to 0, the largest to <ssat>,
* and interpolating the "middle" component based on its
* original value relative to the smallest/largest.
*/
nir_ssa_def *sbase_def = nir_load_var(b, sbase);
nir_if *nif = nir_push_if(b, nir_flt(b, imm1(b, 0.0), sbase_def));
nir_ssa_def *ssat = satv3(b, csat_def);
nir_ssa_def *minbase = minv3(b, cbase_def);
nir_store_var(b, color, nir_fdiv(b, nir_fmul(b, nir_fsub(b, cbase_def, minbase), ssat), sbase_def), ~0);
nir_push_else(b, nif);
nir_store_var(b, color, imm3(b, 0.0), ~0);
nir_pop_if(b, nif);
set_lum(b, color, color, clum);
}
static nir_ssa_def *
is_mode(nir_builder *b, nir_variable *mode, enum gl_advanced_blend_mode q)
{
return nir_ieq_imm(b, nir_load_var(b, mode), (unsigned) q);
}
static nir_variable *
calc_blend_result(nir_builder *b,
nir_variable *mode,
nir_variable *fb,
nir_ssa_def *blend_src,
GLbitfield blend_qualifiers)
{
nir_variable *result = add_temp_var(b, "__blend_result", glsl_vec4_type());
/* If we're not doing advanced blending, just write the original value. */
nir_if *if_blending = nir_push_if(b, is_mode(b, mode, BLEND_NONE));
nir_store_var(b, result, blend_src, ~0);
nir_push_else(b, if_blending);
/* (Rs', Gs', Bs') =
* (0, 0, 0), if As == 0
* (Rs/As, Gs/As, Bs/As), otherwise
*/
nir_variable *src_rgb = add_temp_var(b, "__blend_src_rgb", glsl_vec_type(3));
nir_variable *src_alpha = add_temp_var(b, "__blend_src_a", glsl_float_type());
/* (Rd', Gd', Bd') =
* (0, 0, 0), if Ad == 0
* (Rd/Ad, Gd/Ad, Bd/Ad), otherwise
*/
nir_variable *dst_rgb = add_temp_var(b, "__blend_dst_rgb", glsl_vec_type(3));
nir_variable *dst_alpha = add_temp_var(b, "__blend_dst_a", glsl_float_type());
nir_ssa_def *fb_def = nir_load_var(b, fb);
nir_store_var(b, dst_alpha, swizzle_w(b, fb_def), ~0);
nir_ssa_def *dst_alpha_def = nir_load_var(b, dst_alpha);
nir_if *nif = nir_push_if(b, nir_feq(b, dst_alpha_def, imm1(b, 0.0)));
nir_store_var(b, dst_rgb, imm3(b, 0.0), ~0);
nir_push_else(b, nif);
nir_store_var(b, dst_rgb, nir_bcsel(b, nir_feq(b, nir_trim_vector(b, fb_def, 3), swizzle(b, fb_def, SWIZZLE_WWWW, 3)), imm3(b, 1.0), nir_fdiv(b, nir_trim_vector(b, fb_def, 3), dst_alpha_def)), ~0);
nir_pop_if(b, nif);
nir_store_var(b, src_alpha, swizzle_w(b, blend_src), ~0);
nir_ssa_def *src_alpha_def = nir_load_var(b, src_alpha);
nif = nir_push_if(b, nir_feq(b, src_alpha_def, imm1(b, 0.0)));
nir_store_var(b, src_rgb, imm3(b, 0.0), ~0);
nir_push_else(b, nif);
nir_store_var(b, src_rgb, nir_bcsel(b, nir_feq(b, nir_trim_vector(b, blend_src, 3), swizzle(b, blend_src, SWIZZLE_WWWW, 3)), imm3(b, 1.0), nir_fdiv(b, nir_trim_vector(b, blend_src, 3), src_alpha_def)), ~0);
nir_pop_if(b, nif);
nir_variable *factor = add_temp_var(b, "__blend_factor", glsl_vec_type(3));
nir_ssa_def *src_rgb_def = nir_load_var(b, src_rgb);
nir_ssa_def *dst_rgb_def = nir_load_var(b, dst_rgb);
unsigned choices = blend_qualifiers;
while (choices) {
enum gl_advanced_blend_mode choice = (enum gl_advanced_blend_mode)u_bit_scan(&choices);
nir_if *iff = nir_push_if(b, is_mode(b, mode, choice));
nir_ssa_def *val = NULL;
switch (choice) {
case BLEND_MULTIPLY:
val = blend_multiply(b, src_rgb_def, dst_rgb_def);
break;
case BLEND_SCREEN:
val = blend_screen(b, src_rgb_def, dst_rgb_def);
break;
case BLEND_OVERLAY:
val = blend_overlay(b, src_rgb_def, dst_rgb_def);
break;
case BLEND_DARKEN:
val = blend_darken(b, src_rgb_def, dst_rgb_def);
break;
case BLEND_LIGHTEN:
val = blend_lighten(b, src_rgb_def, dst_rgb_def);
break;
case BLEND_COLORDODGE:
val = blend_colordodge(b, src_rgb_def, dst_rgb_def);
break;
case BLEND_COLORBURN:
val = blend_colorburn(b, src_rgb_def, dst_rgb_def);
break;
case BLEND_HARDLIGHT:
val = blend_hardlight(b, src_rgb_def, dst_rgb_def);
break;
case BLEND_SOFTLIGHT:
val = blend_softlight(b, src_rgb_def, dst_rgb_def);
break;
case BLEND_DIFFERENCE:
val = blend_difference(b, src_rgb_def, dst_rgb_def);
break;
case BLEND_EXCLUSION:
val = blend_exclusion(b, src_rgb_def, dst_rgb_def);
break;
case BLEND_HSL_HUE:
set_lum_sat(b, factor, src_rgb, dst_rgb, dst_rgb);
break;
case BLEND_HSL_SATURATION:
set_lum_sat(b, factor, dst_rgb, src_rgb, dst_rgb);
break;
case BLEND_HSL_COLOR:
set_lum(b, factor, src_rgb, dst_rgb);
break;
case BLEND_HSL_LUMINOSITY:
set_lum(b, factor, dst_rgb, src_rgb);
break;
case BLEND_NONE:
unreachable("not real cases");
}
if (val)
nir_store_var(b, factor, val, ~0);
nir_push_else(b, iff);
}
/* reset cursor to the outtermost if-statements else block */
b->cursor = nir_after_block(nir_if_last_else_block(if_blending));
/* p0(As,Ad) = As*Ad
* p1(As,Ad) = As*(1-Ad)
* p2(As,Ad) = Ad*(1-As)
*/
nir_variable *p0 = add_temp_var(b, "__blend_p0", glsl_float_type());
nir_variable *p1 = add_temp_var(b, "__blend_p1", glsl_float_type());
nir_variable *p2 = add_temp_var(b, "__blend_p2", glsl_float_type());
nir_store_var(b, p0, nir_fmul(b, src_alpha_def, dst_alpha_def), ~0);
nir_store_var(b, p1, nir_fmul(b, src_alpha_def, nir_fsub(b, imm1(b, 1.0), dst_alpha_def)), ~0);
nir_store_var(b, p2, nir_fmul(b, dst_alpha_def, nir_fsub(b, imm1(b, 1.0), src_alpha_def)), ~0);
/* R = f(Rs',Rd')*p0(As,Ad) + Y*Rs'*p1(As,Ad) + Z*Rd'*p2(As,Ad)
* G = f(Gs',Gd')*p0(As,Ad) + Y*Gs'*p1(As,Ad) + Z*Gd'*p2(As,Ad)
* B = f(Bs',Bd')*p0(As,Ad) + Y*Bs'*p1(As,Ad) + Z*Bd'*p2(As,Ad)
* A = X*p0(As,Ad) + Y*p1(As,Ad) + Z*p2(As,Ad)
*
* <X, Y, Z> is always <1, 1, 1>, so we can ignore it.
*
* In vector form, this is:
* RGB = factor * p0 + Cs * p1 + Cd * p2
* A = p0 + p1 + p2
*/
src_rgb_def = nir_load_var(b, src_rgb);
dst_rgb_def = nir_load_var(b, dst_rgb);
/* WRITEMASK_XYZ */
nir_store_var(b, result, nir_pad_vec4(b, nir_fadd(b, nir_fadd(b, nir_fmul(b, nir_load_var(b, factor), nir_load_var(b, p0)), nir_fmul(b, src_rgb_def, nir_load_var(b, p1))), nir_fmul(b, dst_rgb_def, nir_load_var(b, p2)))), 0x7);
/* WRITEMASK_W */
nir_ssa_def *val = nir_fadd(b, nir_fadd(b, nir_load_var(b, p0), nir_load_var(b, p1)), nir_load_var(b, p2));
nir_store_var(b, result, nir_vec4(b, val, val, val, val), 0x8);
/* reset cursor to the end of the main function */
b->cursor = nir_after_block(nir_impl_last_block(b->impl));
return result;
}
/**
* Dereference var, or var[0] if it's an array.
*/
static nir_ssa_def *
load_output(nir_builder *b, nir_variable *var)
{
nir_ssa_def *var_def;
if (glsl_type_is_array(var->type)) {
var_def = nir_load_array_var_imm(b, var, 0);
} else {
var_def = nir_load_var(b, var);
}
return var_def;
}
bool
gl_nir_lower_blend_equation_advanced(nir_shader *sh, bool coherent)
{
assert(sh->info.stage == MESA_SHADER_FRAGMENT);
/* All functions should have been inlined at this point */
assert(exec_list_length(&sh->functions) == 1);
nir_function_impl *impl = nir_shader_get_entrypoint(sh);
if (sh->info.fs.advanced_blend_modes == 0) {
nir_metadata_preserve(impl, nir_metadata_all);
return false;
}
sh->info.fs.uses_sample_shading = true;
nir_builder b;
nir_builder_init(&b, impl);
b.cursor = nir_after_block(nir_impl_last_block(impl));
nir_variable *fb = nir_variable_create(sh, nir_var_shader_out,
glsl_vec4_type(),
"__blend_fb_fetch");
fb->data.location = -1; /* We will set the location at the end of this pass */
fb->data.read_only = 1;
fb->data.fb_fetch_output = 1;
if (coherent)
fb->data.access = ACCESS_COHERENT;
fb->data.how_declared = nir_var_hidden;
nir_variable *mode = nir_variable_create(sh, nir_var_uniform,
glsl_uint_type(),
"gl_AdvancedBlendModeMESA");
mode->data.how_declared = nir_var_hidden;
mode->state_slots = rzalloc_array(mode, nir_state_slot, 1);
mode->num_state_slots = 1;
mode->state_slots[0].tokens[0] = STATE_ADVANCED_BLENDING_MODE;
/* Gather any output variables referring to render target 0.
*
* ARB_enhanced_layouts irritatingly allows the shader to specify
* multiple output variables for the same render target, each of
* which writes a subset of the components, starting at location_frac.
* The variables can't overlap, thankfully.
*/
nir_variable *outputs[4] = { NULL, NULL, NULL, NULL };
nir_foreach_variable_with_modes(var, sh, nir_var_shader_out) {
if (var->data.location == FRAG_RESULT_DATA0 ||
var->data.location == FRAG_RESULT_COLOR) {
const int components =
glsl_get_vector_elements(glsl_without_array(var->type));
for (int i = 0; i < components; i++) {
if (outputs[var->data.location_frac + i] == NULL)
outputs[var->data.location_frac + i] = var;
}
}
}
/* Combine values written to outputs into a single RGBA blend source.
* We assign <0, 0, 0, 1> to any components with no corresponding output.
*/
nir_ssa_def *blend_source;
if (outputs[0] &&
glsl_get_vector_elements(glsl_without_array(outputs[0]->type)) == 4) {
blend_source = load_output(&b, outputs[0]);
} else {
nir_ssa_def *blend_comps[4];
for (int i = 0; i < 4; i++) {
nir_variable *var = outputs[i];
if (var) {
blend_comps[i] = swizzle(&b, load_output(&b, outputs[i]),
i - outputs[i]->data.location_frac, 1);
} else {
blend_comps[i] = nir_imm_float(&b, i < 3 ? 0.0f : 1.0f);
}
}
blend_source = nir_vec(&b, blend_comps, 4);
}
nir_variable *result_dest =
calc_blend_result(&b, mode, fb, blend_source,
sh->info.fs.advanced_blend_modes);
/* Copy the result back to the original values. */
for (int i = 0; i < 4; i++) {
if (!outputs[i])
continue;
if (glsl_type_is_array(outputs[i]->type)) {
nir_store_array_var_imm(&b, outputs[i], 0, nir_load_var(&b, result_dest), 1 << i);
} else {
nir_ssa_def *val = swizzle(&b, nir_load_var(&b, result_dest), i, 1);
nir_store_var(&b, outputs[i], nir_vec4(&b, val, val, val, val), 1 << i);
}
}
nir_metadata_preserve(impl, nir_metadata_none);
/* Remove any dead writes before assigning location to __blend_fb_fetch
* otherwise they will be unable to be removed.
*/
NIR_PASS_V(sh, nir_split_var_copies);
NIR_PASS_V(sh, nir_opt_dead_write_vars);
nir_foreach_variable_with_modes(var, sh, nir_var_shader_out) {
if (strcmp(var->name, "__blend_fb_fetch") == 0) {
var->data.location = FRAG_RESULT_DATA0;
break;
}
}
nir_validate_shader(sh, "after lower blend equation advanced");
return true;
}

View file

@ -129,6 +129,7 @@ files_libglsl = files(
'generate_ir.cpp',
'gl_nir_lower_atomics.c',
'gl_nir_lower_images.c',
'gl_nir_lower_blend_equation_advanced.c',
'gl_nir_lower_buffers.c',
'gl_nir_lower_packed_varyings.c',
'gl_nir_lower_samplers.c',