/* * Copyright © 2022 Google, Inc. * * 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" /* * A helper to create a passthrough TCS shader for drivers that cannot handle * having a TES without TCS. * * Uses the load_tess_level_outer_default and load_tess_level_inner_default * intrinsics to load the gl_TessLevelOuter and gl_TessLevelInner values, * so driver will somehow need to implement those to load the values set * by pipe_context::set_tess_state() or similar. */ nir_shader * nir_create_passthrough_tcs(const nir_shader_compiler_options *options, const nir_shader *vs, uint8_t patch_vertices) { nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_TESS_CTRL, options, "tcs passthrough"); unsigned num_inputs = 0; unsigned num_outputs = 0; nir_variable *in_inner = nir_variable_create(b.shader, nir_var_system_value, glsl_vec_type(2), "tess inner default"); in_inner->data.location = SYSTEM_VALUE_TESS_LEVEL_INNER_DEFAULT; nir_variable *out_inner = nir_variable_create(b.shader, nir_var_shader_out, glsl_vec_type(2), "tess inner"); out_inner->data.location = VARYING_SLOT_TESS_LEVEL_INNER; out_inner->data.driver_location = num_outputs++; nir_ssa_def *inner = nir_load_var(&b, in_inner); nir_store_var(&b, out_inner, inner, 0x3); nir_variable *in_outer = nir_variable_create(b.shader, nir_var_system_value, glsl_vec4_type(), "tess outer default"); in_outer->data.location = SYSTEM_VALUE_TESS_LEVEL_OUTER_DEFAULT; nir_variable *out_outer = nir_variable_create(b.shader, nir_var_shader_out, glsl_vec4_type(), "tess outer"); out_outer->data.location = VARYING_SLOT_TESS_LEVEL_OUTER; out_outer->data.driver_location = num_outputs++; nir_ssa_def *outer = nir_load_var(&b, in_outer); nir_store_var(&b, out_outer, outer, 0xf); nir_ssa_def *id = nir_load_invocation_id(&b); nir_foreach_shader_out_variable(var, vs) { const struct glsl_type *type; unsigned semantic = var->data.location; if (semantic < VARYING_SLOT_VAR31 && semantic != VARYING_SLOT_EDGE) type = glsl_array_type(glsl_vec4_type(), 0, 0); else if (semantic >= VARYING_SLOT_VAR0_16BIT) type = glsl_array_type(glsl_vector_type(GLSL_TYPE_FLOAT16, 4), 0, 0); else continue; char name[1024]; snprintf(name, sizeof(name), "in_%s", var->name); nir_variable *in = nir_variable_create(b.shader, nir_var_shader_in, type, name); in->data.location = semantic; in->data.driver_location = num_inputs++; snprintf(name, sizeof(name), "out_%s", var->name); nir_variable *out = nir_variable_create(b.shader, nir_var_shader_out, type, name); out->data.location = semantic; out->data.driver_location = num_outputs++; /* no need to use copy_var to save a lower pass */ nir_ssa_def *value = nir_load_array_var(&b, in, id); nir_store_array_var(&b, out, id, value, 0xf); } b.shader->num_inputs = num_inputs; b.shader->num_outputs = num_outputs; b.shader->info.tess.tcs_vertices_out = patch_vertices; nir_validate_shader(b.shader, "in nir_create_passthrough_tcs"); return b.shader; }