/* * Copyright © 2015 Red Hat * * 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" /* Lower glBitmap(). * * This is based on the logic in st_get_bitmap_shader() in TGSI compiler. * From st_cb_bitmap.c: * * glBitmaps are drawn as textured quads. The user's bitmap pattern * is stored in a texture image. An alpha8 texture format is used. * The fragment shader samples a bit (texel) from the texture, then * discards the fragment if the bit is off. * * Note that we actually store the inverse image of the bitmap to * simplify the fragment program. An "on" bit gets stored as texel=0x0 * and an "off" bit is stored as texel=0xff. Then we kill the * fragment if the negated texel value is less than zero. * * Note that the texture format will be, according to what driver supports, * in order of preference (with swizzle): * * I8_UNORM - .xxxx * A8_UNORM - .000x * L8_UNORM - .xxx1 * * If L8_UNORM, options->swizzle_xxxx is true. Otherwise we can just use * the .w comp. */ bool nir_lower_bitmap(nir_shader *shader, const nir_lower_bitmap_options *options) { assert(shader->info.stage == MESA_SHADER_FRAGMENT); assert(shader->info.io_lowered); nir_function_impl *impl = nir_shader_get_entrypoint(shader); nir_builder b_ = nir_builder_at(nir_before_impl(impl)); nir_builder *b = &b_; nir_def *baryc = nir_load_barycentric_pixel(b, 32, .interp_mode = INTERP_MODE_SMOOTH); nir_def *texcoord = nir_load_interpolated_input(b, 2, 32, baryc, nir_imm_int(b, 0), .io_semantics.location = VARYING_SLOT_TEX0); const struct glsl_type *sampler2D = glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT); nir_variable *tex_var = nir_variable_create(b->shader, nir_var_uniform, sampler2D, "bitmap_tex"); tex_var->data.binding = options->sampler; tex_var->data.explicit_binding = true; tex_var->data.how_declared = nir_var_hidden; nir_deref_instr *tex_deref = nir_build_deref_var(b, tex_var); nir_def *tex = nir_tex(b, texcoord, .texture_deref = tex_deref, .sampler_deref = tex_deref, .can_speculate = true); /* kill if tex != 0.0.. take .x or .w channel according to format: */ nir_def *channel = nir_channel(b, tex, options->swizzle_xxxx ? 0 : 3); nir_discard_if(b, nir_fneu_imm(b, channel, 0.0)); b->shader->info.fs.uses_discard = true; return nir_progress(true, impl, nir_metadata_control_flow); }