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This hoists all the annoyance of figuring out the current pixel's input attachment coordinates to the driver. The pass still deals with all the annoyance of turning an image instruciton into a texture instruction but it gives the driver more control over the position. For most drivers, this will be something like ivec3(int(gl_FragCoord.xy), gl_Layer) or similar, some drivers need something more nuanced. Turnip, for instance, needs unscaled coordinates for some attachments and NVK doesn't really want gl_Layer or gl_ViewIndex for the layer. It's better to just have a new system value that drivers can make what they want. Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35551>
248 lines
8.7 KiB
C
248 lines
8.7 KiB
C
/*
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* Copyright © 2016 Intel Corporation
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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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#include "nir.h"
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#include "nir_builder.h"
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static nir_def *
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load_frag_coord(nir_builder *b, nir_deref_instr *deref,
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const nir_input_attachment_options *options)
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{
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if (options->use_fragcoord_sysval) {
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nir_def *frag_coord = nir_load_frag_coord(b);
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if (options->unscaled_input_attachment_ir3 ||
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options->unscaled_depth_stencil_ir3) {
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nir_variable *var = nir_deref_instr_get_variable(deref);
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unsigned base = var->data.index;
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nir_def *unscaled_frag_coord = nir_load_frag_coord_unscaled_ir3(b);
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if (deref->deref_type == nir_deref_type_array &&
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options->unscaled_input_attachment_ir3) {
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nir_def *unscaled =
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nir_i2b(b, nir_iand(b, nir_ishr(b, nir_imm_int(b, options->unscaled_input_attachment_ir3 >> base), deref->arr.index.ssa),
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nir_imm_int(b, 1)));
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frag_coord = nir_bcsel(b, unscaled, unscaled_frag_coord, frag_coord);
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} else {
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assert(deref->deref_type == nir_deref_type_var);
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bool unscaled = base == NIR_VARIABLE_NO_INDEX ? options->unscaled_depth_stencil_ir3 : ((options->unscaled_input_attachment_ir3 >> base) & 1);
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frag_coord = unscaled ? unscaled_frag_coord : frag_coord;
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}
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}
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return frag_coord;
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}
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nir_variable *pos = nir_get_variable_with_location(b->shader, nir_var_shader_in,
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VARYING_SLOT_POS, glsl_vec4_type());
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/**
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* From Vulkan spec:
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* "The OriginLowerLeft execution mode must not be used; fragment entry
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* points must declare OriginUpperLeft."
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*
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* So at this point origin_upper_left should be true
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*/
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assert(b->shader->info.fs.origin_upper_left == true);
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return nir_load_var(b, pos);
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}
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static nir_def *
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load_layer_id(nir_builder *b, const nir_input_attachment_options *options)
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{
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if (options->use_layer_id_sysval) {
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if (options->use_view_id_for_layer)
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return nir_load_view_index(b);
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else
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return nir_load_layer_id(b);
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}
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gl_varying_slot slot = options->use_view_id_for_layer ? VARYING_SLOT_VIEW_INDEX : VARYING_SLOT_LAYER;
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nir_variable *layer_id = nir_get_variable_with_location(b->shader, nir_var_shader_in,
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slot, glsl_int_type());
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layer_id->data.interpolation = INTERP_MODE_FLAT;
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return nir_load_var(b, layer_id);
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}
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static nir_def *
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load_coord(nir_builder *b, nir_deref_instr *deref,
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const nir_input_attachment_options *options)
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{
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if (options->use_ia_coord_intrin) {
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nir_def *index;
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if (deref->deref_type == nir_deref_type_array) {
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ASSERTED nir_deref_instr *parent = nir_deref_instr_parent(deref);
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assert(parent->deref_type == nir_deref_type_var);
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index = deref->arr.index.ssa;
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} else {
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assert(deref->deref_type == nir_deref_type_var);
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index = nir_imm_int(b, 0);
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}
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return nir_load_input_attachment_coord(b, index);
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} else {
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nir_def *pos = nir_f2i32(b, load_frag_coord(b, deref, options));
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nir_def *layer = load_layer_id(b, options);
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return nir_vec3(b, nir_channel(b, pos, 0), nir_channel(b, pos, 1), layer);
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}
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}
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static bool
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try_lower_input_load(nir_builder *b, nir_intrinsic_instr *load,
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const nir_input_attachment_options *options)
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{
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nir_deref_instr *deref = nir_src_as_deref(load->src[0]);
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assert(glsl_type_is_image(deref->type));
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enum glsl_sampler_dim image_dim = glsl_get_sampler_dim(deref->type);
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if (image_dim != GLSL_SAMPLER_DIM_SUBPASS &&
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image_dim != GLSL_SAMPLER_DIM_SUBPASS_MS)
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return false;
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const bool multisampled = (image_dim == GLSL_SAMPLER_DIM_SUBPASS_MS);
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b->cursor = nir_instr_remove(&load->instr);
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nir_def *offset = nir_vec3(b, nir_channel(b, load->src[1].ssa, 0),
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nir_channel(b, load->src[1].ssa, 1),
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nir_imm_int(b, 0));
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nir_def *coord = nir_iadd(b, load_coord(b, deref, options), offset);
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nir_tex_instr *tex = nir_tex_instr_create(b->shader, 3 + multisampled);
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tex->op = nir_texop_txf;
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tex->sampler_dim = image_dim;
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tex->dest_type =
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nir_get_nir_type_for_glsl_base_type(glsl_get_sampler_result_type(deref->type));
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tex->is_array = true;
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tex->is_shadow = false;
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tex->is_sparse = load->intrinsic == nir_intrinsic_image_deref_sparse_load;
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tex->texture_index = 0;
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tex->sampler_index = 0;
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tex->src[0] = nir_tex_src_for_ssa(nir_tex_src_texture_deref,
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&deref->def);
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tex->src[1] = nir_tex_src_for_ssa(nir_tex_src_coord, coord);
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tex->coord_components = 3;
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tex->src[2] = nir_tex_src_for_ssa(nir_tex_src_lod, nir_imm_int(b, 0));
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if (image_dim == GLSL_SAMPLER_DIM_SUBPASS_MS) {
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tex->op = nir_texop_txf_ms;
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tex->src[3].src_type = nir_tex_src_ms_index;
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tex->src[3].src = load->src[2];
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}
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tex->texture_non_uniform = nir_intrinsic_access(load) & ACCESS_NON_UNIFORM;
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nir_def_init(&tex->instr, &tex->def, nir_tex_instr_dest_size(tex), 32);
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nir_builder_instr_insert(b, &tex->instr);
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if (tex->is_sparse) {
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unsigned load_result_size = load->def.num_components - 1;
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nir_component_mask_t load_result_mask = nir_component_mask(load_result_size);
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nir_def *res = nir_channels(
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b, &tex->def, load_result_mask | 0x10);
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nir_def_rewrite_uses(&load->def, res);
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} else {
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nir_def_rewrite_uses(&load->def,
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&tex->def);
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}
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return true;
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}
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static bool
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try_lower_input_texop(nir_builder *b, nir_tex_instr *tex,
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const nir_input_attachment_options *options)
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{
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const int texture_src_idx =
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nir_tex_instr_src_index(tex, nir_tex_src_texture_deref);
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if (texture_src_idx < 0)
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return false;
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nir_deref_instr *deref = nir_src_as_deref(tex->src[texture_src_idx].src);
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if (glsl_get_sampler_dim(deref->type) != GLSL_SAMPLER_DIM_SUBPASS_MS)
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return false;
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const int coord_src_idx = nir_tex_instr_src_index(tex, nir_tex_src_coord);
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assert(coord_src_idx >= 0);
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b->cursor = nir_before_instr(&tex->instr);
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nir_def *offset = tex->src[coord_src_idx].src.ssa;
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offset = nir_vec3(b, nir_channel(b, offset, 0),
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nir_channel(b, offset, 1),
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nir_imm_int(b, 0));
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nir_def *coord = nir_iadd(b, load_coord(b, deref, options), offset);
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tex->coord_components = 3;
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nir_src_rewrite(&tex->src[coord_src_idx].src, coord);
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return true;
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}
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static bool
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lower_input_attachments_instr(nir_builder *b, nir_instr *instr, void *_data)
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{
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const nir_input_attachment_options *options = _data;
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switch (instr->type) {
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case nir_instr_type_tex: {
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nir_tex_instr *tex = nir_instr_as_tex(instr);
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if (tex->op == nir_texop_fragment_mask_fetch_amd ||
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tex->op == nir_texop_fragment_fetch_amd)
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return try_lower_input_texop(b, tex, options);
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return false;
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}
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case nir_instr_type_intrinsic: {
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nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr);
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if (load->intrinsic == nir_intrinsic_image_deref_load ||
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load->intrinsic == nir_intrinsic_image_deref_sparse_load)
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return try_lower_input_load(b, load, options);
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return false;
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}
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default:
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return false;
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}
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}
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bool
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nir_lower_input_attachments(nir_shader *shader,
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const nir_input_attachment_options *options)
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{
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assert(shader->info.stage == MESA_SHADER_FRAGMENT);
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return nir_shader_instructions_pass(shader, lower_input_attachments_instr,
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nir_metadata_control_flow,
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(void *)options);
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}
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