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Set to true everywhere except: - spirv_to_nir used by Vulkan - bindless handles in GLSL - some internal shaders and driver-specific code Acked-by: Job Noorman <job@noorman.info> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36099>
90 lines
3.6 KiB
C
90 lines
3.6 KiB
C
/*
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* Copyright © 2015 Red Hat
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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 FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "nir.h"
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#include "nir_builder.h"
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/* Lower glBitmap().
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*
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* This is based on the logic in st_get_bitmap_shader() in TGSI compiler.
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* From st_cb_bitmap.c:
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*
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* glBitmaps are drawn as textured quads. The user's bitmap pattern
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* is stored in a texture image. An alpha8 texture format is used.
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* The fragment shader samples a bit (texel) from the texture, then
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* discards the fragment if the bit is off.
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*
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* Note that we actually store the inverse image of the bitmap to
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* simplify the fragment program. An "on" bit gets stored as texel=0x0
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* and an "off" bit is stored as texel=0xff. Then we kill the
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* fragment if the negated texel value is less than zero.
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*
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* Note that the texture format will be, according to what driver supports,
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* in order of preference (with swizzle):
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*
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* I8_UNORM - .xxxx
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* A8_UNORM - .000x
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* L8_UNORM - .xxx1
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*
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* If L8_UNORM, options->swizzle_xxxx is true. Otherwise we can just use
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* the .w comp.
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*/
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bool
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nir_lower_bitmap(nir_shader *shader, const nir_lower_bitmap_options *options)
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{
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assert(shader->info.stage == MESA_SHADER_FRAGMENT);
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assert(shader->info.io_lowered);
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nir_function_impl *impl = nir_shader_get_entrypoint(shader);
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nir_builder b_ = nir_builder_at(nir_before_impl(impl));
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nir_builder *b = &b_;
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nir_def *baryc =
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nir_load_barycentric_pixel(b, 32, .interp_mode = INTERP_MODE_SMOOTH);
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nir_def *texcoord =
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nir_load_interpolated_input(b, 2, 32, baryc, nir_imm_int(b, 0),
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.io_semantics.location = VARYING_SLOT_TEX0);
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const struct glsl_type *sampler2D =
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glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT);
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nir_variable *tex_var =
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nir_variable_create(b->shader, nir_var_uniform, sampler2D, "bitmap_tex");
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tex_var->data.binding = options->sampler;
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tex_var->data.explicit_binding = true;
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tex_var->data.how_declared = nir_var_hidden;
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nir_deref_instr *tex_deref = nir_build_deref_var(b, tex_var);
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nir_def *tex = nir_tex(b, texcoord, .texture_deref = tex_deref,
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.sampler_deref = tex_deref,
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.can_speculate = true);
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/* kill if tex != 0.0.. take .x or .w channel according to format: */
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nir_def *channel = nir_channel(b, tex, options->swizzle_xxxx ? 0 : 3);
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nir_discard_if(b, nir_fneu_imm(b, channel, 0.0));
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b->shader->info.fs.uses_discard = true;
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return nir_progress(true, impl, nir_metadata_control_flow);
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}
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