mesa/src/compiler/nir/nir_lower_passthrough_edgeflags.c
Jason Ekstrand 0aa08ae2f6 nir: Split NIR_INTRINSIC_TYPE into separate src/dest indices
We're about to introduce conversion ops which are going to want two
different types.  We may as well just split the one we have rather than
end up with three.  There are a couple places where this is mildly
inconvenient but most of the time I find it to actually be nicer.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Reviewed-by: Daniel Stone <daniels@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6945>
2020-10-01 18:36:53 +00:00

108 lines
4 KiB
C

/*
* 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"
static void
lower_impl(nir_function_impl *impl)
{
nir_shader *shader = impl->function->shader;
nir_builder b;
nir_variable *in, *out;
nir_ssa_def *def;
nir_builder_init(&b, impl);
b.cursor = nir_before_cf_list(&impl->body);
/* The edge flag is the last input in st/mesa. */
assert(shader->num_inputs == util_bitcount64(shader->info.inputs_read));
/* Lowered IO only uses intrinsics. It doesn't use variables. */
if (shader->info.io_lowered) {
assert(shader->num_outputs ==
util_bitcount64(shader->info.outputs_written));
/* Load an edge flag. */
nir_intrinsic_instr *load =
nir_intrinsic_instr_create(shader, nir_intrinsic_load_input);
load->num_components = 1;
load->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0));
nir_ssa_dest_init(&load->instr, &load->dest,
load->num_components, 32, NULL);
nir_intrinsic_set_base(load, shader->num_inputs++);
nir_intrinsic_set_component(load, 0);
nir_intrinsic_set_dest_type(load, nir_type_float32);
nir_io_semantics load_sem = {0};
load_sem.location = VERT_ATTRIB_EDGEFLAG;
load_sem.num_slots = 1;
nir_intrinsic_set_io_semantics(load, load_sem);
nir_builder_instr_insert(&b, &load->instr);
/* Store an edge flag. */
nir_intrinsic_instr *store =
nir_intrinsic_instr_create(shader, nir_intrinsic_store_output);
store->num_components = 1;
store->src[0] = nir_src_for_ssa(&load->dest.ssa);
store->src[1] = nir_src_for_ssa(nir_imm_int(&b, 0));
nir_intrinsic_set_base(store, shader->num_outputs++);
nir_intrinsic_set_component(store, 0);
nir_intrinsic_set_src_type(store, nir_type_float32);
nir_intrinsic_set_write_mask(store, 0x1);
nir_io_semantics semantics = {0};
semantics.location = VARYING_SLOT_EDGE;
semantics.num_slots = 1;
nir_intrinsic_set_io_semantics(store, semantics);
nir_builder_instr_insert(&b, &store->instr);
nir_metadata_preserve(impl, nir_metadata_block_index |
nir_metadata_dominance);
return;
}
in = nir_variable_create(shader, nir_var_shader_in,
glsl_vec4_type(), "edgeflag_in");
in->data.location = VERT_ATTRIB_EDGEFLAG;
in->data.driver_location = shader->num_inputs++;
shader->info.inputs_read |= BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG);
out = nir_variable_create(shader, nir_var_shader_out,
glsl_vec4_type(), "edgeflag_out");
out->data.location = VARYING_SLOT_EDGE;
def = nir_load_var(&b, in);
nir_store_var(&b, out, def, 0xf);
nir_metadata_preserve(impl, nir_metadata_block_index |
nir_metadata_dominance);
}
void nir_lower_passthrough_edgeflags(nir_shader *shader)
{
lower_impl(nir_shader_get_entrypoint(shader));
}