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2  *
3  * Copyright 2019 Red Hat.
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6  * Permission is hereby granted, free of charge, to any person obtaining a
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17  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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22  * SOFTWARE.
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25 
26 /*
27  * NIR lowering passes to handle the draw stages for
28  * - pstipple
29  * - aaline
30  * - aapoint.
31  *
32  * These are all ported from the equivalent TGSI transforms.
33  */
34 
35 #include "nir.h"
36 #include "tgsi/tgsi_from_mesa.h"
37 #include "nir_builder.h"
38 
39 #include "nir_draw_helpers.h"
40 
41 typedef struct {
42    nir_builder b;
43    nir_shader *shader;
44    bool fs_pos_is_sysval;
45    nir_variable *stip_tex;
46    nir_ssa_def *fragcoord;
47 } lower_pstipple;
48 
49 static nir_ssa_def *
load_frag_coord(nir_builder * b)50 load_frag_coord(nir_builder *b)
51 {
52    nir_foreach_shader_in_variable(var, b->shader) {
53       if (var->data.location == VARYING_SLOT_POS)
54          return nir_load_var(b, var);
55    }
56 
57    nir_variable *pos = nir_variable_create(b->shader, nir_var_shader_in,
58                                            glsl_vec4_type(), NULL);
59    pos->data.location = VARYING_SLOT_POS;
60    pos->data.interpolation = INTERP_MODE_NOPERSPECTIVE;
61    pos->data.driver_location = b->shader->num_inputs++;
62    return nir_load_var(b, pos);
63 }
64 
65 static void
nir_lower_pstipple_block(nir_block * block,lower_pstipple * state)66 nir_lower_pstipple_block(nir_block *block,
67                          lower_pstipple *state)
68 {
69    nir_builder *b = &state->b;
70    nir_ssa_def *texcoord;
71 
72    b->cursor = nir_before_block(block);
73 
74    nir_ssa_def *frag_coord = state->fs_pos_is_sysval ? nir_load_frag_coord(b) : load_frag_coord(b);
75 
76    texcoord = nir_fmul(b, nir_channels(b, frag_coord, 0x3),
77                        nir_imm_vec2(b, 1.0/32.0, 1.0/32.0));
78 
79    nir_tex_instr *tex = nir_tex_instr_create(b->shader, 1);
80    tex->op = nir_texop_tex;
81    tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
82    tex->coord_components = 2;
83    tex->dest_type = nir_type_float32;
84    tex->texture_index = state->stip_tex->data.binding;
85    tex->sampler_index = state->stip_tex->data.binding;
86    tex->src[0].src_type = nir_tex_src_coord;
87    tex->src[0].src = nir_src_for_ssa(texcoord);
88    nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
89 
90    nir_builder_instr_insert(b, &tex->instr);
91 
92    nir_ssa_def *condition = nir_f2b32(b, nir_channel(b, &tex->dest.ssa, 3));
93    nir_discard_if(b, condition);
94    b->shader->info.fs.uses_discard = true;
95 }
96 
97 static void
nir_lower_pstipple_impl(nir_function_impl * impl,lower_pstipple * state)98 nir_lower_pstipple_impl(nir_function_impl *impl,
99                         lower_pstipple *state)
100 {
101    nir_builder *b = &state->b;
102 
103    nir_builder_init(b, impl);
104 
105    nir_block *start = nir_start_block(impl);
106    nir_lower_pstipple_block(start, state);
107 }
108 
109 void
nir_lower_pstipple_fs(struct nir_shader * shader,unsigned * samplerUnitOut,unsigned fixedUnit,bool fs_pos_is_sysval)110 nir_lower_pstipple_fs(struct nir_shader *shader,
111                       unsigned *samplerUnitOut,
112                       unsigned fixedUnit,
113                       bool fs_pos_is_sysval)
114 {
115    lower_pstipple state = {
116       .shader = shader,
117       .fs_pos_is_sysval = fs_pos_is_sysval,
118    };
119    if (shader->info.stage != MESA_SHADER_FRAGMENT)
120       return;
121 
122    int binding = 0;
123    nir_foreach_uniform_variable(var, shader) {
124       if (glsl_type_is_sampler(var->type)) {
125          if (var->data.binding >= binding)
126             binding = var->data.binding + 1;
127       }
128    }
129    const struct glsl_type *sampler2D =
130       glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT);
131 
132    nir_variable *tex_var = nir_variable_create(shader, nir_var_uniform, sampler2D, "stipple_tex");
133    tex_var->data.binding = binding;
134    tex_var->data.explicit_binding = true;
135    tex_var->data.how_declared = nir_var_hidden;
136 
137    BITSET_SET(shader->info.textures_used, binding);
138    state.stip_tex = tex_var;
139 
140    nir_foreach_function(function, shader) {
141       if (function->impl) {
142          nir_lower_pstipple_impl(function->impl, &state);
143       }
144    }
145    *samplerUnitOut = binding;
146 }
147 
148 typedef struct {
149    nir_builder b;
150    nir_shader *shader;
151    nir_variable *line_width_input;
152 } lower_aaline;
153 
154 static void
nir_lower_aaline_block(nir_block * block,lower_aaline * state)155 nir_lower_aaline_block(nir_block *block,
156                        lower_aaline *state)
157 {
158   nir_builder *b = &state->b;
159   nir_foreach_instr(instr, block) {
160       if (instr->type != nir_instr_type_intrinsic)
161          continue;
162 
163       nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
164       if (intrin->intrinsic != nir_intrinsic_store_deref)
165          continue;
166 
167       nir_variable *var = nir_intrinsic_get_var(intrin, 0);
168       if (var->data.mode != nir_var_shader_out)
169          continue;
170       if (var->data.location < FRAG_RESULT_DATA0 && var->data.location != FRAG_RESULT_COLOR)
171          continue;
172 
173       nir_ssa_def *out_input = intrin->src[1].ssa;
174       b->cursor = nir_before_instr(instr);
175       nir_ssa_def *lw = nir_load_var(b, state->line_width_input);
176       nir_ssa_def *tmp = nir_fsat(b, nir_fadd(b, nir_channel(b, lw, 1),
177                                               nir_fneg(b, nir_fabs(b, nir_channel(b, lw, 0)))));
178       nir_ssa_def *tmp1 = nir_fsat(b, nir_fadd(b, nir_channel(b, lw, 3),
179                                                nir_fneg(b, nir_fabs(b, nir_channel(b, lw, 2)))));
180 
181       tmp = nir_fmul(b, tmp, tmp1);
182       tmp = nir_fmul(b, nir_channel(b, out_input, 3), tmp);
183 
184       nir_ssa_def *out = nir_vec4(b, nir_channel(b, out_input, 0),
185                                   nir_channel(b, out_input, 1),
186                                   nir_channel(b, out_input, 2),
187                                   tmp);
188       nir_instr_rewrite_src(instr, &intrin->src[1], nir_src_for_ssa(out));
189    }
190 
191 }
192 
193 static void
nir_lower_aaline_impl(nir_function_impl * impl,lower_aaline * state)194 nir_lower_aaline_impl(nir_function_impl *impl,
195                       lower_aaline *state)
196 {
197    nir_builder *b = &state->b;
198 
199    nir_builder_init(b, impl);
200 
201    nir_foreach_block(block, impl) {
202       nir_lower_aaline_block(block, state);
203    }
204 }
205 
206 void
nir_lower_aaline_fs(struct nir_shader * shader,int * varying)207 nir_lower_aaline_fs(struct nir_shader *shader, int *varying)
208 {
209    lower_aaline state = {
210       .shader = shader,
211    };
212    if (shader->info.stage != MESA_SHADER_FRAGMENT)
213       return;
214 
215    int highest_location = -1, highest_drv_location = -1;
216    nir_foreach_shader_in_variable(var, shader) {
217      if ((int)var->data.location > highest_location)
218          highest_location = var->data.location;
219      if ((int)var->data.driver_location > highest_drv_location)
220          highest_drv_location = var->data.driver_location;
221    }
222 
223    nir_variable *line_width = nir_variable_create(shader, nir_var_shader_in,
224                                                   glsl_vec4_type(), "aaline");
225    if (highest_location == -1 || highest_location < VARYING_SLOT_VAR0) {
226      line_width->data.location = VARYING_SLOT_VAR0;
227      line_width->data.driver_location = highest_drv_location + 1;
228    } else {
229      line_width->data.location = highest_location + 1;
230      line_width->data.driver_location = highest_drv_location + 1;
231    }
232    shader->num_inputs++;
233    *varying = tgsi_get_generic_gl_varying_index(line_width->data.location, true);
234    state.line_width_input = line_width;
235 
236    nir_foreach_function(function, shader) {
237       if (function->impl) {
238          nir_lower_aaline_impl(function->impl, &state);
239       }
240    }
241 }
242 
243 typedef struct {
244    nir_builder b;
245    nir_shader *shader;
246    nir_variable *input;
247 } lower_aapoint;
248 
249 static void
nir_lower_aapoint_block(nir_block * block,lower_aapoint * state,nir_ssa_def * sel)250 nir_lower_aapoint_block(nir_block *block,
251                         lower_aapoint *state, nir_ssa_def *sel)
252 {
253   nir_builder *b = &state->b;
254   nir_foreach_instr(instr, block) {
255       if (instr->type != nir_instr_type_intrinsic)
256          continue;
257 
258       nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
259       if (intrin->intrinsic != nir_intrinsic_store_deref)
260          continue;
261 
262       nir_variable *var = nir_intrinsic_get_var(intrin, 0);
263       if (var->data.mode != nir_var_shader_out)
264          continue;
265       if (var->data.location < FRAG_RESULT_DATA0 && var->data.location != FRAG_RESULT_COLOR)
266          continue;
267 
268       nir_ssa_def *out_input = intrin->src[1].ssa;
269       b->cursor = nir_before_instr(instr);
270 
271       nir_ssa_def *tmp = nir_fmul(b, nir_channel(b, out_input, 3), sel);
272       nir_ssa_def *out = nir_vec4(b, nir_channel(b, out_input, 0),
273                                   nir_channel(b, out_input, 1),
274                                   nir_channel(b, out_input, 2),
275                                   tmp);
276       nir_instr_rewrite_src(instr, &intrin->src[1], nir_src_for_ssa(out));
277    }
278 
279 }
280 
281 static void
nir_lower_aapoint_impl(nir_function_impl * impl,lower_aapoint * state)282 nir_lower_aapoint_impl(nir_function_impl *impl,
283                       lower_aapoint *state)
284 {
285    nir_builder *b = &state->b;
286 
287    nir_builder_init(b, impl);
288 
289    nir_block *block = nir_start_block(impl);
290    b->cursor = nir_before_block(block);
291 
292    nir_ssa_def *aainput = nir_load_var(b, state->input);
293 
294    nir_ssa_def *dist = nir_fadd(b, nir_fmul(b, nir_channel(b, aainput, 0), nir_channel(b, aainput, 0)),
295                                 nir_fmul(b, nir_channel(b, aainput, 1), nir_channel(b, aainput, 1)));
296 
297    nir_ssa_def *k = nir_channel(b, aainput, 2);
298    nir_ssa_def *chan_val_one = nir_channel(b, aainput, 3);
299    nir_ssa_def *comp = nir_flt32(b, chan_val_one, dist);
300 
301    nir_discard_if(b, comp);
302    b->shader->info.fs.uses_discard = true;
303 
304    /* compute coverage factor = (1-d)/(1-k) */
305    /* 1 - k */
306    nir_ssa_def *tmp = nir_fadd(b, chan_val_one, nir_fneg(b, k));
307    /* 1.0 / (1 - k) */
308    tmp = nir_frcp(b, tmp);
309 
310    /* 1 - d */
311    nir_ssa_def *tmp2 = nir_fadd(b, chan_val_one, nir_fneg(b, dist));
312 
313    /* (1 - d) / (1 - k) */
314    nir_ssa_def *coverage = nir_fmul(b, tmp, tmp2);
315 
316    /* if (k >= distance)
317     *    sel = coverage;
318     * else
319     *    sel = 1.0;
320     */
321    nir_ssa_def *sel = nir_b32csel(b, nir_fge32(b, k, dist), coverage, chan_val_one);
322 
323    nir_foreach_block(block, impl) {
324      nir_lower_aapoint_block(block, state, sel);
325    }
326 }
327 
328 void
nir_lower_aapoint_fs(struct nir_shader * shader,int * varying)329 nir_lower_aapoint_fs(struct nir_shader *shader, int *varying)
330 {
331    lower_aapoint state = {
332       .shader = shader,
333    };
334    if (shader->info.stage != MESA_SHADER_FRAGMENT)
335       return;
336 
337    int highest_location = -1, highest_drv_location = -1;
338    nir_foreach_shader_in_variable(var, shader) {
339      if ((int)var->data.location > highest_location)
340          highest_location = var->data.location;
341      if ((int)var->data.driver_location > highest_drv_location)
342          highest_drv_location = var->data.driver_location;
343    }
344 
345    nir_variable *aapoint_input = nir_variable_create(shader, nir_var_shader_in,
346                                                      glsl_vec4_type(), "aapoint");
347    if (highest_location == -1 || highest_location < VARYING_SLOT_VAR0) {
348      aapoint_input->data.location = VARYING_SLOT_VAR0;
349    } else {
350      aapoint_input->data.location = highest_location + 1;
351    }
352    aapoint_input->data.driver_location = highest_drv_location + 1;
353 
354    shader->num_inputs++;
355    *varying = tgsi_get_generic_gl_varying_index(aapoint_input->data.location, true);
356    state.input = aapoint_input;
357 
358    nir_foreach_function(function, shader) {
359       if (function->impl) {
360          nir_lower_aapoint_impl(function->impl, &state);
361       }
362    }
363 }
364