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path: root/src/gallium/frontends/vallium/val_lower_input_attachments.c
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/*
 * Copyright © 2016 Intel Corporation
 *
 * 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"
#include "val_lower_vulkan_resource.h"

static nir_ssa_def *
load_frag_coord(nir_builder *b)
{
   nir_foreach_variable(var, &b->shader->inputs) {
      if (var->data.location == VARYING_SLOT_POS)
         return nir_load_var(b, var);
   }

   nir_variable *pos = nir_variable_create(b->shader, nir_var_shader_in,
                                           glsl_vec4_type(), NULL);
   pos->data.location = VARYING_SLOT_POS;
   /**
    * From Vulkan spec:
    *   "The OriginLowerLeft execution mode must not be used; fragment entry
    *    points must declare OriginUpperLeft."
    *
    * So at this point origin_upper_left should be true
    */
   assert(b->shader->info.fs.origin_upper_left == true);

   return nir_load_var(b, pos);
}

static bool
try_lower_input_load(nir_function_impl *impl, nir_intrinsic_instr *load,
                     bool use_fragcoord_sysval)
{
   nir_deref_instr *deref = nir_src_as_deref(load->src[0]);
   assert(glsl_type_is_image(deref->type));

   enum glsl_sampler_dim image_dim = glsl_get_sampler_dim(deref->type);
   if (image_dim != GLSL_SAMPLER_DIM_SUBPASS &&
       image_dim != GLSL_SAMPLER_DIM_SUBPASS_MS)
      return false;

   nir_builder b;
   nir_builder_init(&b, impl);
   b.cursor = nir_before_instr(&load->instr);

   nir_ssa_def *frag_coord = use_fragcoord_sysval ? nir_load_frag_coord(&b)
                                                  : load_frag_coord(&b);
   frag_coord = nir_f2i32(&b, frag_coord);
   nir_ssa_def *offset = nir_ssa_for_src(&b, load->src[1], 2);
   nir_ssa_def *pos = nir_iadd(&b, frag_coord, offset);

   nir_ssa_def *layer = nir_imm_int(&b, 0);
   nir_ssa_def *coord =
      nir_vec4(&b, nir_channel(&b, pos, 0), nir_channel(&b, pos, 1), layer, layer);

   nir_instr_rewrite_src(&load->instr, &load->src[1], nir_src_for_ssa(coord));

   return true;
}

bool
val_lower_input_attachments(nir_shader *shader, bool use_fragcoord_sysval)
{
   assert(shader->info.stage == MESA_SHADER_FRAGMENT);
   bool progress = false;

   nir_foreach_function(function, shader) {
      if (!function->impl)
         continue;

      nir_foreach_block(block, function->impl) {
         nir_foreach_instr_safe(instr, block) {
            if (instr->type != nir_instr_type_intrinsic)
               continue;

            nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr);

            if (load->intrinsic != nir_intrinsic_image_deref_load)
               continue;

            progress |= try_lower_input_load(function->impl, load,
                                             use_fragcoord_sysval);
         }
      }
   }

   return progress;
}