| /* |
| * Copyright © 2019 Google, Inc. |
| * |
| * 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" |
| |
| /* Lowing for fragment shader load_output. |
| * |
| * This pass supports the blend_equation_advanced, where a fragment |
| * shader loads the output (fragcolor) to read the current framebuffer. |
| * It does this by lowering the output read to a txf_ms_fb instruction. |
| * This instruction works similarly to a normal txf_ms except without |
| * taking a texture source argument. (The driver backend is expected |
| * to wire this up to a free texture slot which is configured to read |
| * from the framebuffer.) |
| * |
| * This should be run after lower_wpos_ytransform, because the tex |
| * coordinates should be the physical fragcoord, not the logical |
| * y-flipped coord. |
| * |
| * Note that this pass explicitly does *not* add a sampler uniform |
| * (as txf_ms_fb does not reference a texture). The driver backend |
| * is going to want nif->info.num_textures to include the count of |
| * number of textures *not* including the one it inserts to sample |
| * from the framebuffer, so it more easily knows where to insert the |
| * hidden texture to read from the fb. |
| */ |
| |
| static bool |
| nir_lower_fb_read_instr(nir_builder *b, nir_intrinsic_instr *intr, |
| UNUSED void *cb_data) |
| { |
| if (intr->intrinsic != nir_intrinsic_load_output) |
| return false; |
| |
| b->cursor = nir_before_instr(&intr->instr); |
| |
| nir_def *fragcoord = nir_load_frag_coord(b); |
| nir_def *sampid = nir_load_sample_id(b); |
| nir_def *layer = nir_load_layer_id(b); |
| fragcoord = nir_f2i32(b, fragcoord); |
| |
| nir_tex_instr *tex = nir_tex_instr_create(b->shader, 3); |
| tex->op = nir_texop_txf_ms_fb; |
| tex->sampler_dim = GLSL_SAMPLER_DIM_2D; |
| tex->coord_components = 3; |
| tex->dest_type = nir_type_float32; |
| tex->is_array = true; |
| tex->src[0] = nir_tex_src_for_ssa(nir_tex_src_coord, |
| nir_vec3(b, nir_channel(b, fragcoord, 0), nir_channel(b, fragcoord, 1), layer)); |
| tex->src[1] = nir_tex_src_for_ssa(nir_tex_src_ms_index, sampid); |
| struct nir_io_semantics io = nir_intrinsic_io_semantics(intr); |
| tex->src[2] = nir_tex_src_for_ssa(nir_tex_src_texture_handle, |
| nir_imm_intN_t(b, io.location - FRAG_RESULT_DATA0, 32)); |
| |
| nir_def_init(&tex->instr, &tex->def, 4, 32); |
| nir_builder_instr_insert(b, &tex->instr); |
| |
| nir_def_rewrite_uses(&intr->def, &tex->def); |
| |
| return true; |
| } |
| |
| bool |
| nir_lower_fb_read(nir_shader *shader) |
| { |
| assert(shader->info.stage == MESA_SHADER_FRAGMENT); |
| |
| return nir_shader_intrinsics_pass(shader, nir_lower_fb_read_instr, |
| nir_metadata_control_flow, |
| NULL); |
| } |