nir, glsl: move pixel_center_integer/origin_upper_left to shader_info.fs
[mesa.git] / src / intel / blorp / blorp_nir_builder.h
1 /*
2 * Copyright © 2017 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "compiler/nir/nir_builder.h"
25
26 static inline void
27 blorp_nir_init_shader(nir_builder *b,
28 void *mem_ctx,
29 gl_shader_stage stage,
30 const char *name)
31 {
32 nir_builder_init_simple_shader(b, mem_ctx, stage, NULL);
33 if (name != NULL)
34 b->shader->info.name = ralloc_strdup(b->shader, name);
35 if (stage == MESA_SHADER_FRAGMENT)
36 b->shader->info.fs.origin_upper_left = true;
37 }
38
39 static inline nir_ssa_def *
40 blorp_nir_frag_coord(nir_builder *b)
41 {
42 nir_variable *frag_coord =
43 nir_variable_create(b->shader, nir_var_shader_in,
44 glsl_vec4_type(), "gl_FragCoord");
45
46 frag_coord->data.location = VARYING_SLOT_POS;
47
48 return nir_load_var(b, frag_coord);
49 }
50
51 static inline nir_ssa_def *
52 blorp_nir_txf_ms_mcs(nir_builder *b, nir_ssa_def *xy_pos, nir_ssa_def *layer)
53 {
54 nir_tex_instr *tex = nir_tex_instr_create(b->shader, 1);
55 tex->op = nir_texop_txf_ms_mcs;
56 tex->sampler_dim = GLSL_SAMPLER_DIM_MS;
57 tex->dest_type = nir_type_int;
58
59 nir_ssa_def *coord;
60 if (layer) {
61 tex->is_array = true;
62 tex->coord_components = 3;
63 coord = nir_vec3(b, nir_channel(b, xy_pos, 0),
64 nir_channel(b, xy_pos, 1),
65 layer);
66 } else {
67 tex->is_array = false;
68 tex->coord_components = 2;
69 coord = nir_channels(b, xy_pos, 0x3);
70 }
71 tex->src[0].src_type = nir_tex_src_coord;
72 tex->src[0].src = nir_src_for_ssa(coord);
73
74 /* Blorp only has one texture and it's bound at unit 0 */
75 tex->texture_index = 0;
76 tex->sampler_index = 0;
77
78 nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
79 nir_builder_instr_insert(b, &tex->instr);
80
81 return &tex->dest.ssa;
82 }
83
84 static inline nir_ssa_def *
85 blorp_nir_mcs_is_clear_color(nir_builder *b,
86 nir_ssa_def *mcs,
87 uint32_t samples)
88 {
89 switch (samples) {
90 case 2:
91 /* Empirical evidence suggests that the value returned from the
92 * sampler is not always 0x3 for clear color so we need to mask it.
93 */
94 return nir_ieq(b, nir_iand(b, nir_channel(b, mcs, 0),
95 nir_imm_int(b, 0x3)),
96 nir_imm_int(b, 0x3));
97
98 case 4:
99 return nir_ieq(b, nir_channel(b, mcs, 0), nir_imm_int(b, 0xff));
100
101 case 8:
102 return nir_ieq(b, nir_channel(b, mcs, 0), nir_imm_int(b, ~0));
103
104 case 16:
105 /* For 16x MSAA, the MCS is actually an ivec2 */
106 return nir_iand(b, nir_ieq(b, nir_channel(b, mcs, 0),
107 nir_imm_int(b, ~0)),
108 nir_ieq(b, nir_channel(b, mcs, 1),
109 nir_imm_int(b, ~0)));
110
111 default:
112 unreachable("Invalid sample count");
113 }
114 }