nir: replace nir_load_system_value calls with appropiate builder functions
[mesa.git] / src / intel / vulkan / anv_nir_lower_input_attachments.c
1 /*
2 * Copyright © 2016 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 "anv_nir.h"
25 #include "nir/nir_builder.h"
26
27 static nir_ssa_def *
28 load_frag_coord(nir_builder *b)
29 {
30 nir_foreach_variable(var, &b->shader->inputs) {
31 if (var->data.location == VARYING_SLOT_POS)
32 return nir_load_var(b, var);
33 }
34
35 nir_variable *pos = nir_variable_create(b->shader, nir_var_shader_in,
36 glsl_vec4_type(), NULL);
37 pos->data.location = VARYING_SLOT_POS;
38 pos->data.origin_upper_left = true;
39
40 return nir_load_var(b, pos);
41 }
42
43 static void
44 try_lower_input_load(nir_function_impl *impl, nir_intrinsic_instr *load)
45 {
46 nir_deref_instr *deref = nir_src_as_deref(load->src[0]);
47 assert(glsl_type_is_image(deref->type));
48
49 enum glsl_sampler_dim image_dim = glsl_get_sampler_dim(deref->type);
50 if (image_dim != GLSL_SAMPLER_DIM_SUBPASS &&
51 image_dim != GLSL_SAMPLER_DIM_SUBPASS_MS)
52 return;
53
54 const bool multisampled = (image_dim == GLSL_SAMPLER_DIM_SUBPASS_MS);
55
56 nir_builder b;
57 nir_builder_init(&b, impl);
58 b.cursor = nir_instr_remove(&load->instr);
59
60 nir_ssa_def *frag_coord = nir_f2i32(&b, load_frag_coord(&b));
61 nir_ssa_def *offset = nir_ssa_for_src(&b, load->src[1], 2);
62 nir_ssa_def *pos = nir_iadd(&b, frag_coord, offset);
63
64 nir_ssa_def *layer = nir_load_layer_id(&b);
65 nir_ssa_def *coord =
66 nir_vec3(&b, nir_channel(&b, pos, 0), nir_channel(&b, pos, 1), layer);
67
68 nir_tex_instr *tex = nir_tex_instr_create(b.shader, 3 + multisampled);
69
70 tex->op = nir_texop_txf;
71
72 switch (glsl_get_sampler_result_type(deref->type)) {
73 case GLSL_TYPE_FLOAT:
74 tex->dest_type = nir_type_float;
75 break;
76 case GLSL_TYPE_INT:
77 tex->dest_type = nir_type_int;
78 break;
79 case GLSL_TYPE_UINT:
80 tex->dest_type = nir_type_uint;
81 break;
82 default:
83 unreachable("Invalid image type");
84 }
85 tex->is_array = true;
86 tex->is_shadow = false;
87
88 tex->texture_index = 0;
89 tex->sampler_index = 0;
90
91 tex->src[0].src_type = nir_tex_src_texture_deref;
92 tex->src[0].src = nir_src_for_ssa(&deref->dest.ssa);
93
94 tex->src[1].src_type = nir_tex_src_coord;
95 tex->src[1].src = nir_src_for_ssa(coord);
96 tex->coord_components = 3;
97
98 tex->src[2].src_type = nir_tex_src_lod;
99 tex->src[2].src = nir_src_for_ssa(nir_imm_int(&b, 0));
100
101 if (image_dim == GLSL_SAMPLER_DIM_SUBPASS_MS) {
102 tex->op = nir_texop_txf_ms;
103 tex->src[3].src_type = nir_tex_src_ms_index;
104 tex->src[3].src = load->src[2];
105 }
106
107 nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
108 nir_builder_instr_insert(&b, &tex->instr);
109
110 nir_ssa_def_rewrite_uses(&load->dest.ssa,
111 nir_src_for_ssa(&tex->dest.ssa));
112 }
113
114 void
115 anv_nir_lower_input_attachments(nir_shader *shader)
116 {
117 assert(shader->info.stage == MESA_SHADER_FRAGMENT);
118
119 nir_foreach_function(function, shader) {
120 if (!function->impl)
121 continue;
122
123 nir_foreach_block(block, function->impl) {
124 nir_foreach_instr_safe(instr, block) {
125 if (instr->type != nir_instr_type_intrinsic)
126 continue;
127
128 nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr);
129
130 if (load->intrinsic != nir_intrinsic_image_deref_load)
131 continue;
132
133 try_lower_input_load(function->impl, load);
134 }
135 }
136 }
137 }