--- /dev/null
+/*
+ * Copyright © 2020 Mike Blumenkrantz
+ *
+ * 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.
+ *
+ * Authors:
+ * Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
+ */
+
+#include "nir.h"
+#include "nir_builder.h"
+
+/**
+ * This pass splits gl_FragColor into gl_FragData[0-7] for drivers which handle
+ * the former but not the latter, e.g., zink.
+ */
+
+/*
+ If a fragment shader writes to "gl_FragColor", DrawBuffersIndexedEXT
+ specifies a set of draw buffers into which the color written to
+ "gl_FragColor" is written. If a fragment shader writes to
+ gl_FragData, DrawBuffersIndexedEXT specifies a set of draw buffers
+ into which each of the multiple output colors defined by these
+ variables are separately written. If a fragment shader writes to
+ neither gl_FragColor nor gl_FragData, the values of the fragment
+ colors following shader execution are undefined, and may differ
+ for each fragment color.
+
+ - EXT_multiview_draw_buffers
+
+ */
+
+static bool
+lower_fragcolor_instr(nir_intrinsic_instr *instr, nir_builder *b)
+{
+ nir_variable *out;
+ if (instr->intrinsic != nir_intrinsic_store_deref)
+ return false;
+
+ out = nir_deref_instr_get_variable(nir_src_as_deref(instr->src[0]));
+ if (out->data.location != FRAG_RESULT_COLOR || out->data.mode != nir_var_shader_out)
+ return false;
+ b->cursor = nir_after_instr(&instr->instr);
+
+ nir_ssa_def *frag_color = nir_load_var(b, out);
+ ralloc_free(out->name);
+ out->name = ralloc_strdup(out, "gl_FragData[0]");
+
+ /* translate gl_FragColor -> gl_FragData since this is already handled */
+ out->data.location = FRAG_RESULT_DATA0;
+ nir_component_mask_t writemask = nir_intrinsic_write_mask(instr);
+
+ for (unsigned i = 1; i < 8; i++) {
+ char name[16];
+ snprintf(name, sizeof(name), "gl_FragData[%u]", i);
+ nir_variable *out_color = nir_variable_create(b->shader, nir_var_shader_out,
+ glsl_vec4_type(),
+ name);
+ out_color->data.location = FRAG_RESULT_DATA0 + i;
+ out_color->data.driver_location = i;
+ out_color->data.index = out->data.index;
+ nir_store_var(b, out_color, frag_color, writemask);
+ }
+ return true;
+}
+
+bool
+nir_lower_fragcolor(nir_shader *shader)
+{
+ bool progress = false;
+
+ if (shader->info.stage != MESA_SHADER_FRAGMENT)
+ return false;
+
+ nir_foreach_function(function, shader) {
+ if (function->impl) {
+ nir_builder builder;
+ nir_builder_init(&builder, function->impl);
+ nir_foreach_block(block, function->impl) {
+ nir_foreach_instr_safe(instr, block) {
+ if (instr->type == nir_instr_type_intrinsic)
+ progress |= lower_fragcolor_instr(nir_instr_as_intrinsic(instr),
+ &builder);
+ }
+ }
+
+ nir_metadata_preserve(function->impl, nir_metadata_block_index | nir_metadata_dominance);
+ }
+ }
+
+ return progress;
+}