--- /dev/null
+/*
+ * Copyright (C) 2019 Collabora, Ltd.
+ *
+ * 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 (Collabora):
+ * Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
+ */
+
+/**
+ * @file
+ *
+ * Implements framebuffer format conversions in software, specifically for
+ * blend shaders on Midgard/Bifrost. load_output/store_output (derefs more
+ * correctly -- pre I/O lowering) normally for the fragment stage within the
+ * blend shader will operate with purely vec4 float ("nir") encodings. This
+ * lowering stage, to be run before I/O is lowered, converts the native
+ * framebuffer format to a NIR encoding after loads and vice versa before
+ * stores. This pass is designed for a single render target; Midgard duplicates
+ * blend shaders for MRT to simplify everything.
+ */
+
+#include "compiler/nir/nir.h"
+#include "compiler/nir/nir_builder.h"
+#include "nir_lower_blend.h"
+
+static nir_ssa_def *
+nir_float_to_native(nir_builder *b, nir_ssa_def *c_float)
+{
+ /* TODO */
+ return c_float;
+}
+
+void
+nir_lower_framebuffer(nir_shader *shader)
+{
+ /* Blend shaders are represented as special fragment shaders */
+ assert(shader->info.stage == MESA_SHADER_FRAGMENT);
+
+ nir_foreach_function(func, shader) {
+ nir_foreach_block(block, func->impl) {
+ nir_foreach_instr_safe(instr, block) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
+
+ nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
+
+ bool is_load = intr->intrinsic == nir_intrinsic_load_deref;
+ bool is_store = intr->intrinsic == nir_intrinsic_store_deref;
+
+ if (!(is_load || is_store))
+ continue;
+
+ /* Don't worry about MRT */
+ nir_variable *var = nir_intrinsic_get_var(intr, 0);
+
+ if (var->data.location != FRAG_RESULT_COLOR)
+ continue;
+
+ nir_builder b;
+ nir_builder_init(&b, func->impl);
+
+ if (is_store) {
+ /* For stores, add conversion before */
+ b.cursor = nir_before_instr(instr);
+
+ /* Grab the input color */
+ nir_ssa_def *c_nir = nir_ssa_for_src(&b, intr->src[1], 4);
+
+ /* Format convert */
+ nir_ssa_def *converted = nir_float_to_native(&b, c_nir);
+
+ /* Write out the converted color instead of the input */
+ nir_instr_rewrite_src(instr, &intr->src[1],
+ nir_src_for_ssa(converted));
+ } else {
+ /* TODO loads */
+ }
+ }
+ }
+
+ nir_metadata_preserve(func->impl, nir_metadata_block_index |
+ nir_metadata_dominance);
+ }
+}