nir: Report progress properly in nir_lower_bool_to_*
[mesa.git] / src / compiler / nir / 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 "nir.h"
25 #include "nir_builder.h"
26
27 static nir_ssa_def *
28 load_frag_coord(const nir_input_attachment_options *options, nir_builder *b)
29 {
30 if (options->use_fragcoord_sysval)
31 return nir_load_frag_coord(b);
32
33 nir_variable *pos =
34 nir_find_variable_with_location(b->shader, nir_var_shader_in,
35 VARYING_SLOT_POS);
36 if (pos == NULL) {
37 pos = nir_variable_create(b->shader, nir_var_shader_in,
38 glsl_vec4_type(), NULL);
39 pos->data.location = VARYING_SLOT_POS;
40 }
41 /**
42 * From Vulkan spec:
43 * "The OriginLowerLeft execution mode must not be used; fragment entry
44 * points must declare OriginUpperLeft."
45 *
46 * So at this point origin_upper_left should be true
47 */
48 assert(b->shader->info.fs.origin_upper_left == true);
49
50 return nir_load_var(b, pos);
51 }
52
53 static nir_ssa_def *
54 load_layer_id(const nir_input_attachment_options *options, nir_builder *b)
55 {
56 if (options->use_layer_id_sysval) {
57 if (options->use_view_id_for_layer)
58 return nir_load_view_index(b);
59 else
60 return nir_load_layer_id(b);
61 }
62
63 gl_varying_slot slot = options->use_view_id_for_layer ?
64 VARYING_SLOT_VIEW_INDEX : VARYING_SLOT_LAYER;
65 nir_variable *layer_id =
66 nir_find_variable_with_location(b->shader, nir_var_shader_in, slot);
67
68 if (layer_id == NULL) {
69 layer_id = nir_variable_create(b->shader, nir_var_shader_in,
70 glsl_int_type(), NULL);
71 layer_id->data.location = slot;
72 layer_id->data.interpolation = INTERP_MODE_FLAT;
73 layer_id->data.driver_location = b->shader->num_inputs++;
74 }
75
76 return nir_load_var(b, layer_id);
77 }
78
79 static bool
80 try_lower_input_load(nir_function_impl *impl, nir_intrinsic_instr *load,
81 const nir_input_attachment_options *options)
82 {
83 nir_deref_instr *deref = nir_src_as_deref(load->src[0]);
84 assert(glsl_type_is_image(deref->type));
85
86 enum glsl_sampler_dim image_dim = glsl_get_sampler_dim(deref->type);
87 if (image_dim != GLSL_SAMPLER_DIM_SUBPASS &&
88 image_dim != GLSL_SAMPLER_DIM_SUBPASS_MS)
89 return false;
90
91 const bool multisampled = (image_dim == GLSL_SAMPLER_DIM_SUBPASS_MS);
92
93 nir_builder b;
94 nir_builder_init(&b, impl);
95 b.cursor = nir_instr_remove(&load->instr);
96
97 nir_ssa_def *frag_coord = load_frag_coord(options, &b);
98 frag_coord = nir_f2i32(&b, frag_coord);
99 nir_ssa_def *offset = nir_ssa_for_src(&b, load->src[1], 2);
100 nir_ssa_def *pos = nir_iadd(&b, frag_coord, offset);
101
102 nir_ssa_def *layer = load_layer_id(options, &b);
103 nir_ssa_def *coord =
104 nir_vec3(&b, nir_channel(&b, pos, 0), nir_channel(&b, pos, 1), layer);
105
106 nir_tex_instr *tex = nir_tex_instr_create(b.shader, 3 + multisampled);
107
108 tex->op = nir_texop_txf;
109 tex->sampler_dim = image_dim;
110
111 switch (glsl_get_sampler_result_type(deref->type)) {
112 case GLSL_TYPE_FLOAT:
113 tex->dest_type = nir_type_float;
114 break;
115 case GLSL_TYPE_INT:
116 tex->dest_type = nir_type_int;
117 break;
118 case GLSL_TYPE_UINT:
119 tex->dest_type = nir_type_uint;
120 break;
121 default:
122 unreachable("Invalid image type");
123 }
124 tex->is_array = true;
125 tex->is_shadow = false;
126
127 tex->texture_index = 0;
128 tex->sampler_index = 0;
129
130 tex->src[0].src_type = nir_tex_src_texture_deref;
131 tex->src[0].src = nir_src_for_ssa(&deref->dest.ssa);
132
133 tex->src[1].src_type = nir_tex_src_coord;
134 tex->src[1].src = nir_src_for_ssa(coord);
135 tex->coord_components = 3;
136
137 tex->src[2].src_type = nir_tex_src_lod;
138 tex->src[2].src = nir_src_for_ssa(nir_imm_int(&b, 0));
139
140 if (image_dim == GLSL_SAMPLER_DIM_SUBPASS_MS) {
141 tex->op = nir_texop_txf_ms;
142 tex->src[3].src_type = nir_tex_src_ms_index;
143 tex->src[3].src = load->src[2];
144 }
145
146 tex->texture_non_uniform = nir_intrinsic_access(load) & ACCESS_NON_UNIFORM;
147
148 nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
149 nir_builder_instr_insert(&b, &tex->instr);
150
151 nir_ssa_def_rewrite_uses(&load->dest.ssa,
152 nir_src_for_ssa(&tex->dest.ssa));
153
154 return true;
155 }
156
157 static bool
158 try_lower_input_texop(nir_function_impl *impl, nir_tex_instr *tex,
159 const nir_input_attachment_options *options)
160 {
161 nir_deref_instr *deref = nir_src_as_deref(tex->src[0].src);
162
163 if (glsl_get_sampler_dim(deref->type) != GLSL_SAMPLER_DIM_SUBPASS_MS)
164 return false;
165
166 nir_builder b;
167 nir_builder_init(&b, impl);
168 b.cursor = nir_before_instr(&tex->instr);
169
170 nir_ssa_def *frag_coord = load_frag_coord(options, &b);
171 frag_coord = nir_f2i32(&b, frag_coord);
172
173 nir_ssa_def *layer = load_layer_id(options, &b);
174 nir_ssa_def *coord = nir_vec3(&b, nir_channel(&b, frag_coord, 0),
175 nir_channel(&b, frag_coord, 1), layer);
176
177 tex->coord_components = 3;
178
179 nir_instr_rewrite_src(&tex->instr, &tex->src[1].src, nir_src_for_ssa(coord));
180
181 return true;
182 }
183
184 bool
185 nir_lower_input_attachments(nir_shader *shader,
186 const nir_input_attachment_options *options)
187 {
188 assert(shader->info.stage == MESA_SHADER_FRAGMENT);
189 bool progress = false;
190
191 nir_foreach_function(function, shader) {
192 if (!function->impl)
193 continue;
194
195 nir_foreach_block(block, function->impl) {
196 nir_foreach_instr_safe(instr, block) {
197 switch (instr->type) {
198 case nir_instr_type_tex: {
199 nir_tex_instr *tex = nir_instr_as_tex(instr);
200
201 if (tex->op == nir_texop_fragment_mask_fetch ||
202 tex->op == nir_texop_fragment_fetch) {
203 progress |= try_lower_input_texop(function->impl, tex,
204 options);
205 }
206 break;
207 }
208 case nir_instr_type_intrinsic: {
209 nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr);
210
211 if (load->intrinsic == nir_intrinsic_image_deref_load) {
212 progress |= try_lower_input_load(function->impl, load,
213 options);
214 }
215 break;
216 }
217 default:
218 break;
219 }
220 }
221 }
222 }
223
224 return progress;
225 }