tu: Use an input for the layer when lowering input attachments
[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 return nir_load_layer_id(b);
58
59 nir_variable *layer_id =
60 nir_find_variable_with_location(b->shader, nir_var_shader_in,
61 VARYING_SLOT_LAYER);
62
63 if (layer_id == NULL) {
64 layer_id = nir_variable_create(b->shader, nir_var_shader_in,
65 glsl_int_type(), NULL);
66 layer_id->data.location = VARYING_SLOT_LAYER;
67 layer_id->data.interpolation = INTERP_MODE_FLAT;
68 layer_id->data.driver_location = b->shader->num_inputs++;
69 }
70
71 return nir_load_var(b, layer_id);
72 }
73
74 static bool
75 try_lower_input_load(nir_function_impl *impl, nir_intrinsic_instr *load,
76 const nir_input_attachment_options *options)
77 {
78 nir_deref_instr *deref = nir_src_as_deref(load->src[0]);
79 assert(glsl_type_is_image(deref->type));
80
81 enum glsl_sampler_dim image_dim = glsl_get_sampler_dim(deref->type);
82 if (image_dim != GLSL_SAMPLER_DIM_SUBPASS &&
83 image_dim != GLSL_SAMPLER_DIM_SUBPASS_MS)
84 return false;
85
86 const bool multisampled = (image_dim == GLSL_SAMPLER_DIM_SUBPASS_MS);
87
88 nir_builder b;
89 nir_builder_init(&b, impl);
90 b.cursor = nir_instr_remove(&load->instr);
91
92 nir_ssa_def *frag_coord = load_frag_coord(options, &b);
93 frag_coord = nir_f2i32(&b, frag_coord);
94 nir_ssa_def *offset = nir_ssa_for_src(&b, load->src[1], 2);
95 nir_ssa_def *pos = nir_iadd(&b, frag_coord, offset);
96
97 nir_ssa_def *layer = load_layer_id(options, &b);
98 nir_ssa_def *coord =
99 nir_vec3(&b, nir_channel(&b, pos, 0), nir_channel(&b, pos, 1), layer);
100
101 nir_tex_instr *tex = nir_tex_instr_create(b.shader, 3 + multisampled);
102
103 tex->op = nir_texop_txf;
104 tex->sampler_dim = image_dim;
105
106 switch (glsl_get_sampler_result_type(deref->type)) {
107 case GLSL_TYPE_FLOAT:
108 tex->dest_type = nir_type_float;
109 break;
110 case GLSL_TYPE_INT:
111 tex->dest_type = nir_type_int;
112 break;
113 case GLSL_TYPE_UINT:
114 tex->dest_type = nir_type_uint;
115 break;
116 default:
117 unreachable("Invalid image type");
118 }
119 tex->is_array = true;
120 tex->is_shadow = false;
121
122 tex->texture_index = 0;
123 tex->sampler_index = 0;
124
125 tex->src[0].src_type = nir_tex_src_texture_deref;
126 tex->src[0].src = nir_src_for_ssa(&deref->dest.ssa);
127
128 tex->src[1].src_type = nir_tex_src_coord;
129 tex->src[1].src = nir_src_for_ssa(coord);
130 tex->coord_components = 3;
131
132 tex->src[2].src_type = nir_tex_src_lod;
133 tex->src[2].src = nir_src_for_ssa(nir_imm_int(&b, 0));
134
135 if (image_dim == GLSL_SAMPLER_DIM_SUBPASS_MS) {
136 tex->op = nir_texop_txf_ms;
137 tex->src[3].src_type = nir_tex_src_ms_index;
138 tex->src[3].src = load->src[2];
139 }
140
141 tex->texture_non_uniform = nir_intrinsic_access(load) & ACCESS_NON_UNIFORM;
142
143 nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
144 nir_builder_instr_insert(&b, &tex->instr);
145
146 nir_ssa_def_rewrite_uses(&load->dest.ssa,
147 nir_src_for_ssa(&tex->dest.ssa));
148
149 return true;
150 }
151
152 static bool
153 try_lower_input_texop(nir_function_impl *impl, nir_tex_instr *tex,
154 const nir_input_attachment_options *options)
155 {
156 nir_deref_instr *deref = nir_src_as_deref(tex->src[0].src);
157
158 if (glsl_get_sampler_dim(deref->type) != GLSL_SAMPLER_DIM_SUBPASS_MS)
159 return false;
160
161 nir_builder b;
162 nir_builder_init(&b, impl);
163 b.cursor = nir_before_instr(&tex->instr);
164
165 nir_ssa_def *frag_coord = load_frag_coord(options, &b);
166 frag_coord = nir_f2i32(&b, frag_coord);
167
168 nir_ssa_def *layer = load_layer_id(options, &b);
169 nir_ssa_def *coord = nir_vec3(&b, nir_channel(&b, frag_coord, 0),
170 nir_channel(&b, frag_coord, 1), layer);
171
172 tex->coord_components = 3;
173
174 nir_instr_rewrite_src(&tex->instr, &tex->src[1].src, nir_src_for_ssa(coord));
175
176 return true;
177 }
178
179 bool
180 nir_lower_input_attachments(nir_shader *shader,
181 const nir_input_attachment_options *options)
182 {
183 assert(shader->info.stage == MESA_SHADER_FRAGMENT);
184 bool progress = false;
185
186 nir_foreach_function(function, shader) {
187 if (!function->impl)
188 continue;
189
190 nir_foreach_block(block, function->impl) {
191 nir_foreach_instr_safe(instr, block) {
192 switch (instr->type) {
193 case nir_instr_type_tex: {
194 nir_tex_instr *tex = nir_instr_as_tex(instr);
195
196 if (tex->op == nir_texop_fragment_mask_fetch ||
197 tex->op == nir_texop_fragment_fetch) {
198 progress |= try_lower_input_texop(function->impl, tex,
199 options);
200 }
201 break;
202 }
203 case nir_instr_type_intrinsic: {
204 nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr);
205
206 if (load->intrinsic == nir_intrinsic_image_deref_load) {
207 progress |= try_lower_input_load(function->impl, load,
208 options);
209 }
210 break;
211 }
212 default:
213 break;
214 }
215 }
216 }
217 }
218
219 return progress;
220 }