nir: support derefs in two-sided lighting lowering
[mesa.git] / src / compiler / nir / nir_lower_two_sided_color.c
1 /*
2 * Copyright © 2015 Red Hat
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 * Authors:
24 * Rob Clark <robclark@freedesktop.org>
25 */
26
27 #include "nir.h"
28 #include "nir_builder.h"
29
30 #define MAX_COLORS 2 /* VARYING_SLOT_COL0/COL1 */
31
32 typedef struct {
33 nir_builder b;
34 nir_shader *shader;
35 struct {
36 nir_variable *front; /* COLn */
37 nir_variable *back; /* BFCn */
38 } colors[MAX_COLORS];
39 int colors_count;
40 } lower_2side_state;
41
42
43 /* Lowering pass for fragment shaders to emulated two-sided-color. For
44 * each COLOR input, a corresponding BCOLOR input is created, and bcsel
45 * instruction used to select front or back color based on FACE.
46 */
47
48 static nir_variable *
49 create_input(nir_shader *shader, unsigned drvloc, gl_varying_slot slot,
50 enum glsl_interp_mode interpolation)
51 {
52 nir_variable *var = rzalloc(shader, nir_variable);
53
54 var->data.driver_location = drvloc;
55 var->type = glsl_vec4_type();
56 var->data.mode = nir_var_shader_in;
57 var->name = ralloc_asprintf(var, "in_%d", drvloc);
58 var->data.index = 0;
59 var->data.location = slot;
60 var->data.interpolation = interpolation;
61
62 exec_list_push_tail(&shader->inputs, &var->node);
63
64 shader->num_inputs++; /* TODO use type_size() */
65
66 return var;
67 }
68
69 static nir_ssa_def *
70 load_input(nir_builder *b, nir_variable *in)
71 {
72 nir_intrinsic_instr *load;
73
74 load = nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_input);
75 load->num_components = 4;
76 nir_intrinsic_set_base(load, in->data.driver_location);
77 load->src[0] = nir_src_for_ssa(nir_imm_int(b, 0));
78 nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
79 nir_builder_instr_insert(b, &load->instr);
80
81 return &load->dest.ssa;
82 }
83
84 static int
85 setup_inputs(lower_2side_state *state)
86 {
87 int maxloc = -1;
88
89 /* find color inputs: */
90 nir_foreach_variable(var, &state->shader->inputs) {
91 int loc = var->data.driver_location;
92
93 /* keep track of last used driver-location.. we'll be
94 * appending BCLr after last existing input:
95 */
96 maxloc = MAX2(maxloc, loc);
97
98 switch (var->data.location) {
99 case VARYING_SLOT_COL0:
100 case VARYING_SLOT_COL1:
101 assert(state->colors_count < ARRAY_SIZE(state->colors));
102 state->colors[state->colors_count].front = var;
103 state->colors_count++;
104 break;
105 }
106 }
107
108 /* if we don't have any color inputs, nothing to do: */
109 if (state->colors_count == 0)
110 return -1;
111
112 /* add required back-face color inputs: */
113 for (int i = 0; i < state->colors_count; i++) {
114 gl_varying_slot slot;
115
116 if (state->colors[i].front->data.location == VARYING_SLOT_COL0)
117 slot = VARYING_SLOT_BFC0;
118 else
119 slot = VARYING_SLOT_BFC1;
120
121 state->colors[i].back = create_input(
122 state->shader, ++maxloc, slot,
123 state->colors[i].front->data.interpolation);
124 }
125
126 return 0;
127 }
128
129 static bool
130 nir_lower_two_sided_color_block(nir_block *block,
131 lower_2side_state *state)
132 {
133 nir_builder *b = &state->b;
134
135 nir_foreach_instr_safe(instr, block) {
136 if (instr->type != nir_instr_type_intrinsic)
137 continue;
138
139 nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
140
141 int idx;
142 if (intr->intrinsic == nir_intrinsic_load_input) {
143 for (idx = 0; idx < state->colors_count; idx++) {
144 unsigned drvloc =
145 state->colors[idx].front->data.driver_location;
146 if (nir_intrinsic_base(intr) == drvloc) {
147 assert(nir_src_is_const(intr->src[0]));
148 break;
149 }
150 }
151 } else if (intr->intrinsic == nir_intrinsic_load_deref) {
152 nir_variable *var = nir_intrinsic_get_var(intr, 0);
153 if (var->data.mode != nir_var_shader_in)
154 continue;
155
156 for (idx = 0; idx < state->colors_count; idx++) {
157 unsigned loc = state->colors[idx].front->data.location;
158 if (var->data.location == loc)
159 break;
160 }
161 } else
162 continue;
163
164 if (idx == state->colors_count)
165 continue;
166
167 /* replace load_input(COLn) with
168 * bcsel(load_system_value(FACE), load_input(COLn), load_input(BFCn))
169 */
170 b->cursor = nir_before_instr(&intr->instr);
171 /* gl_FrontFace is a boolean but the intrinsic constructor creates
172 * 32-bit value by default.
173 */
174 nir_ssa_def *face = nir_load_front_face(b, 1);
175 nir_ssa_def *front, *back;
176 if (intr->intrinsic == nir_intrinsic_load_deref) {
177 front = nir_load_var(b, state->colors[idx].front);
178 back = nir_load_var(b, state->colors[idx].back);
179 } else {
180 front = load_input(b, state->colors[idx].front);
181 back = load_input(b, state->colors[idx].back);
182 }
183 nir_ssa_def *color = nir_bcsel(b, face, front, back);
184
185 assert(intr->dest.is_ssa);
186 nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(color));
187 }
188
189 return true;
190 }
191
192 static void
193 nir_lower_two_sided_color_impl(nir_function_impl *impl,
194 lower_2side_state *state)
195 {
196 nir_builder *b = &state->b;
197
198 nir_builder_init(b, impl);
199
200 nir_foreach_block(block, impl) {
201 nir_lower_two_sided_color_block(block, state);
202 }
203
204 nir_metadata_preserve(impl, nir_metadata_block_index |
205 nir_metadata_dominance);
206 }
207
208 void
209 nir_lower_two_sided_color(nir_shader *shader)
210 {
211 lower_2side_state state = {
212 .shader = shader,
213 };
214
215 if (shader->info.stage != MESA_SHADER_FRAGMENT)
216 return;
217
218 if (setup_inputs(&state) != 0)
219 return;
220
221 nir_foreach_function(function, shader) {
222 if (function->impl)
223 nir_lower_two_sided_color_impl(function->impl, &state);
224 }
225
226 }