nir: Add a find_variable_with_[driver_]location helper
[mesa.git] / src / compiler / nir / nir_lower_two_sided_color.c
index 1294cb89004f6d440740d575f869d4934ab4c8a5..0507c4d2317a69c80a35aab74df45c761e4c1b19 100644 (file)
 typedef struct {
    nir_builder   b;
    nir_shader   *shader;
-   nir_variable *face;
+   bool face_sysval;
    struct {
       nir_variable *front;        /* COLn */
       nir_variable *back;         /* BFCn */
    } colors[MAX_COLORS];
+   nir_variable *face;
    int colors_count;
 } lower_2side_state;
 
@@ -47,20 +48,37 @@ typedef struct {
  */
 
 static nir_variable *
-create_input(nir_shader *shader, unsigned drvloc, gl_varying_slot slot)
+create_input(nir_shader *shader, gl_varying_slot slot,
+             enum glsl_interp_mode interpolation)
 {
-   nir_variable *var = rzalloc(shader, nir_variable);
+   nir_variable *var = nir_variable_create(shader, nir_var_shader_in,
+                                           glsl_vec4_type(), NULL);
 
-   var->data.driver_location = drvloc;
-   var->type = glsl_vec4_type();
-   var->data.mode = nir_var_shader_in;
-   var->name = ralloc_asprintf(var, "in_%d", drvloc);
+   var->data.driver_location = shader->num_inputs++;
+   var->name = ralloc_asprintf(var, "in_%d", var->data.driver_location);
    var->data.index = 0;
    var->data.location = slot;
+   var->data.interpolation = interpolation;
 
-   exec_list_push_tail(&shader->inputs, &var->node);
+   return var;
+}
 
-   shader->num_inputs++;     /* TODO use type_size() */
+static nir_variable *
+create_face_input(nir_shader *shader)
+{
+   nir_variable *var =
+      nir_find_variable_with_location(shader, nir_var_shader_in,
+                                      VARYING_SLOT_FACE);
+
+   if (var == NULL) {
+      var = nir_variable_create(shader, nir_var_shader_in,
+                                glsl_bool_type(), "gl_FrontFacing");
+
+      var->data.driver_location = shader->num_inputs++;
+      var->data.index = 0;
+      var->data.location = VARYING_SLOT_FACE;
+      var->data.interpolation = INTERP_MODE_FLAT;
+   }
 
    return var;
 }
@@ -72,9 +90,9 @@ load_input(nir_builder *b, nir_variable *in)
 
    load = nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_input);
    load->num_components = 4;
-   load->const_index[0] = in->data.driver_location;
+   nir_intrinsic_set_base(load, in->data.driver_location);
    load->src[0] = nir_src_for_ssa(nir_imm_int(b, 0));
-   nir_ssa_dest_init(&load->instr, &load->dest, 4, NULL);
+   nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
    nir_builder_instr_insert(b, &load->instr);
 
    return &load->dest.ssa;
@@ -83,17 +101,8 @@ load_input(nir_builder *b, nir_variable *in)
 static int
 setup_inputs(lower_2side_state *state)
 {
-   int maxloc = -1;
-
-   /* find color/face inputs: */
-   nir_foreach_variable(var, &state->shader->inputs) {
-      int loc = var->data.driver_location;
-
-      /* keep track of last used driver-location.. we'll be
-       * appending BCLr/FACE after last existing input:
-       */
-      maxloc = MAX2(maxloc, loc);
-
+   /* find color inputs: */
+   nir_foreach_shader_in_variable(var, state->shader) {
       switch (var->data.location) {
       case VARYING_SLOT_COL0:
       case VARYING_SLOT_COL1:
@@ -101,9 +110,6 @@ setup_inputs(lower_2side_state *state)
          state->colors[state->colors_count].front = var;
          state->colors_count++;
          break;
-      case VARYING_SLOT_FACE:
-         state->face = var;
-         break;
       }
    }
 
@@ -111,12 +117,6 @@ setup_inputs(lower_2side_state *state)
    if (state->colors_count == 0)
       return -1;
 
-   /* if we don't already have one, insert a FACE input: */
-   if (!state->face) {
-      state->face = create_input(state->shader, ++maxloc, VARYING_SLOT_FACE);
-      state->face->data.interpolation = INTERP_QUALIFIER_FLAT;
-   }
-
    /* add required back-face color inputs: */
    for (int i = 0; i < state->colors_count; i++) {
       gl_varying_slot slot;
@@ -126,49 +126,77 @@ setup_inputs(lower_2side_state *state)
       else
          slot = VARYING_SLOT_BFC1;
 
-      state->colors[i].back = create_input(state->shader, ++maxloc, slot);
+      state->colors[i].back = create_input(
+            state->shader, slot,
+            state->colors[i].front->data.interpolation);
    }
 
+   if (!state->face_sysval)
+      state->face = create_face_input(state->shader);
+
    return 0;
 }
 
 static bool
-nir_lower_two_sided_color_block(nir_block *block, void *void_state)
+nir_lower_two_sided_color_block(nir_block *block,
+                                lower_2side_state *state)
 {
-   lower_2side_state *state = void_state;
    nir_builder *b = &state->b;
 
-   nir_foreach_instr_safe(block, instr) {
+   nir_foreach_instr_safe(instr, block) {
       if (instr->type != nir_instr_type_intrinsic)
          continue;
 
       nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
 
-      if (intr->intrinsic != nir_intrinsic_load_input)
-         continue;
-
       int idx;
-      for (idx = 0; idx < state->colors_count; idx++) {
-         unsigned drvloc =
-            state->colors[idx].front->data.driver_location;
-         if (intr->const_index[0] == drvloc) {
-            assert(nir_src_as_const_value(intr->src[0]));
-            break;
+      if (intr->intrinsic == nir_intrinsic_load_input) {
+         for (idx = 0; idx < state->colors_count; idx++) {
+            unsigned drvloc =
+               state->colors[idx].front->data.driver_location;
+            if (nir_intrinsic_base(intr) == drvloc) {
+               assert(nir_src_is_const(intr->src[0]));
+               break;
+            }
          }
-      }
+      } else if (intr->intrinsic == nir_intrinsic_load_deref) {
+         nir_variable *var = nir_intrinsic_get_var(intr, 0);
+         if (var->data.mode != nir_var_shader_in)
+            continue;
+
+         for (idx = 0; idx < state->colors_count; idx++) {
+            unsigned loc = state->colors[idx].front->data.location;
+            if (var->data.location == loc)
+               break;
+         }
+      } else
+         continue;
 
       if (idx == state->colors_count)
          continue;
 
       /* replace load_input(COLn) with
-       * bcsel(load_input(FACE), load_input(COLn), load_input(BFCn))
+       * bcsel(load_system_value(FACE), load_input(COLn), load_input(BFCn))
        */
       b->cursor = nir_before_instr(&intr->instr);
-      nir_ssa_def *face  = nir_channel(b, load_input(b, state->face), 0);
-      nir_ssa_def *front = load_input(b, state->colors[idx].front);
-      nir_ssa_def *back  = load_input(b, state->colors[idx].back);
-      nir_ssa_def *cond  = nir_flt(b, face, nir_imm_float(b, 0.0));
-      nir_ssa_def *color = nir_bcsel(b, cond, back, front);
+      /* gl_FrontFace is a boolean but the intrinsic constructor creates
+       * 32-bit value by default.
+       */
+      nir_ssa_def *face;
+      if (state->face_sysval)
+         face = nir_load_front_face(b, 1);
+      else
+         face = nir_load_var(b, state->face);
+
+      nir_ssa_def *front, *back;
+      if (intr->intrinsic == nir_intrinsic_load_deref) {
+         front = nir_load_var(b, state->colors[idx].front);
+         back  = nir_load_var(b, state->colors[idx].back);
+      } else {
+         front = load_input(b, state->colors[idx].front);
+         back  = load_input(b, state->colors[idx].back);
+      }
+      nir_ssa_def *color = nir_bcsel(b, face, front, back);
 
       assert(intr->dest.is_ssa);
       nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(color));
@@ -185,26 +213,29 @@ nir_lower_two_sided_color_impl(nir_function_impl *impl,
 
    nir_builder_init(b, impl);
 
-   nir_foreach_block(impl, nir_lower_two_sided_color_block, state);
+   nir_foreach_block(block, impl) {
+      nir_lower_two_sided_color_block(block, state);
+   }
 
    nir_metadata_preserve(impl, nir_metadata_block_index |
                                nir_metadata_dominance);
 }
 
 void
-nir_lower_two_sided_color(nir_shader *shader)
+nir_lower_two_sided_color(nir_shader *shader, bool face_sysval)
 {
    lower_2side_state state = {
       .shader = shader,
+      .face_sysval = face_sysval,
    };
 
-   if (shader->stage != MESA_SHADER_FRAGMENT)
+   if (shader->info.stage != MESA_SHADER_FRAGMENT)
       return;
 
    if (setup_inputs(&state) != 0)
       return;
 
-   nir_foreach_function(shader, function) {
+   nir_foreach_function(function, shader) {
       if (function->impl)
          nir_lower_two_sided_color_impl(function->impl, &state);
    }