xref: /aosp_15_r20/external/mesa3d/src/compiler/nir/nir_lower_fb_read.c (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1 /*
2  * Copyright © 2019 Google, Inc.
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 FROM,
20  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21  * SOFTWARE.
22  */
23 
24 #include "nir.h"
25 #include "nir_builder.h"
26 
27 /* Lowing for fragment shader load_output.
28  *
29  * This pass supports the blend_equation_advanced, where a fragment
30  * shader loads the output (fragcolor) to read the current framebuffer.
31  * It does this by lowering the output read to a txf_ms_fb instruction.
32  * This instruction works similarly to a normal txf_ms except without
33  * taking a texture source argument.  (The driver backend is expected
34  * to wire this up to a free texture slot which is configured to read
35  * from the framebuffer.)
36  *
37  * This should be run after lower_wpos_ytransform, because the tex
38  * coordinates should be the physical fragcoord, not the logical
39  * y-flipped coord.
40  *
41  * Note that this pass explicitly does *not* add a sampler uniform
42  * (as txf_ms_fb does not reference a texture).  The driver backend
43  * is going to want nif->info.num_textures to include the count of
44  * number of textures *not* including the one it inserts to sample
45  * from the framebuffer, so it more easily knows where to insert the
46  * hidden texture to read from the fb.
47  */
48 
49 static bool
nir_lower_fb_read_instr(nir_builder * b,nir_intrinsic_instr * intr,UNUSED void * cb_data)50 nir_lower_fb_read_instr(nir_builder *b, nir_intrinsic_instr *intr,
51                         UNUSED void *cb_data)
52 {
53    if (intr->intrinsic != nir_intrinsic_load_output)
54       return false;
55 
56    b->cursor = nir_before_instr(&intr->instr);
57 
58    nir_def *fragcoord = nir_load_frag_coord(b);
59    nir_def *sampid = nir_load_sample_id(b);
60    nir_def *layer = nir_load_layer_id(b);
61    fragcoord = nir_f2i32(b, fragcoord);
62 
63    nir_tex_instr *tex = nir_tex_instr_create(b->shader, 3);
64    tex->op = nir_texop_txf_ms_fb;
65    tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
66    tex->coord_components = 3;
67    tex->dest_type = nir_type_float32;
68    tex->is_array = true;
69    tex->src[0] = nir_tex_src_for_ssa(nir_tex_src_coord,
70                                      nir_vec3(b, nir_channel(b, fragcoord, 0), nir_channel(b, fragcoord, 1), layer));
71    tex->src[1] = nir_tex_src_for_ssa(nir_tex_src_ms_index, sampid);
72    struct nir_io_semantics io = nir_intrinsic_io_semantics(intr);
73    tex->src[2] = nir_tex_src_for_ssa(nir_tex_src_texture_handle,
74                                      nir_imm_intN_t(b, io.location - FRAG_RESULT_DATA0, 32));
75 
76    nir_def_init(&tex->instr, &tex->def, 4, 32);
77    nir_builder_instr_insert(b, &tex->instr);
78 
79    nir_def_rewrite_uses(&intr->def, &tex->def);
80 
81    return true;
82 }
83 
84 bool
nir_lower_fb_read(nir_shader * shader)85 nir_lower_fb_read(nir_shader *shader)
86 {
87    assert(shader->info.stage == MESA_SHADER_FRAGMENT);
88 
89    return nir_shader_intrinsics_pass(shader, nir_lower_fb_read_instr,
90                                        nir_metadata_control_flow,
91                                        NULL);
92 }
93