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-rw-r--r--src/compiler/nir/nir_lower_bitmap.c139
1 files changed, 139 insertions, 0 deletions
diff --git a/src/compiler/nir/nir_lower_bitmap.c b/src/compiler/nir/nir_lower_bitmap.c
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+++ b/src/compiler/nir/nir_lower_bitmap.c
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+/*
+ * Copyright © 2015 Red Hat
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ */
+
+#include "nir.h"
+#include "nir_builder.h"
+
+/* Lower glBitmap().
+ *
+ * This is based on the logic in st_get_bitmap_shader() in TGSI compiler.
+ * From st_cb_bitmap.c:
+ *
+ * glBitmaps are drawn as textured quads. The user's bitmap pattern
+ * is stored in a texture image. An alpha8 texture format is used.
+ * The fragment shader samples a bit (texel) from the texture, then
+ * discards the fragment if the bit is off.
+ *
+ * Note that we actually store the inverse image of the bitmap to
+ * simplify the fragment program. An "on" bit gets stored as texel=0x0
+ * and an "off" bit is stored as texel=0xff. Then we kill the
+ * fragment if the negated texel value is less than zero.
+ *
+ * Note that the texture format will be, according to what driver supports,
+ * in order of preference (with swizzle):
+ *
+ * I8_UNORM - .xxxx
+ * A8_UNORM - .000x
+ * L8_UNORM - .xxx1
+ *
+ * If L8_UNORM, options->swizzle_xxxx is true. Otherwise we can just use
+ * the .w comp.
+ *
+ * Run before nir_lower_io.
+ */
+
+static nir_variable *
+get_texcoord(nir_shader *shader)
+{
+ nir_variable *texcoord = NULL;
+
+ /* find gl_TexCoord, if it exists: */
+ nir_foreach_variable(var, &shader->inputs) {
+ if (var->data.location == VARYING_SLOT_TEX0) {
+ texcoord = var;
+ break;
+ }
+ }
+
+ /* otherwise create it: */
+ if (texcoord == NULL) {
+ texcoord = nir_variable_create(shader,
+ nir_var_shader_in,
+ glsl_vec4_type(),
+ "gl_TexCoord");
+ texcoord->data.location = VARYING_SLOT_TEX0;
+ }
+
+ return texcoord;
+}
+
+static void
+lower_bitmap(nir_shader *shader, nir_builder *b,
+ const nir_lower_bitmap_options *options)
+{
+ nir_ssa_def *texcoord;
+ nir_tex_instr *tex;
+ nir_ssa_def *cond;
+ nir_intrinsic_instr *discard;
+
+ texcoord = nir_load_var(b, get_texcoord(shader));
+
+ tex = nir_tex_instr_create(shader, 1);
+ tex->op = nir_texop_tex;
+ tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
+ tex->coord_components = 2;
+ tex->sampler_index = options->sampler;
+ tex->texture_index = options->sampler;
+ tex->dest_type = nir_type_float;
+ tex->src[0].src = nir_src_for_ssa(texcoord);
+
+ nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
+ nir_builder_instr_insert(b, &tex->instr);
+
+ /* kill if tex != 0.0.. take .x or .w channel according to format: */
+ cond = nir_f2b(b, nir_channel(b, &tex->dest.ssa,
+ options->swizzle_xxxx ? 0 : 3));
+
+ discard = nir_intrinsic_instr_create(shader, nir_intrinsic_discard_if);
+ discard->src[0] = nir_src_for_ssa(cond);
+ nir_builder_instr_insert(b, &discard->instr);
+}
+
+static void
+lower_bitmap_impl(nir_function_impl *impl,
+ const nir_lower_bitmap_options *options)
+{
+ nir_builder b;
+
+ nir_builder_init(&b, impl);
+ b.cursor = nir_before_cf_list(&impl->body);
+
+ lower_bitmap(impl->function->shader, &b, options);
+
+ nir_metadata_preserve(impl, nir_metadata_block_index |
+ nir_metadata_dominance);
+}
+
+void
+nir_lower_bitmap(nir_shader *shader,
+ const nir_lower_bitmap_options *options)
+{
+ nir_function *function;
+
+ assert(shader->stage == MESA_SHADER_FRAGMENT);
+
+ function = nir_shader_get_entrypoint(shader);
+
+ if (function->impl)
+ lower_bitmap_impl(function->impl, options);
+}