/* * Copyright (C) 2005-2007 Brian Paul All Rights Reserved. * Copyright (C) 2008 VMware, Inc. All Rights Reserved. * Copyright © 2014 Intel Corporation * * 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 "compiler/nir/nir.h" #include "compiler/nir/nir_builder.h" #include "gl_nir.h" #include "ir_uniform.h" #include "main/compiler.h" #include "main/mtypes.h" /* Calculate the sampler index based on array indicies and also * calculate the base uniform location for struct members. */ static void calc_sampler_offsets(nir_deref *tail, nir_tex_instr *instr, unsigned *array_elements, nir_ssa_def **indirect, nir_builder *b, unsigned *location) { if (tail->child == NULL) return; switch (tail->child->deref_type) { case nir_deref_type_array: { nir_deref_array *deref_array = nir_deref_as_array(tail->child); assert(deref_array->deref_array_type != nir_deref_array_type_wildcard); calc_sampler_offsets(tail->child, instr, array_elements, indirect, b, location); instr->texture_index += deref_array->base_offset * *array_elements; if (deref_array->deref_array_type == nir_deref_array_type_indirect) { nir_ssa_def *mul = nir_imul(b, nir_imm_int(b, *array_elements), nir_ssa_for_src(b, deref_array->indirect, 1)); nir_instr_rewrite_src(&instr->instr, &deref_array->indirect, NIR_SRC_INIT); if (*indirect) { *indirect = nir_iadd(b, *indirect, mul); } else { *indirect = mul; } } *array_elements *= glsl_get_length(tail->type); break; } case nir_deref_type_struct: { nir_deref_struct *deref_struct = nir_deref_as_struct(tail->child); *location += glsl_get_record_location_offset(tail->type, deref_struct->index); calc_sampler_offsets(tail->child, instr, array_elements, indirect, b, location); break; } default: unreachable("Invalid deref type"); break; } } static bool lower_sampler(nir_tex_instr *instr, const struct gl_shader_program *shader_program, gl_shader_stage stage, nir_builder *b) { if (instr->texture == NULL) return false; /* In GLSL, we only fill out the texture field. The sampler is inferred */ assert(instr->sampler == NULL); instr->texture_index = 0; unsigned location = instr->texture->var->data.location; unsigned array_elements = 1; nir_ssa_def *indirect = NULL; b->cursor = nir_before_instr(&instr->instr); calc_sampler_offsets(&instr->texture->deref, instr, &array_elements, &indirect, b, &location); if (indirect) { assert(array_elements >= 1); indirect = nir_umin(b, indirect, nir_imm_int(b, array_elements - 1)); nir_tex_instr_add_src(instr, nir_tex_src_texture_offset, nir_src_for_ssa(indirect)); nir_tex_instr_add_src(instr, nir_tex_src_sampler_offset, nir_src_for_ssa(indirect)); instr->texture_array_size = array_elements; } assert(location < shader_program->data->NumUniformStorage && shader_program->data->UniformStorage[location].opaque[stage].active); instr->texture_index += shader_program->data->UniformStorage[location].opaque[stage].index; instr->sampler_index = instr->texture_index; instr->texture = NULL; return true; } static bool lower_impl(nir_function_impl *impl, const struct gl_shader_program *shader_program, gl_shader_stage stage) { nir_builder b; nir_builder_init(&b, impl); bool progress = false; nir_foreach_block(block, impl) { nir_foreach_instr(instr, block) { if (instr->type == nir_instr_type_tex) progress |= lower_sampler(nir_instr_as_tex(instr), shader_program, stage, &b); } } return progress; } bool gl_nir_lower_samplers(nir_shader *shader, const struct gl_shader_program *shader_program) { bool progress = false; nir_foreach_function(function, shader) { if (function->impl) progress |= lower_impl(function->impl, shader_program, shader->info.stage); } return progress; }