/* * 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_type = nir_tex_src_coord; tex->src[0].src = nir_src_for_ssa(nir_channels(b, texcoord, (1 << tex->coord_components) - 1)); 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); shader->info->fs.uses_discard = true; } 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) { assert(shader->stage == MESA_SHADER_FRAGMENT); lower_bitmap_impl(nir_shader_get_entrypoint(shader), options); }