/* * Copyright © 2020 Valve 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 "nir.h" /** * This pass is intended as workaround for game bugs to force correct * derivatives after kill. This lowering is not valid in the general case * as it might change the result of subgroup operations and loop behavior. * * discard() will be lowered as demote() and gl_HelperInvocation * will be lowered as helperInvocationEXT(). */ bool nir_lower_discard_to_demote(nir_shader *shader) { if (shader->info.stage != MESA_SHADER_FRAGMENT) return false; bool progress = false; nir_foreach_function(function, shader) { nir_foreach_block(block, function->impl) { nir_foreach_instr(instr, block) { if (instr->type != nir_instr_type_intrinsic) continue; nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); switch (intrin->intrinsic) { case nir_intrinsic_discard: intrin->intrinsic = nir_intrinsic_demote; shader->info.fs.uses_demote = true; break; case nir_intrinsic_discard_if: intrin->intrinsic = nir_intrinsic_demote_if; shader->info.fs.uses_demote = true; break; case nir_intrinsic_load_helper_invocation: intrin->intrinsic = nir_intrinsic_is_helper_invocation; break; default: continue; } progress = true; } } } return progress; }