/* * Copyright (C) 2019 Alyssa Rosenzweig * * 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. */ /* On some hardware (particularly, all current versions of Mali GPUs), * vertex shaders do not output gl_Position in world-space. Instead, they * output gl_Position in transformed screen space via the "pseudo" * position varying. Thus, this pass finds writes to gl_Position and * changes them to transformed writes, still to gl_Position. The * outputted screen space is still written back to VARYING_SLOT_POS, * which is semantically ambiguous but nevertheless a good match for * Gallium/NIR/Mali. * * Implements coordinate transformation as defined in section 12.5 * "Coordinate Transformation" of the OpenGL ES 3.2 full specification. * * This pass must run before lower_vars/lower_io such that derefs are * still in place. */ #include "nir/nir.h" #include "nir/nir_builder.h" void nir_lower_viewport_transform(nir_shader *shader) { assert(shader->info.stage == MESA_SHADER_VERTEX); nir_foreach_function(func, shader) { nir_foreach_block(block, func->impl) { nir_foreach_instr_safe(instr, block) { if (instr->type != nir_instr_type_intrinsic) continue; nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr); if (intr->intrinsic != nir_intrinsic_store_deref) continue; nir_variable *var = nir_intrinsic_get_var(intr, 0); if (var->data.mode != nir_var_shader_out || var->data.location != VARYING_SLOT_POS) continue; nir_builder b; nir_builder_init(&b, func->impl); b.cursor = nir_before_instr(instr); /* Grab the source and viewport */ nir_ssa_def *input_point = nir_ssa_for_src(&b, intr->src[1], 4); nir_ssa_def *scale = nir_load_viewport_scale(&b); nir_ssa_def *offset = nir_load_viewport_offset(&b); /* World space to normalised device coordinates to screen space */ nir_ssa_def *w_recip = nir_frcp(&b, nir_channel(&b, input_point, 3)); nir_ssa_def *ndc_point = nir_fmul(&b, nir_channels(&b, input_point, 0x7), w_recip); nir_ssa_def *screen = nir_fadd(&b, nir_fmul(&b, ndc_point, scale), offset); /* gl_Position will be written out in screenspace xyz, with w set to * the reciprocal we computed earlier. The transformed w component is * then used for perspective-correct varying interpolation. The * transformed w component must preserve its original sign; this is * used in depth clipping computations */ nir_ssa_def *screen_space = nir_vec4(&b, nir_channel(&b, screen, 0), nir_channel(&b, screen, 1), nir_channel(&b, screen, 2), w_recip); nir_instr_rewrite_src(instr, &intr->src[1], nir_src_for_ssa(screen_space)); } } nir_metadata_preserve(func->impl, nir_metadata_block_index | nir_metadata_dominance); } }