1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
|
/*
* 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);
}
|