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
|
/*
* 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;
}
|