return nir_vec(b, channels, 4);
}
-static bool
-nir_lower_blend_instr(nir_builder *b, nir_instr *instr, void *data)
+static int
+color_index_for_var(const nir_variable *var)
{
- const nir_lower_blend_options *options = data;
- if (instr->type != nir_instr_type_intrinsic)
- return false;
-
- nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
- if (intr->intrinsic != nir_intrinsic_store_deref)
- return false;
-
- nir_deref_instr *deref = nir_src_as_deref(intr->src[0]);
- if (!nir_deref_mode_is(deref, nir_var_shader_out))
- return false;
-
- /* Indirects must be already lowered and output variables split */
- assert(deref && deref->deref_type == nir_deref_type_var);
- nir_variable *var = deref->var;
- assert(glsl_type_is_vector_or_scalar(var->type));
-
if (var->data.location != FRAG_RESULT_COLOR &&
var->data.location < FRAG_RESULT_DATA0)
- return false;
+ return -1;
+
+ return (var->data.location == FRAG_RESULT_COLOR) ? 0 :
+ (var->data.location - FRAG_RESULT_DATA0);
+}
+
+static bool
+nir_lower_blend_store(nir_builder *b, nir_intrinsic_instr *store,
+ const nir_lower_blend_options *options)
+{
+ assert(store->intrinsic == nir_intrinsic_store_deref);
- /* Determine render target for per-RT blending */
- unsigned rt =
- (var->data.location == FRAG_RESULT_COLOR) ? 0 :
- (var->data.location - FRAG_RESULT_DATA0);
+ nir_variable *var = nir_intrinsic_get_var(store, 0);
+ int rt = color_index_for_var(var);
/* No blend lowering requested on this RT */
- if (options->format[rt] == PIPE_FORMAT_NONE)
+ if (rt < 0 || options->format[rt] == PIPE_FORMAT_NONE)
return false;
- b->cursor = nir_before_instr(instr);
+ b->cursor = nir_before_instr(&store->instr);
- /* Grab the input color */
- unsigned src_num_comps = nir_src_num_components(intr->src[1]);
- nir_ssa_def *src =
- nir_pad_vector(b, nir_ssa_for_src(b, intr->src[1], src_num_comps), 4);
+ /* Grab the input color. We always want 4 channels during blend. Dead
+ * code will clean up any channels we don't need.
+ */
+ assert(store->src[1].is_ssa);
+ nir_ssa_def *src = nir_pad_vector(b, store->src[1].ssa, 4);
/* Grab the previous fragment color */
var->data.fb_fetch_output = true;
b->shader->info.outputs_read |= BITFIELD64_BIT(var->data.location);
b->shader->info.fs.uses_fbfetch_output = true;
- nir_ssa_def *dst = nir_load_var(b, var);
+ nir_ssa_def *dst = nir_pad_vector(b, nir_load_var(b, var), 4);
/* Blend the two colors per the passed options */
nir_ssa_def *blended = src;
/* Apply a colormask */
blended = nir_color_mask(b, options->rt[rt].colormask, blended, dst);
- if (src_num_comps != 4)
- blended = nir_channels(b, blended, nir_component_mask(src_num_comps));
+ const unsigned num_components = glsl_get_vector_elements(var->type);
+
+ /* Shave off any components we don't want to store */
+ blended = nir_trim_vector(b, blended, num_components);
+
+ /* Grow or shrink the store destination as needed */
+ assert(nir_intrinsic_write_mask(store) ==
+ nir_component_mask(store->num_components));
+ store->num_components = num_components;
+ store->dest.ssa.num_components = num_components;
+ nir_intrinsic_set_write_mask(store, nir_component_mask(num_components));
/* Write out the final color instead of the input */
- nir_instr_rewrite_src_ssa(instr, &intr->src[1], blended);
+ nir_instr_rewrite_src_ssa(&store->instr, &store->src[1], blended);
return true;
}
+static bool
+nir_lower_blend_instr(nir_builder *b, nir_instr *instr, void *data)
+{
+ const nir_lower_blend_options *options = data;
+
+ switch (instr->type) {
+ case nir_instr_type_deref: {
+ /* Fix up output deref types, as needed */
+ nir_deref_instr *deref = nir_instr_as_deref(instr);
+ if (!nir_deref_mode_is(deref, nir_var_shader_out))
+ return false;
+
+ /* Indirects must be already lowered and output variables split */
+ assert(deref->deref_type == nir_deref_type_var);
+
+ if (deref->type == deref->var->type)
+ return false;
+
+ deref->type = deref->var->type;
+ return true;
+ }
+
+ case nir_instr_type_intrinsic: {
+ nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
+ if (intrin->intrinsic != nir_intrinsic_load_deref &&
+ intrin->intrinsic != nir_intrinsic_store_deref)
+ return false;
+
+ nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
+ if (!nir_deref_mode_is(deref, nir_var_shader_out))
+ return false;
+
+ assert(glsl_type_is_vector_or_scalar(deref->type));
+
+ if (intrin->intrinsic == nir_intrinsic_load_deref) {
+ /* We need to fix up framebuffer if num_components changed */
+ const unsigned num_components = glsl_get_vector_elements(deref->type);
+ if (intrin->num_components == num_components)
+ return false;
+
+ b->cursor = nir_after_instr(&intrin->instr);
+
+ assert(intrin->dest.is_ssa);
+ nir_ssa_def *val = nir_resize_vector(b, &intrin->dest.ssa,
+ num_components);
+ intrin->num_components = num_components,
+ nir_ssa_def_rewrite_uses_after(&intrin->dest.ssa, val,
+ val->parent_instr);
+ return true;
+ } else {
+ return nir_lower_blend_store(b, intrin, options);
+ }
+ }
+
+ default:
+ return false;
+ }
+}
+
/** Lower blending to framebuffer fetch and some math
*
* This pass requires that indirects are lowered and output variables split
{
assert(shader->info.stage == MESA_SHADER_FRAGMENT);
+ /* Re-type any blended output variables to have the same number of
+ * components as the image format. The GL 4.6 Spec says:
+ *
+ * "If a fragment shader writes to none of gl_FragColor, gl_FragData,
+ * nor any user-defined output variables, the values of the fragment
+ * colors following shader execution are undefined, and may differ for
+ * each fragment color. If some, but not all elements of gl_FragData or
+ * of theser-defined output variables are written, the values of
+ * fragment colors corresponding to unwritten elements orariables are
+ * similarly undefined."
+ *
+ * Note the phrase "following shader execution". Those color values are
+ * then supposed to go into blending which may, depending on the blend
+ * mode, apply constraints that result in well-defined rendering. It's
+ * fine if we have to pad out a value with undef but we then need to blend
+ * that garbage value to ensure correct results.
+ *
+ * This may also, depending on output format, be a small optimization
+ * allowing NIR to dead-code unused calculations.
+ */
+ nir_foreach_shader_out_variable(var, shader) {
+ int rt = color_index_for_var(var);
+
+ /* No blend lowering requested on this RT */
+ if (rt < 0 || options->format[rt] == PIPE_FORMAT_NONE)
+ continue;
+
+ const unsigned num_format_components =
+ util_format_get_nr_components(options->format[rt]);
+
+ /* Indirects must be already lowered and output variables split */
+ assert(glsl_type_is_vector_or_scalar(var->type));
+ var->type = glsl_replace_vector_type(var->type, num_format_components);
+ }
+
nir_shader_instructions_pass(shader, nir_lower_blend_instr,
nir_metadata_block_index |
nir_metadata_dominance,
dEQP-VK.rasterization.interpolation_multisample_4_bit.lines_wide,Fail
dEQP-VK.rasterization.interpolation_multisample_4_bit.non_strict_lines_wide,Fail
dEQP-VK.rasterization.interpolation_multisample_4_bit.triangles,Fail
-
-# The following tests started to crash after CI fix, see
-# https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16325
-dEQP-VK.glsl.opaque_type_indexing.sampler.const_expression.fragment.sampler1darrayshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.const_expression.fragment.sampler1dshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.const_expression.fragment.sampler2darrayshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.const_expression.fragment.sampler2dshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.const_expression.fragment.samplercubeshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.const_expression.vertex.sampler1darrayshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.const_expression.vertex.sampler1dshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.const_expression.vertex.sampler2darrayshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.const_expression.vertex.sampler2dshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.const_expression.vertex.samplercubeshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.const_literal.fragment.sampler1darrayshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.const_literal.fragment.sampler1dshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.const_literal.fragment.sampler2darrayshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.const_literal.fragment.sampler2dshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.const_literal.fragment.samplercubeshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.const_literal.vertex.sampler1darrayshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.const_literal.vertex.sampler1dshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.const_literal.vertex.sampler2darrayshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.const_literal.vertex.sampler2dshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.const_literal.vertex.samplercubeshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.dynamically_uniform.fragment.sampler1darrayshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.dynamically_uniform.fragment.sampler1dshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.dynamically_uniform.fragment.sampler2darrayshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.dynamically_uniform.fragment.sampler2dshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.dynamically_uniform.fragment.samplercubeshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.dynamically_uniform.vertex.sampler1darrayshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.dynamically_uniform.vertex.sampler1dshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.dynamically_uniform.vertex.sampler2darrayshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.dynamically_uniform.vertex.sampler2dshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.dynamically_uniform.vertex.samplercubeshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.uniform.fragment.sampler1darrayshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.uniform.fragment.sampler1dshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.uniform.fragment.sampler2darrayshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.uniform.fragment.sampler2dshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.uniform.fragment.samplercubeshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.uniform.vertex.sampler1darrayshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.uniform.vertex.sampler1dshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.uniform.vertex.sampler2darrayshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.uniform.vertex.sampler2dshadow,Crash
-dEQP-VK.glsl.opaque_type_indexing.sampler.uniform.vertex.samplercubeshadow,Crash