From: Igor Torrente Date: Thu, 1 Dec 2022 12:41:48 +0000 (-0300) Subject: zink: add gl_point lowering pass X-Git-Tag: upstream/23.3.3~15936 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=ea5b2b9c4c05af6751616ecd19492e573884fde1;p=platform%2Fupstream%2Fmesa.git zink: add gl_point lowering pass This lowering pass is intended for hardwares/drivers that can't honor the gl_PointSize when GL_PROGRAM_POINT_SIZE is enabled. Part-of: --- diff --git a/src/gallium/drivers/zink/zink_compiler.c b/src/gallium/drivers/zink/zink_compiler.c index 81ed45f..852c127 100644 --- a/src/gallium/drivers/zink/zink_compiler.c +++ b/src/gallium/drivers/zink/zink_compiler.c @@ -273,6 +273,114 @@ lower_drawid(nir_shader *shader) return nir_shader_instructions_pass(shader, lower_drawid_instr, nir_metadata_dominance, NULL); } +struct lower_gl_point_state { + nir_variable *gl_pos_out; + nir_variable *gl_point_size; +}; + +static bool +lower_gl_point_gs_instr(nir_builder *b, nir_instr *instr, void *data) +{ + struct lower_gl_point_state *state = data; + nir_ssa_def *vp_scale, *pos; + + if (instr->type != nir_instr_type_intrinsic) + return false; + + nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); + if (intrin->intrinsic != nir_intrinsic_emit_vertex_with_counter && + intrin->intrinsic != nir_intrinsic_emit_vertex) + return false; + + if (nir_intrinsic_stream_id(intrin) != 0) + return false; + + if (intrin->intrinsic == nir_intrinsic_end_primitive_with_counter || + intrin->intrinsic == nir_intrinsic_end_primitive) { + nir_instr_remove(&intrin->instr); + return true; + } + + b->cursor = nir_before_instr(instr); + + // viewport-map endpoints + nir_ssa_def *vp_const_pos = nir_imm_int(b, ZINK_GFX_PUSHCONST_VIEWPORT_SCALE); + vp_scale = nir_load_push_constant(b, 2, 32, vp_const_pos, .base = 1, .range = 2); + + // Load point info values + nir_ssa_def *point_size = nir_load_var(b, state->gl_point_size); + nir_ssa_def *point_pos = nir_load_var(b, state->gl_pos_out); + + // w_delta = gl_point_size / width_viewport_size_scale * gl_Position.w + nir_ssa_def *w_delta = nir_fdiv(b, point_size, nir_channel(b, vp_scale, 0)); + w_delta = nir_fmul(b, w_delta, nir_channel(b, point_pos, 3)); + // halt_w_delta = w_delta / 2 + nir_ssa_def *half_w_delta = nir_fmul(b, w_delta, nir_imm_float(b, 0.5)); + + // h_delta = gl_point_size / height_viewport_size_scale * gl_Position.w + nir_ssa_def *h_delta = nir_fdiv(b, point_size, nir_channel(b, vp_scale, 1)); + h_delta = nir_fmul(b, h_delta, nir_channel(b, point_pos, 3)); + // halt_h_delta = h_delta / 2 + nir_ssa_def *half_h_delta = nir_fmul(b, h_delta, nir_imm_float(b, 0.5)); + + nir_ssa_def *point_dir[4][2] = { + { nir_imm_float(b, -1), nir_imm_float(b, -1) }, + { nir_imm_float(b, -1), nir_imm_float(b, 1) }, + { nir_imm_float(b, 1), nir_imm_float(b, -1) }, + { nir_imm_float(b, 1), nir_imm_float(b, 1) } + }; + + nir_ssa_def *point_pos_x = nir_channel(b, point_pos, 0); + nir_ssa_def *point_pos_y = nir_channel(b, point_pos, 1); + + for (size_t i = 0; i < 4; i++) { + pos = nir_vec4(b, + nir_ffma(b, half_w_delta, point_dir[i][0], point_pos_x), + nir_ffma(b, half_h_delta, point_dir[i][1], point_pos_y), + nir_channel(b, point_pos, 2), + nir_channel(b, point_pos, 3)); + + nir_store_var(b, state->gl_pos_out, pos, 0xf); + + nir_emit_vertex(b); + } + + nir_end_primitive(b); + + nir_instr_remove(&intrin->instr); + + return true; +} + +static bool +lower_gl_point_gs(nir_shader *shader) +{ + struct lower_gl_point_state state; + nir_builder b; + + shader->info.gs.output_primitive = SHADER_PRIM_TRIANGLE_STRIP; + shader->info.gs.vertices_out *= 4; + + // Gets the gl_Position in and out + state.gl_pos_out = + nir_find_variable_with_location(shader, nir_var_shader_out, + VARYING_SLOT_POS); + state.gl_point_size = + nir_find_variable_with_location(shader, nir_var_shader_out, + VARYING_SLOT_PSIZ); + + // if position in or gl_PointSize aren't written, we have nothing to do + if (!state.gl_pos_out || !state.gl_point_size) + return false; + + nir_function_impl *entry = nir_shader_get_entrypoint(shader); + nir_builder_init(&b, entry); + b.cursor = nir_before_cf_list(&entry->body); + + return nir_shader_instructions_pass(shader, lower_gl_point_gs_instr, + nir_metadata_dominance, &state); +} + struct lower_line_stipple_state { nir_variable *pos_out; nir_variable *stipple_out;