On Thu, Apr 14, 2016 at 6:33 PM, Connor Abbott <cwabbo...@gmail.com> wrote: > On Thu, Apr 14, 2016 at 6:10 PM, Rob Clark <robdcl...@gmail.com> wrote: >> From: Rob Clark <robcl...@freedesktop.org> >> >> Signed-off-by: Rob Clark <robcl...@freedesktop.org> >> Reviewed-by: Connor Abbott <cwabbo...@gmail.com> >> --- >> src/compiler/Makefile.sources | 1 + >> src/compiler/nir/nir.h | 7 ++ >> src/compiler/nir/nir_lower_bitmap.c | 167 >> ++++++++++++++++++++++++++++++++++++ >> 3 files changed, 175 insertions(+) >> create mode 100644 src/compiler/nir/nir_lower_bitmap.c >> >> diff --git a/src/compiler/Makefile.sources b/src/compiler/Makefile.sources >> index 290ed35..8d8eca2 100644 >> --- a/src/compiler/Makefile.sources >> +++ b/src/compiler/Makefile.sources >> @@ -186,6 +186,7 @@ NIR_FILES = \ >> nir/nir_liveness.c \ >> nir/nir_lower_alu_to_scalar.c \ >> nir/nir_lower_atomics.c \ >> + nir/nir_lower_bitmap.c \ >> nir/nir_lower_clip.c \ >> nir/nir_lower_double_packing.c \ >> nir/nir_lower_drawpixels.c \ >> diff --git a/src/compiler/nir/nir.h b/src/compiler/nir/nir.h >> index bdc9e8b..c334702 100644 >> --- a/src/compiler/nir/nir.h >> +++ b/src/compiler/nir/nir.h >> @@ -2301,6 +2301,13 @@ typedef struct nir_lower_drawpixels_options { >> void nir_lower_drawpixels(nir_shader *shader, >> const nir_lower_drawpixels_options *options); >> >> +typedef struct nir_lower_bitmap_options { >> + unsigned sampler; >> + bool swizzle_xxxx; >> +} nir_lower_bitmap_options; >> + >> +void nir_lower_bitmap(nir_shader *shader, const nir_lower_bitmap_options >> *options); >> + >> void nir_lower_atomics(nir_shader *shader, >> const struct gl_shader_program *shader_program); >> void nir_lower_to_source_mods(nir_shader *shader); >> diff --git a/src/compiler/nir/nir_lower_bitmap.c >> b/src/compiler/nir/nir_lower_bitmap.c >> new file mode 100644 >> index 0000000..fdca80c >> --- /dev/null >> +++ b/src/compiler/nir/nir_lower_bitmap.c >> @@ -0,0 +1,167 @@ >> +/* >> + * 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. >> + */ >> + >> +typedef struct { >> + const nir_lower_bitmap_options *options; >> + nir_shader *shader; >> + nir_builder b; >> + nir_variable *texcoord; >> +} lower_bitmap_state; >> + >> +static nir_ssa_def * >> +get_texcoord(lower_bitmap_state *state) >> +{ >> + if (state->texcoord == NULL) { >> + nir_variable *texcoord = NULL; >> + >> + /* find gl_TexCoord, if it exists: */ >> + nir_foreach_variable(var, &state->shader->inputs) { >> + if (var->data.location == VARYING_SLOT_TEX0) { >> + texcoord = var; >> + break; >> + } >> + } >> + >> + /* otherwise create it: */ >> + if (texcoord == NULL) { >> + texcoord = nir_variable_create(state->shader, >> + nir_var_shader_in, >> + glsl_vec4_type(), >> + "gl_TexCoord"); >> + texcoord->data.location = VARYING_SLOT_TEX0; >> + } >> + >> + state->texcoord = texcoord; >> + } >> + return nir_load_var(&state->b, state->texcoord); >> +} >> + >> +static void >> +lower_bitmap(lower_bitmap_state *state, nir_instr *instr) >> +{ >> + nir_builder *b = &state->b; >> + nir_ssa_def *texcoord; >> + nir_tex_instr *tex; >> + nir_ssa_def *cond; >> + nir_intrinsic_instr *discard; >> + >> + b->cursor = nir_before_instr(instr); >> + >> + texcoord = get_texcoord(state); >> + >> + tex = nir_tex_instr_create(state->shader, 1); >> + tex->op = nir_texop_tex; >> + tex->sampler_dim = GLSL_SAMPLER_DIM_2D; >> + tex->coord_components = 2; >> + tex->sampler_index = state->options->sampler; >> + tex->texture_index = state->options->sampler; >> + tex->dest_type = nir_type_float; >> + tex->src[0].src = nir_src_for_ssa(texcoord); >> + >> + 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, >> + state->options->swizzle_xxxx ? 0 : 3)); >> + >> + discard = nir_intrinsic_instr_create(state->shader, >> + nir_intrinsic_discard_if); >> + discard->src[0] = nir_src_for_ssa(cond); >> + nir_builder_instr_insert(b, &discard->instr); >> +} >> + >> +static bool >> +lower_bitmap_block(nir_block *block, void *_state) >> +{ >> + lower_bitmap_state *state = _state; >> + >> + /* TODO is there a better way to prepend instructions to >> + * the shader? If, hypothetically, there were more than >> + * one function, this probably wouldn't be the right way >> + */ > > So this change happened after these patches were written, but there's > now nir_shader_get_entrypoint() so you should probably use that. Also, > you can use nir_start_block() to get the first block in the impl > rather than needing a separate function (and it won't conflict with my > rewrite series!).
actually I did change it to use that (and also in the lower_edgeflags pass too).. but somehow completely messed up the squash/rebase and/or sent the wrong patch.. give me a minute to sort that out and I'll resend.. BR, -R >> + nir_foreach_instr_safe(block, instr) { >> + lower_bitmap(state, instr); >> + break; >> + } >> + >> + return false; >> +} >> + >> +static void >> +lower_bitmap_impl(lower_bitmap_state *state, nir_function_impl *impl) >> +{ >> + nir_builder_init(&state->b, impl); >> + >> + nir_foreach_block(impl, lower_bitmap_block, state); >> + nir_metadata_preserve(impl, nir_metadata_block_index | >> + nir_metadata_dominance); >> +} >> + >> +void >> +nir_lower_bitmap(nir_shader *shader, >> + const nir_lower_bitmap_options *options) >> +{ >> + lower_bitmap_state state = { >> + .options = options, >> + .shader = shader, >> + }; >> + >> + assert(shader->stage == MESA_SHADER_FRAGMENT); >> + >> + nir_foreach_function(shader, function) { >> + if (function->impl) >> + lower_bitmap_impl(&state, function->impl); >> + } >> +} >> -- >> 2.5.5 >> >> _______________________________________________ >> mesa-dev mailing list >> mesa-dev@lists.freedesktop.org >> https://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev