1/* 2 * Copyright © 2015 Red Hat 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 * SOFTWARE. 22 */ 23 24#include "nir.h" 25#include "nir_builder.h" 26 27/* Lower glBitmap(). 28 * 29 * This is based on the logic in st_get_bitmap_shader() in TGSI compiler. 30 * From st_cb_bitmap.c: 31 * 32 * glBitmaps are drawn as textured quads. The user's bitmap pattern 33 * is stored in a texture image. An alpha8 texture format is used. 34 * The fragment shader samples a bit (texel) from the texture, then 35 * discards the fragment if the bit is off. 36 * 37 * Note that we actually store the inverse image of the bitmap to 38 * simplify the fragment program. An "on" bit gets stored as texel=0x0 39 * and an "off" bit is stored as texel=0xff. Then we kill the 40 * fragment if the negated texel value is less than zero. 41 * 42 * Note that the texture format will be, according to what driver supports, 43 * in order of preference (with swizzle): 44 * 45 * I8_UNORM - .xxxx 46 * A8_UNORM - .000x 47 * L8_UNORM - .xxx1 48 * 49 * If L8_UNORM, options->swizzle_xxxx is true. Otherwise we can just use 50 * the .w comp. 51 * 52 * Run before nir_lower_io. 53 */ 54 55static nir_variable * 56get_texcoord(nir_shader *shader) 57{ 58 nir_variable *texcoord = 59 nir_find_variable_with_location(shader, nir_var_shader_in, 60 VARYING_SLOT_TEX0); 61 /* otherwise create it: */ 62 if (texcoord == NULL) { 63 texcoord = nir_variable_create(shader, 64 nir_var_shader_in, 65 glsl_vec4_type(), 66 "gl_TexCoord"); 67 texcoord->data.location = VARYING_SLOT_TEX0; 68 } 69 70 return texcoord; 71} 72 73static void 74lower_bitmap(nir_shader *shader, nir_builder *b, 75 const nir_lower_bitmap_options *options) 76{ 77 nir_ssa_def *texcoord; 78 nir_tex_instr *tex; 79 nir_ssa_def *cond; 80 81 texcoord = nir_load_var(b, get_texcoord(shader)); 82 83 const struct glsl_type *sampler2D = 84 glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT); 85 86 nir_variable *tex_var = 87 nir_variable_create(shader, nir_var_uniform, sampler2D, "bitmap_tex"); 88 tex_var->data.binding = options->sampler; 89 tex_var->data.explicit_binding = true; 90 tex_var->data.how_declared = nir_var_hidden; 91 92 nir_deref_instr *tex_deref = nir_build_deref_var(b, tex_var); 93 94 tex = nir_tex_instr_create(shader, 3); 95 tex->op = nir_texop_tex; 96 tex->sampler_dim = GLSL_SAMPLER_DIM_2D; 97 tex->coord_components = 2; 98 tex->dest_type = nir_type_float32; 99 tex->src[0].src_type = nir_tex_src_texture_deref; 100 tex->src[0].src = nir_src_for_ssa(&tex_deref->dest.ssa); 101 tex->src[1].src_type = nir_tex_src_sampler_deref; 102 tex->src[1].src = nir_src_for_ssa(&tex_deref->dest.ssa); 103 tex->src[2].src_type = nir_tex_src_coord; 104 tex->src[2].src = 105 nir_src_for_ssa(nir_channels(b, texcoord, 106 (1 << tex->coord_components) - 1)); 107 108 nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL); 109 nir_builder_instr_insert(b, &tex->instr); 110 111 /* kill if tex != 0.0.. take .x or .w channel according to format: */ 112 cond = nir_f2b(b, nir_channel(b, &tex->dest.ssa, 113 options->swizzle_xxxx ? 0 : 3)); 114 115 nir_discard_if(b, cond); 116 117 shader->info.fs.uses_discard = true; 118} 119 120static void 121lower_bitmap_impl(nir_function_impl *impl, 122 const nir_lower_bitmap_options *options) 123{ 124 nir_builder b; 125 126 nir_builder_init(&b, impl); 127 b.cursor = nir_before_cf_list(&impl->body); 128 129 lower_bitmap(impl->function->shader, &b, options); 130 131 nir_metadata_preserve(impl, nir_metadata_block_index | 132 nir_metadata_dominance); 133} 134 135void 136nir_lower_bitmap(nir_shader *shader, 137 const nir_lower_bitmap_options *options) 138{ 139 assert(shader->info.stage == MESA_SHADER_FRAGMENT); 140 141 lower_bitmap_impl(nir_shader_get_entrypoint(shader), options); 142} 143