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intel-hard-graphics/src/gallium/drivers/d3d12/d3d12_nir_passes.c
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2026-06-06 13:25:15 +03:00

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35 KiB
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/*
* Copyright © Microsoft 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
* on the rights to use, copy, modify, merge, publish, distribute, sub
* license, 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 NON-INFRINGEMENT. IN NO EVENT SHALL
* THE AUTHOR(S) AND/OR THEIR SUPPLIERS 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 "d3d12_nir_passes.h"
#include "d3d12_compiler.h"
#include "nir_builder.h"
#include "nir_builtin_builder.h"
#include "nir_deref.h"
#include "nir_format_convert.h"
#include "mesa/program/prog_statevars.h"
#include "dxil_nir.h"
/**
* Lower Y Flip:
*
* We can't do a Y flip simply by negating the viewport height,
* so we need to lower the flip into the NIR shader.
*/
nir_def *
d3d12_get_state_var(nir_builder *b,
enum d3d12_state_var var_enum,
const char *var_name,
const struct glsl_type *var_type,
nir_variable **out_var)
{
const gl_state_index16 tokens[STATE_LENGTH] = { STATE_INTERNAL_DRIVER, var_enum };
if (*out_var == NULL) {
nir_variable *var = nir_state_variable_create(b->shader, var_type,
var_name, tokens);
var->data.how_declared = nir_var_hidden;
*out_var = var;
}
return nir_load_var(b, *out_var);
}
static bool
lower_pos_write(nir_builder *b, struct nir_intrinsic_instr *intr, void *_flip)
{
if (intr->intrinsic != nir_intrinsic_store_deref)
return false;
nir_variable *var = nir_intrinsic_get_var(intr, 0);
if (var->data.mode != nir_var_shader_out ||
var->data.location != VARYING_SLOT_POS)
return false;
b->cursor = nir_before_instr(&intr->instr);
nir_variable **flip = (nir_variable **)_flip;
nir_def *pos = intr->src[1].ssa;
nir_def *flip_y = d3d12_get_state_var(b, D3D12_STATE_VAR_Y_FLIP, "d3d12_FlipY",
glsl_float_type(), flip);
nir_def *def = nir_vec4(b,
nir_channel(b, pos, 0),
nir_fmul(b, nir_channel(b, pos, 1), flip_y),
nir_channel(b, pos, 2),
nir_channel(b, pos, 3));
nir_src_rewrite(intr->src + 1, def);
return true;
}
bool
d3d12_lower_yflip(nir_shader *nir)
{
nir_variable *flip = NULL;
if (nir->info.stage != MESA_SHADER_VERTEX &&
nir->info.stage != MESA_SHADER_TESS_EVAL &&
nir->info.stage != MESA_SHADER_GEOMETRY) {
nir_shader_preserve_all_metadata(nir);
return false;
}
return nir_shader_intrinsics_pass(nir, lower_pos_write,
nir_metadata_control_flow | nir_metadata_loop_analysis,
&flip);
}
static bool
lower_pos_read(nir_builder *b, struct nir_intrinsic_instr *intr, void *_var)
{
if (intr->intrinsic != nir_intrinsic_load_deref)
return false;
nir_variable *var = nir_intrinsic_get_var(intr, 0);
if (var->data.mode != nir_var_shader_in ||
var->data.location != VARYING_SLOT_POS)
return false;
b->cursor = nir_after_instr(&intr->instr);
nir_variable **depth_transform_var = (nir_variable **)_var;
nir_def *pos = &intr->def;
nir_def *depth = nir_channel(b, pos, 2);
assert(depth_transform_var);
nir_def *depth_transform = d3d12_get_state_var(b, D3D12_STATE_VAR_DEPTH_TRANSFORM,
"d3d12_DepthTransform",
glsl_vec_type(2),
depth_transform_var);
depth = nir_ffma_weak(b, depth, nir_channel(b, depth_transform, 0),
nir_channel(b, depth_transform, 1));
pos = nir_vector_insert_imm(b, pos, depth, 2);
nir_def_rewrite_uses_after(&intr->def, pos);
return true;
}
bool
d3d12_lower_depth_range(nir_shader *nir)
{
assert(nir->info.stage == MESA_SHADER_FRAGMENT);
nir_variable *depth_transform = NULL;
return nir_shader_intrinsics_pass(nir, lower_pos_read,
nir_metadata_control_flow | nir_metadata_loop_analysis,
&depth_transform);
}
struct compute_state_vars {
nir_variable *num_workgroups;
};
static bool
is_compute_state_var(const nir_instr *instr, const void *_state)
{
if (instr->type != nir_instr_type_intrinsic)
return false;
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
switch (intr->intrinsic) {
case nir_intrinsic_load_num_workgroups:
return true;
default:
return false;
}
}
static nir_def *
lower_compute_state_vars(nir_builder *b, nir_instr *instr, void *_state)
{
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
struct compute_state_vars *vars = _state;
switch (intr->intrinsic) {
case nir_intrinsic_load_num_workgroups:
return d3d12_get_state_var(b, D3D12_STATE_VAR_NUM_WORKGROUPS, "d3d12_NumWorkgroups",
glsl_vec_type(3), &vars->num_workgroups);
break;
default:
return NULL;
}
}
bool
d3d12_lower_compute_state_vars(nir_shader *nir)
{
assert(nir->info.stage == MESA_SHADER_COMPUTE);
struct compute_state_vars vars = { 0 };
return nir_shader_lower_instructions(nir, is_compute_state_var, lower_compute_state_vars, &vars);
}
static bool
is_color_output(nir_variable *var)
{
return (var->data.mode == nir_var_shader_out &&
(var->data.location == FRAG_RESULT_COLOR ||
var->data.location >= FRAG_RESULT_DATA0));
}
static bool
lower_uint_color_write(nir_builder *b, struct nir_intrinsic_instr *intr, void *_is_signed)
{
const unsigned NUM_BITS = 8;
const unsigned bits[4] = { NUM_BITS, NUM_BITS, NUM_BITS, NUM_BITS };
nir_deref_instr *deref = nir_src_as_deref(intr->src[0]);
if (!deref)
return false;
nir_variable *var = nir_deref_instr_get_variable(deref);
if (!is_color_output(var))
return false;
b->cursor = nir_before_instr(&intr->instr);
bool is_signed = *(bool *)_is_signed;
nir_def *col = intr->src[1].ssa;
nir_def *def = is_signed ? nir_format_float_to_snorm(b, col, bits) :
nir_format_float_to_unorm(b, col, bits);
if (is_signed)
def = nir_bcsel(b, nir_ilt_imm(b, def, 0),
nir_iadd_imm(b, def, 1ull << NUM_BITS),
def);
nir_src_rewrite(intr->src + 1, def);
return true;
}
bool
d3d12_lower_uint_cast(nir_shader *nir, bool is_signed)
{
if (nir->info.stage != MESA_SHADER_FRAGMENT) {
nir_shader_preserve_all_metadata(nir);
return false;
}
return nir_shader_intrinsics_pass(nir, lower_uint_color_write,
nir_metadata_control_flow | nir_metadata_loop_analysis,
&is_signed);
}
static bool
is_draw_param(const nir_instr *instr, const void *draw_params)
{
if (instr->type != nir_instr_type_intrinsic)
return false;
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
switch (intr->intrinsic) {
case nir_intrinsic_load_first_vertex:
case nir_intrinsic_load_base_instance:
case nir_intrinsic_load_draw_id:
case nir_intrinsic_load_is_indexed_draw:
return true;
default:
return false;
}
}
static nir_def *
lower_load_draw_params(nir_builder *b, nir_instr *instr, void *draw_params)
{
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
nir_def *load = d3d12_get_state_var(b, D3D12_STATE_VAR_DRAW_PARAMS, "d3d12_DrawParams",
glsl_uvec4_type(), draw_params);
unsigned channel = intr->intrinsic == nir_intrinsic_load_first_vertex ? 0 :
intr->intrinsic == nir_intrinsic_load_base_instance ? 1 :
intr->intrinsic == nir_intrinsic_load_draw_id ? 2 : 3;
return nir_channel(b, load, channel);
}
bool
d3d12_lower_load_draw_params(struct nir_shader *nir)
{
nir_variable *draw_params = NULL;
if (nir->info.stage != MESA_SHADER_VERTEX) {
nir_shader_preserve_all_metadata(nir);
return false;
}
return nir_shader_lower_instructions(nir, is_draw_param, lower_load_draw_params, &draw_params);
}
static bool
is_patch_vertices_in(const nir_instr *instr, const void *_state)
{
return instr->type == nir_instr_type_intrinsic &&
nir_instr_as_intrinsic(instr)->intrinsic == nir_intrinsic_load_patch_vertices_in;
}
static nir_def *
lower_load_patch_vertices_in(nir_builder *b, nir_instr *instr, void *_state)
{
return b->shader->info.stage == MESA_SHADER_TESS_CTRL ?
d3d12_get_state_var(b, D3D12_STATE_VAR_PATCH_VERTICES_IN, "d3d12_FirstVertex", glsl_uint_type(), _state) :
nir_imm_int(b, b->shader->info.tess.tcs_vertices_out);
}
bool
d3d12_lower_load_patch_vertices_in(struct nir_shader *nir)
{
nir_variable *var = NULL;
if (nir->info.stage != MESA_SHADER_TESS_CTRL &&
nir->info.stage != MESA_SHADER_TESS_EVAL) {
nir_shader_preserve_all_metadata(nir);
return false;
}
return nir_shader_lower_instructions(nir, is_patch_vertices_in, lower_load_patch_vertices_in, &var);
}
struct invert_depth_state
{
unsigned viewport_mask;
bool clip_halfz;
nir_def *viewport_index;
nir_instr *store_pos_instr;
};
static bool
invert_depth_impl(nir_builder *b, struct invert_depth_state *state)
{
assert(state->store_pos_instr);
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(state->store_pos_instr);
if (state->viewport_index) {
/* Cursor is assigned before calling. Make sure that storing pos comes
* after computing the viewport.
*/
nir_instr_move(b->cursor, &intr->instr);
}
b->cursor = nir_before_instr(&intr->instr);
nir_def *pos = intr->src[1].ssa;
if (state->viewport_index) {
nir_push_if(b, nir_test_mask(b, nir_ishl(b, nir_imm_int(b, 1), state->viewport_index), state->viewport_mask));
}
nir_def *old_depth = nir_channel(b, pos, 2);
nir_def *new_depth = nir_fneg(b, old_depth);
if (state->clip_halfz)
new_depth = nir_fadd_imm(b, new_depth, 1.0);
nir_def *def = nir_vec4(b,
nir_channel(b, pos, 0),
nir_channel(b, pos, 1),
new_depth,
nir_channel(b, pos, 3));
if (state->viewport_index) {
nir_pop_if(b, NULL);
def = nir_if_phi(b, def, pos);
}
nir_src_rewrite(intr->src + 1, def);
state->viewport_index = NULL;
state->store_pos_instr = NULL;
return true;
}
static bool
invert_depth_intr(nir_builder *b, struct nir_intrinsic_instr *intr, void *_state)
{
struct invert_depth_state *state = (struct invert_depth_state *)_state;
if (intr->intrinsic == nir_intrinsic_store_deref) {
nir_variable *var = nir_intrinsic_get_var(intr, 0);
if (var->data.mode != nir_var_shader_out)
return false;
if (var->data.location == VARYING_SLOT_VIEWPORT)
state->viewport_index = intr->src[1].ssa;
if (var->data.location == VARYING_SLOT_POS)
state->store_pos_instr = &intr->instr;
} else if (intr->intrinsic == nir_intrinsic_emit_vertex) {
b->cursor = nir_before_instr(&intr->instr);
return invert_depth_impl(b, state);
}
return false;
}
/* In OpenGL the windows space depth value z_w is evaluated according to "s * z_d + b"
* with "s = (far - near) / 2" (depth clip:minus_one_to_one) [OpenGL 3.3, 2.13.1].
* When we switch the far and near value to satisfy DirectX requirements we have
* to compensate by inverting "z_d' = -z_d" with this lowering pass.
* When depth clip is set zero_to_one, we compensate with "z_d' = 1.0f - z_d" instead.
*/
bool
d3d12_nir_invert_depth(nir_shader *shader, unsigned viewport_mask, bool clip_halfz)
{
if (shader->info.stage != MESA_SHADER_VERTEX &&
shader->info.stage != MESA_SHADER_TESS_EVAL &&
shader->info.stage != MESA_SHADER_GEOMETRY)
return false;
bool progress = false;
nir_foreach_function_impl(impl, shader) {
struct invert_depth_state state = { viewport_mask, clip_halfz };
nir_builder b = nir_builder_create(impl);
progress |= nir_function_intrinsics_pass(impl, invert_depth_intr,
nir_metadata_none,
&state);
if (state.store_pos_instr) {
b.cursor = nir_after_block(impl->end_block);
progress |= nir_progress(invert_depth_impl(&b, &state), impl, nir_metadata_none);
}
}
return progress;
}
/**
* Lower State Vars:
*
* All uniforms related to internal D3D12 variables are
* condensed into a UBO that is appended at the end of the
* current ones.
*/
static unsigned
get_state_var_offset(struct d3d12_shader *shader, enum d3d12_state_var var)
{
for (unsigned i = 0; i < shader->num_state_vars; ++i) {
if (shader->state_vars[i].var == var)
return shader->state_vars[i].offset;
}
unsigned offset = (unsigned)shader->state_vars_size;
shader->state_vars[shader->num_state_vars].offset = offset;
shader->state_vars[shader->num_state_vars].var = var;
shader->state_vars_size += 4; /* Use 4-words slots no matter the variable size */
shader->num_state_vars++;
return offset;
}
struct lower_state_var_state {
struct nir_shader *nir;
struct d3d12_shader *shader;
unsigned binding;
};
static nir_variable *
get_state_var_var(nir_shader *nir, nir_intrinsic_instr *intr)
{
if (intr->intrinsic == nir_intrinsic_load_uniform)
return nir_find_variable_with_driver_location(nir, nir_var_uniform, nir_intrinsic_base(intr));
else if (intr->intrinsic == nir_intrinsic_load_deref)
return nir_deref_instr_get_variable(nir_src_as_deref(intr->src[0]));
else
return NULL;
}
static bool
is_state_var_instr(const nir_instr *instr, const void *_state)
{
if (instr->type != nir_instr_type_intrinsic)
return false;
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
nir_variable *variable = get_state_var_var(((struct lower_state_var_state *)_state)->nir, intr);
return variable != NULL &&
variable->num_state_slots == 1 &&
variable->state_slots[0].tokens[0] == STATE_INTERNAL_DRIVER;
}
static nir_def *
lower_state_var_instr(nir_builder *b, nir_instr *instr, void *_state)
{
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
nir_variable *variable = get_state_var_var(b->shader, intr);
enum d3d12_state_var var = variable->state_slots[0].tokens[1];
struct lower_state_var_state *state = (struct lower_state_var_state *)_state;
nir_def *ubo_idx = nir_imm_int(b, state->binding);
nir_def *ubo_offset = nir_imm_int(b, get_state_var_offset(state->shader, var) * 4);
return nir_load_ubo(b, intr->num_components, intr->def.bit_size,
ubo_idx, ubo_offset,
.align_mul = 16,
.align_offset = 0,
.range_base = 0,
.range = ~0);
}
bool
d3d12_lower_state_vars(nir_shader *nir, struct d3d12_shader *shader)
{
bool progress = false;
/* The state var UBO is added after all the other UBOs if it already
* exists it will be replaced by using the same binding.
* In the event there are no other UBO's, use binding slot 1 to
* be consistent with other non-default UBO's */
struct lower_state_var_state state = {
.nir = nir, .shader = shader,
.binding = MAX2(nir->info.num_ubos, nir->info.first_ubo_is_default_ubo ? 1 : 0)
};
nir_foreach_variable_with_modes_safe(var, nir, nir_var_uniform) {
if (var->num_state_slots == 1 &&
var->state_slots[0].tokens[0] == STATE_INTERNAL_DRIVER) {
if (var->data.mode == nir_var_mem_ubo) {
state.binding = var->data.binding;
}
}
}
progress = nir_shader_lower_instructions(nir, is_state_var_instr, lower_state_var_instr, &state);
if (progress) {
assert(shader->num_state_vars > 0);
shader->state_vars_used = true;
/* Remove state variables */
nir_foreach_variable_with_modes_safe(var, nir, nir_var_uniform) {
if (var->num_state_slots == 1 &&
var->state_slots[0].tokens[0] == STATE_INTERNAL_DRIVER) {
exec_node_remove(&var->node);
nir->num_uniforms--;
}
}
const gl_state_index16 tokens[STATE_LENGTH] = { STATE_INTERNAL_DRIVER };
const struct glsl_type *type = glsl_array_type(glsl_vec4_type(),
(unsigned)(shader->state_vars_size / 4), 0);
nir_variable *ubo = nir_variable_create(nir, nir_var_mem_ubo, type,
"d3d12_state_vars");
if (state.binding >= nir->info.num_ubos)
nir->info.num_ubos = (uint8_t) state.binding + 1;
ubo->data.binding = state.binding;
ubo->num_state_slots = 1;
ubo->state_slots = ralloc_array(nir, nir_state_slot, 1);
memcpy(ubo->state_slots[0].tokens, tokens,
sizeof(ubo->state_slots[0].tokens));
struct glsl_struct_field field = {
.type = type,
.name = "data",
.location = -1,
};
ubo->interface_type =
glsl_interface_type(&field, 1, GLSL_INTERFACE_PACKING_STD430,
false, "__d3d12_state_vars_interface");
}
return progress;
}
bool
d3d12_add_missing_dual_src_target(struct nir_shader *s,
unsigned missing_mask)
{
assert(missing_mask != 0);
nir_builder b;
nir_function_impl *impl = nir_shader_get_entrypoint(s);
b = nir_builder_at(nir_before_impl(impl));
nir_def *zero = nir_imm_zero(&b, 4, 32);
bool progress = false;
for (unsigned i = 0; i < 2; ++i) {
if (!(missing_mask & (1u << i)))
continue;
const char *name = i == 0 ? "gl_FragData[0]" :
"gl_SecondaryFragDataEXT[0]";
nir_variable *out = nir_variable_create(s, nir_var_shader_out,
glsl_vec4_type(), name);
out->data.location = FRAG_RESULT_DATA0;
out->data.driver_location = i;
out->data.index = i;
nir_store_var(&b, out, zero, 0xf);
}
return nir_progress(progress, impl, nir_metadata_control_flow);
}
bool
d3d12_lower_primitive_id(nir_shader *shader)
{
nir_builder b;
nir_function_impl *impl = nir_shader_get_entrypoint(shader);
nir_def *primitive_id;
b = nir_builder_create(impl);
nir_variable *primitive_id_var = nir_variable_create(shader, nir_var_shader_out,
glsl_uint_type(), "primitive_id");
primitive_id_var->data.location = VARYING_SLOT_PRIMITIVE_ID;
primitive_id_var->data.interpolation = INTERP_MODE_FLAT;
bool progress = false;
nir_foreach_block(block, impl) {
b.cursor = nir_before_block_after_phis(block);
primitive_id = nir_load_primitive_id(&b);
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic ||
nir_instr_as_intrinsic(instr)->intrinsic != nir_intrinsic_emit_vertex)
continue;
b.cursor = nir_before_instr(instr);
nir_store_var(&b, primitive_id_var, primitive_id, 0x1);
progress = true;
}
}
return nir_progress(progress, impl, nir_metadata_control_flow);
}
static bool
lower_triangle_strip_store(nir_builder *b, nir_intrinsic_instr *intr,
nir_variable *vertex_count_var,
struct hash_table *varyings)
{
/**
* tmp_varying[slot][min(vertex_count, 2)] = src
*/
nir_def *vertex_count = nir_load_var(b, vertex_count_var);
nir_def *index = nir_imin(b, vertex_count, nir_imm_int(b, 2));
nir_variable *var = nir_intrinsic_get_var(intr, 0);
if (var->data.mode != nir_var_shader_out)
return false;
nir_deref_instr *deref = nir_build_deref_array(b, nir_build_deref_var(b, _mesa_hash_table_search(varyings, var)->data), index);
nir_def *value = intr->src[1].ssa;
nir_store_deref(b, deref, value, 0xf);
nir_instr_remove(&intr->instr);
return true;
}
static bool
lower_triangle_strip_emit_vertex(nir_builder *b, nir_intrinsic_instr *intr,
nir_variable *vertex_count_var,
struct hash_table *varyings)
{
// TODO xfb + flat shading + last_pv
/**
* if (vertex_count >= 2) {
* for (i = 0; i < 3; i++) {
* foreach(slot)
* out[slot] = tmp_varying[slot][i];
* EmitVertex();
* }
* EndPrimitive();
* foreach(slot)
* tmp_varying[slot][vertex_count % 2] = tmp_varying[slot][2];
* }
* vertex_count++;
*/
nir_def *two = nir_imm_int(b, 2);
nir_def *vertex_count = nir_load_var(b, vertex_count_var);
nir_def *count_cmp = nir_uge(b, vertex_count, two);
nir_if *count_check = nir_push_if(b, count_cmp);
for (int j = 0; j < 3; ++j) {
nir_foreach_shader_out_variable(var, b->shader) {
nir_copy_deref(b, nir_build_deref_var(b, var),
nir_build_deref_array_imm(b, nir_build_deref_var(b, _mesa_hash_table_search(varyings, var)->data), j));
}
nir_emit_vertex(b, 0);
}
nir_foreach_shader_out_variable(var, b->shader) {
nir_variable *varying = _mesa_hash_table_search(varyings, var)->data;
nir_copy_deref(b, nir_build_deref_array(b, nir_build_deref_var(b, varying), nir_umod(b, vertex_count, two)),
nir_build_deref_array(b, nir_build_deref_var(b, varying), two));
}
nir_end_primitive(b, .stream_id = 0);
nir_pop_if(b, count_check);
vertex_count = nir_iadd_imm(b, vertex_count, 1);
nir_store_var(b, vertex_count_var, vertex_count, 0x1);
nir_instr_remove(&intr->instr);
return true;
}
static bool
lower_triangle_strip_end_primitive(nir_builder *b, nir_intrinsic_instr *intr,
nir_variable *vertex_count_var)
{
/**
* vertex_count = 0;
*/
nir_store_var(b, vertex_count_var, nir_imm_int(b, 0), 0x1);
nir_instr_remove(&intr->instr);
return true;
}
bool
d3d12_lower_triangle_strip(nir_shader *shader)
{
nir_builder b;
nir_function_impl *impl = nir_shader_get_entrypoint(shader);
struct hash_table *tmp_vars = _mesa_pointer_hash_table_create(NULL);
b = nir_builder_create(impl);
bool progress = false;
shader->info.gs.vertices_out = (shader->info.gs.vertices_out - 2) * 3;
nir_variable *vertex_count_var =
nir_local_variable_create(impl, glsl_uint_type(), "vertex_count");
nir_block *first = nir_start_block(impl);
b.cursor = nir_before_block(first);
nir_foreach_variable_with_modes(var, shader, nir_var_shader_out) {
const struct glsl_type *type = glsl_array_type(var->type, 3, 0);
_mesa_hash_table_insert(tmp_vars, var, nir_local_variable_create(impl, type, "tmp_var"));
}
nir_store_var(&b, vertex_count_var, nir_imm_int(&b, 0), 1);
nir_foreach_block(block, impl) {
nir_foreach_instr_safe(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_store_deref:
b.cursor = nir_before_instr(instr);
progress |= lower_triangle_strip_store(&b, intrin, vertex_count_var, tmp_vars);
break;
case nir_intrinsic_emit_vertex_with_counter:
case nir_intrinsic_emit_vertex:
b.cursor = nir_before_instr(instr);
progress |= lower_triangle_strip_emit_vertex(&b, intrin, vertex_count_var, tmp_vars);
break;
case nir_intrinsic_end_primitive:
case nir_intrinsic_end_primitive_with_counter:
b.cursor = nir_before_instr(instr);
progress |= lower_triangle_strip_end_primitive(&b, intrin, vertex_count_var);
break;
default:
break;
}
}
}
_mesa_hash_table_destroy(tmp_vars, NULL);
nir_progress(progress, impl, nir_metadata_none);
NIR_PASS(progress, shader, nir_lower_var_copies);
return progress;
}
static bool
is_multisampling_instr(const nir_instr *instr, const void *_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_output) {
nir_io_semantics semantics = nir_intrinsic_io_semantics(intr);
return semantics.location == FRAG_RESULT_SAMPLE_MASK;
} else if (intr->intrinsic == nir_intrinsic_store_deref) {
nir_variable *var = nir_intrinsic_get_var(intr, 0);
return var->data.location == FRAG_RESULT_SAMPLE_MASK;
} else if (intr->intrinsic == nir_intrinsic_load_sample_id ||
intr->intrinsic == nir_intrinsic_load_sample_mask_in)
return true;
return false;
}
static nir_def *
lower_multisampling_instr(nir_builder *b, nir_instr *instr, void *_data)
{
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
switch (intr->intrinsic) {
case nir_intrinsic_store_output:
case nir_intrinsic_store_deref:
return NIR_LOWER_INSTR_PROGRESS_REPLACE;
case nir_intrinsic_load_sample_id:
return nir_imm_int(b, 0);
case nir_intrinsic_load_sample_mask_in:
return nir_b2i32(b, nir_ine_imm(b, &intr->def, 0));
default:
UNREACHABLE("Invalid intrinsic");
}
}
bool
d3d12_disable_multisampling(nir_shader *s)
{
if (s->info.stage != MESA_SHADER_FRAGMENT)
return false;
bool progress = nir_shader_lower_instructions(s, is_multisampling_instr, lower_multisampling_instr, NULL);
nir_foreach_variable_with_modes_safe(var, s, nir_var_shader_out) {
if (var->data.location == FRAG_RESULT_SAMPLE_MASK) {
exec_node_remove(&var->node);
s->info.outputs_written &= ~(1ull << FRAG_RESULT_SAMPLE_MASK);
progress = true;
}
}
nir_foreach_variable_with_modes_safe(var, s, nir_var_system_value) {
if (var->data.location == SYSTEM_VALUE_SAMPLE_MASK_IN ||
var->data.location == SYSTEM_VALUE_SAMPLE_ID) {
exec_node_remove(&var->node);
progress = true;
}
var->data.sample = false;
}
BITSET_CLEAR(s->info.system_values_read, SYSTEM_VALUE_SAMPLE_ID);
s->info.fs.uses_sample_qualifier = false;
s->info.fs.uses_sample_shading = false;
return progress;
}
struct var_split_subvar_state {
nir_variable *var;
uint8_t stream;
uint8_t num_components;
};
struct var_split_var_state {
unsigned num_subvars;
struct var_split_subvar_state subvars[4];
};
struct var_split_state {
struct var_split_var_state vars[2][VARYING_SLOT_MAX];
};
static bool
split_varying_accesses(nir_builder *b, nir_intrinsic_instr *intr,
void *_state)
{
if (intr->intrinsic != nir_intrinsic_store_deref &&
intr->intrinsic != nir_intrinsic_load_deref)
return false;
nir_deref_instr *deref = nir_src_as_deref(intr->src[0]);
if (!nir_deref_mode_is(deref, nir_var_shader_out) &&
!nir_deref_mode_is(deref, nir_var_shader_in))
return false;
nir_variable *var = nir_deref_instr_get_variable(deref);
if (!var)
return false;
uint32_t mode_index = deref->modes == nir_var_shader_out ? 0 : 1;
struct var_split_state *state = _state;
struct var_split_var_state *var_state = &state->vars[mode_index][var->data.location];
if (var_state->num_subvars <= 1)
return false;
nir_deref_path path;
nir_deref_path_init(&path, deref, b->shader);
assert(path.path[0]->deref_type == nir_deref_type_var && path.path[0]->var == var);
unsigned first_channel = 0;
nir_def *loads[2];
for (unsigned subvar = 0; subvar < var_state->num_subvars; ++subvar) {
b->cursor = nir_after_instr(&path.path[0]->instr);
nir_deref_instr *new_path = nir_build_deref_var(b, var_state->subvars[subvar].var);
for (unsigned i = 1; path.path[i]; ++i) {
b->cursor = nir_after_instr(&path.path[i]->instr);
new_path = nir_build_deref_follower(b, new_path, path.path[i]);
}
b->cursor = nir_before_instr(&intr->instr);
if (intr->intrinsic == nir_intrinsic_store_deref) {
unsigned mask_num_channels = (1 << var_state->subvars[subvar].num_components) - 1;
unsigned orig_write_mask = nir_intrinsic_write_mask(intr);
nir_def *sub_value = nir_channels(b, intr->src[1].ssa, (nir_component_mask_t) (mask_num_channels << first_channel));
unsigned new_write_mask = (orig_write_mask >> first_channel) & mask_num_channels;
nir_build_store_deref(b, &new_path->def, sub_value, new_write_mask, nir_intrinsic_access(intr));
first_channel += var_state->subvars[subvar].num_components;
} else {
/* The load path only handles splitting dvec3/dvec4 */
assert(subvar == 0 || subvar == 1);
assert(intr->def.num_components >= 3);
loads[subvar] = nir_build_load_deref(b, var_state->subvars[subvar].num_components, intr->def.bit_size, &new_path->def);
}
}
nir_deref_path_finish(&path);
if (intr->intrinsic == nir_intrinsic_load_deref) {
nir_def *result = nir_extract_bits(b, loads, 2, 0, intr->def.num_components, intr->def.bit_size);
nir_def_rewrite_uses(&intr->def, result);
}
nir_instr_free_and_dce(&intr->instr);
return true;
}
bool
d3d12_split_needed_varyings(nir_shader *s)
{
struct var_split_state state;
memset(&state, 0, sizeof(state));
bool progress = false;
nir_foreach_variable_with_modes_safe(var, s, nir_var_shader_out | nir_var_shader_in) {
uint32_t mode_index = var->data.mode == nir_var_shader_out ? 0 : 1;
struct var_split_var_state *var_state = &state.vars[mode_index][var->data.location];
struct var_split_subvar_state *subvars = var_state->subvars;
if ((var->data.stream & NIR_STREAM_PACKED) != 0 &&
s->info.stage == MESA_SHADER_GEOMETRY &&
var->data.mode == nir_var_shader_out) {
for (unsigned i = 0; i < glsl_get_vector_elements(var->type); ++i) {
unsigned stream = (var->data.stream >> (2 * (i + var->data.location_frac))) & 0x3;
if (var_state->num_subvars == 0 || stream != subvars[var_state->num_subvars - 1].stream) {
subvars[var_state->num_subvars].stream = (uint8_t)stream;
subvars[var_state->num_subvars].num_components = 1;
var_state->num_subvars++;
} else {
subvars[var_state->num_subvars - 1].num_components++;
}
}
var->data.stream = subvars[0].stream;
if (var_state->num_subvars == 1)
continue;
progress = true;
subvars[0].var = var;
var->type = glsl_vector_type(glsl_get_base_type(var->type), subvars[0].num_components);
unsigned location_frac = var->data.location_frac + subvars[0].num_components;
for (unsigned subvar = 1; subvar < var_state->num_subvars; ++subvar) {
char *name = ralloc_asprintf(s, "unpacked:%s_stream%d", var->name, subvars[subvar].stream);
nir_variable *new_var = nir_variable_create(s, nir_var_shader_out,
glsl_vector_type(glsl_get_base_type(var->type), subvars[subvar].num_components),
name);
new_var->data = var->data;
new_var->data.stream = subvars[subvar].stream;
new_var->data.location_frac = location_frac;
location_frac += subvars[subvar].num_components;
subvars[subvar].var = new_var;
}
} else if (glsl_type_is_64bit(glsl_without_array(var->type)) &&
glsl_get_components(glsl_without_array(var->type)) >= 3) {
progress = true;
assert(var->data.location_frac == 0);
uint32_t components = glsl_get_components(glsl_without_array(var->type));
var_state->num_subvars = 2;
subvars[0].var = var;
subvars[0].num_components = 2;
subvars[0].stream = (uint8_t)var->data.stream;
const struct glsl_type *base_type = glsl_without_array(var->type);
var->type = glsl_type_wrap_in_arrays(glsl_vector_type(glsl_get_base_type(base_type), 2), var->type);
subvars[1].var = nir_variable_clone(var, s);
subvars[1].num_components = (uint8_t) (components - 2);
subvars[1].stream = (uint8_t)var->data.stream;
exec_node_insert_after(&var->node, &subvars[1].var->node);
subvars[1].var->type = glsl_type_wrap_in_arrays(glsl_vector_type(glsl_get_base_type(base_type), components - 2), var->type);
subvars[1].var->data.location++;
subvars[1].var->data.driver_location++;
}
}
if (progress) {
nir_shader_intrinsics_pass(s, split_varying_accesses,
nir_metadata_control_flow,
&state);
} else {
nir_shader_preserve_all_metadata(s);
}
return progress;
}
static bool
write_0(nir_builder *b, nir_deref_instr *deref)
{
if (glsl_type_is_array_or_matrix(deref->type)) {
for (unsigned i = 0; i < glsl_get_length(deref->type); ++i)
write_0(b, nir_build_deref_array_imm(b, deref, i));
} else if (glsl_type_is_struct(deref->type)) {
for (unsigned i = 0; i < glsl_get_length(deref->type); ++i)
write_0(b, nir_build_deref_struct(b, deref, i));
} else {
nir_def *scalar = nir_imm_intN_t(b, 0, glsl_get_bit_size(deref->type));
nir_def *scalar_arr[NIR_MAX_VEC_COMPONENTS];
unsigned num_comps = glsl_get_components(deref->type);
unsigned writemask = (1 << num_comps) - 1;
for (unsigned i = 0; i < num_comps; ++i)
scalar_arr[i] = scalar;
nir_def *zero_val = nir_vec(b, scalar_arr, num_comps);
nir_store_deref(b, deref, zero_val, writemask);
}
return true;
}
bool
d3d12_write_0_to_new_varying(nir_shader *s, nir_variable *var)
{
/* Skip per-vertex HS outputs */
if (s->info.stage == MESA_SHADER_TESS_CTRL && !var->data.patch) {
nir_shader_preserve_all_metadata(s);
return false;
}
bool progress = false;
nir_foreach_function_impl(impl, s) {
nir_builder b = nir_builder_create(impl);
nir_foreach_block(block, impl) {
b.cursor = nir_before_block(block);
if (s->info.stage != MESA_SHADER_GEOMETRY) {
progress |= write_0(&b, nir_build_deref_var(&b, var));
break;
}
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
if (intr->intrinsic != nir_intrinsic_emit_vertex)
continue;
b.cursor = nir_before_instr(instr);
progress |= write_0(&b, nir_build_deref_var(&b, var));
}
}
nir_progress(progress, impl, nir_metadata_control_flow);
}
return progress;
}