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intel-hard-graphics/src/gallium/drivers/d3d12/d3d12_lower_point_sprite.c
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2026-06-06 13:25:15 +03:00

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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
* 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"
#include "util/u_dynarray.h"
#include "d3d12_compiler.h"
#include "d3d12_nir_passes.h"
#include "dxil_nir.h"
#include "mesa/program/prog_statevars.h"
struct output_writes {
nir_def *val;
nir_deref_instr *deref;
unsigned write_mask;
};
struct lower_state {
nir_variable *uniform; /* (1/w, 1/h, pt_sz, max_sz) */
nir_variable *pos_out;
nir_variable *psiz_out;
nir_variable *point_coord_out[10];
unsigned num_point_coords;
nir_def *point_dir_imm[4];
nir_def *point_coord_imm[4];
/* Current point primitive */
nir_def *point_pos;
nir_def *point_size;
struct util_dynarray output_writes;
bool sprite_origin_lower_left;
bool point_size_per_vertex;
bool aa_point;
};
static void
find_outputs(nir_shader *shader, struct lower_state *state)
{
nir_foreach_variable_with_modes(var, shader, nir_var_shader_out) {
switch (var->data.location) {
case VARYING_SLOT_POS:
state->pos_out = var;
break;
case VARYING_SLOT_PSIZ:
state->psiz_out = var;
break;
}
}
}
static nir_def *
get_point_dir(nir_builder *b, struct lower_state *state, unsigned i)
{
if (state->point_dir_imm[0] == NULL) {
state->point_dir_imm[0] = nir_imm_vec2(b, -1, -1);
state->point_dir_imm[1] = nir_imm_vec2(b, -1, 1);
state->point_dir_imm[2] = nir_imm_vec2(b, 1, -1);
state->point_dir_imm[3] = nir_imm_vec2(b, 1, 1);
}
return state->point_dir_imm[i];
}
static nir_def *
get_point_coord(nir_builder *b, struct lower_state *state, unsigned i)
{
if (state->point_coord_imm[0] == NULL) {
if (state->sprite_origin_lower_left) {
state->point_coord_imm[0] = nir_imm_vec4(b, 0, 0, 0, 1);
state->point_coord_imm[1] = nir_imm_vec4(b, 0, 1, 0, 1);
state->point_coord_imm[2] = nir_imm_vec4(b, 1, 0, 0, 1);
state->point_coord_imm[3] = nir_imm_vec4(b, 1, 1, 0, 1);
} else {
state->point_coord_imm[0] = nir_imm_vec4(b, 0, 1, 0, 1);
state->point_coord_imm[1] = nir_imm_vec4(b, 0, 0, 0, 1);
state->point_coord_imm[2] = nir_imm_vec4(b, 1, 1, 0, 1);
state->point_coord_imm[3] = nir_imm_vec4(b, 1, 0, 0, 1);
}
}
return state->point_coord_imm[i];
}
/**
* scaled_point_size = pointSize * pos.w * ViewportSizeRcp
*/
static void
get_scaled_point_size(nir_builder *b, struct lower_state *state,
nir_def **x, nir_def **y)
{
/* State uniform contains: (1/ViewportWidth, 1/ViewportHeight, PointSize, MaxPointSize) */
nir_def *uniform = nir_load_var(b, state->uniform);
nir_def *point_size = state->point_size;
/* clamp point-size to valid range */
if (point_size && state->point_size_per_vertex) {
point_size = nir_fmax(b, point_size, nir_imm_float(b, 1.0f));
point_size = nir_fmin(b, point_size, nir_imm_float(b, D3D12_MAX_POINT_SIZE));
} else {
/* Use static point size (from uniform) if the shader output was not set */
point_size = nir_channel(b, uniform, 2);
}
point_size = nir_fmul(b, point_size, nir_channel(b, state->point_pos, 3));
*x = nir_fmul(b, point_size, nir_channel(b, uniform, 0));
*y = nir_fmul(b, point_size, nir_channel(b, uniform, 1));
}
static bool
lower_store(nir_intrinsic_instr *instr, nir_builder *b, struct lower_state *state)
{
nir_deref_instr *deref = nir_src_as_deref(instr->src[0]);
if (nir_deref_mode_is(deref, nir_var_shader_out)) {
nir_variable *var = nir_deref_instr_get_variable(deref);
switch (var->data.location) {
case VARYING_SLOT_POS:
state->point_pos = instr->src[1].ssa;
break;
case VARYING_SLOT_PSIZ:
state->point_size = instr->src[1].ssa;
break;
default: {
struct output_writes data = {
.val = instr->src[1].ssa,
.deref = nir_src_as_deref(instr->src[0]),
.write_mask = nir_intrinsic_write_mask(instr),
};
util_dynarray_append(&state->output_writes, data);
break;
}
}
nir_instr_remove(&instr->instr);
return true;
}
return false;
}
static bool
lower_emit_vertex(nir_intrinsic_instr *instr, nir_builder *b, struct lower_state *state)
{
unsigned stream_id = nir_intrinsic_stream_id(instr);
b->cursor = nir_instr_remove(&instr->instr);
if (stream_id == 0) {
nir_def *point_width, *point_height;
get_scaled_point_size(b, state, &point_width, &point_height);
for (unsigned i = 0; i < 4; i++) {
/* All outputs need to be emitted for each vertex */
util_dynarray_foreach(&state->output_writes, struct output_writes, data) {
nir_store_deref(b, data->deref, data->val, data->write_mask);
}
/* pos = scaled_point_size * point_dir + point_pos */
nir_def *point_dir = get_point_dir(b, state, i);
nir_def *pos = nir_vec4(b,
nir_ffma_weak(b,
point_width,
nir_channel(b, point_dir, 0),
nir_channel(b, state->point_pos, 0)),
nir_ffma_weak(b,
point_height,
nir_channel(b, point_dir, 1),
nir_channel(b, state->point_pos, 1)),
nir_channel(b, state->point_pos, 2),
nir_channel(b, state->point_pos, 3));
nir_store_var(b, state->pos_out, pos, 0xf);
/* point coord */
nir_def *point_coord = get_point_coord(b, state, i);
for (unsigned j = 0; j < state->num_point_coords; ++j) {
unsigned num_channels = glsl_get_components(state->point_coord_out[j]->type);
unsigned mask = (1 << num_channels) - 1;
nir_store_var(b, state->point_coord_out[j], nir_channels(b, point_coord, (nir_component_mask_t)mask), (nir_component_mask_t)mask);
}
/* EmitVertex */
nir_emit_vertex(b, .stream_id = stream_id);
}
/* EndPrimitive */
nir_end_primitive(b, .stream_id = stream_id);
}
/* Reset everything */
state->point_pos = NULL;
state->point_size = NULL;
util_dynarray_clear(&state->output_writes);
return true;
}
static bool
lower_instr(nir_intrinsic_instr *instr, nir_builder *b, struct lower_state *state)
{
b->cursor = nir_before_instr(&instr->instr);
if (instr->intrinsic == nir_intrinsic_store_deref) {
return lower_store(instr, b, state);
} else if (instr->intrinsic == nir_intrinsic_emit_vertex) {
return lower_emit_vertex(instr, b, state);
} else if (instr->intrinsic == nir_intrinsic_end_primitive) {
nir_instr_remove(&instr->instr);
return true;
}
return false;
}
bool
d3d12_lower_point_sprite(nir_shader *shader,
bool sprite_origin_lower_left,
bool point_size_per_vertex,
unsigned point_coord_enable,
uint64_t next_inputs_read)
{
const gl_state_index16 tokens[4] = { STATE_INTERNAL_DRIVER,
D3D12_STATE_VAR_PT_SPRITE };
struct lower_state state;
util_dynarray_init(&state.output_writes, shader);
bool progress = false;
assert(shader->info.gs.output_primitive == MESA_PRIM_POINTS);
memset(&state, 0, sizeof(state));
find_outputs(shader, &state);
state.sprite_origin_lower_left = sprite_origin_lower_left;
state.point_size_per_vertex = point_size_per_vertex;
/* Create uniform to retrieve inverse of viewport size and point size:
* (1/ViewportWidth, 1/ViewportHeight, PointSize, MaxPointSize) */
state.uniform = nir_state_variable_create(shader, glsl_vec4_type(),
"d3d12_ViewportSizeRcp", tokens);
/* Create new outputs for point tex coordinates */
unsigned count = 0;
for (unsigned int sem = 0; sem < ARRAY_SIZE(state.point_coord_out); sem++) {
if (point_coord_enable & BITFIELD64_BIT(sem)) {
char tmp[100];
unsigned location = VARYING_SLOT_TEX0 + sem;
snprintf(tmp, ARRAY_SIZE(tmp), "gl_TexCoord%dMESA", count);
nir_variable *var = nir_variable_create(shader,
nir_var_shader_out,
glsl_vec4_type(),
tmp);
var->data.location = location;
state.point_coord_out[count++] = var;
}
}
if (next_inputs_read & VARYING_BIT_PNTC) {
nir_variable *pntcoord_var = nir_variable_create(shader,
nir_var_shader_out,
glsl_vec_type(2),
"gl_PointCoordMESA");
pntcoord_var->data.location = VARYING_SLOT_PNTC;
state.point_coord_out[count++] = pntcoord_var;
}
state.num_point_coords = count;
nir_foreach_function_impl(impl, shader) {
nir_builder builder = nir_builder_create(impl);
nir_foreach_block(block, impl) {
nir_foreach_instr_safe(instr, block) {
if (instr->type == nir_instr_type_intrinsic)
progress |= lower_instr(nir_instr_as_intrinsic(instr),
&builder,
&state);
}
}
nir_progress(true, impl, nir_metadata_control_flow);
}
util_dynarray_fini(&state.output_writes);
shader->info.gs.output_primitive = MESA_PRIM_TRIANGLE_STRIP;
shader->info.gs.vertices_out = (uint16_t) (shader->info.gs.vertices_out * 4 /
util_bitcount(shader->info.gs.active_stream_mask));
shader->info.gs.active_stream_mask = 1;
return progress;
}