blob: b5e9597c4e1478ed129c9b07162258385530afaa [file]
/*
* Copyright 2023 Valve Corporation
* SPDX-License-Identifier: MIT
*/
#include "compiler/shader_enums.h"
#include "agx_compile.h"
#include "nir.h"
#include "nir_builder.h"
#include "nir_builder_opcodes.h"
#include "nir_intrinsics.h"
#include "nir_intrinsics_indices.h"
/*
* In AGX, the values of fragment shader inputs are represented as coefficient
* vectors <A, B, C>, which are dotted with <x, y, 1> to perform interpolation.
* x and y are relative to the tile. In other words, A and B are the
* screen-space partial derivatives of the input, and C is the value at the
* corner of the tile.
*
* For some interpolation modes, the dot product happens in the iterator
* hardware. Other modes are implemented in this file, by lowering to math on
* the coefficient vectors.
*/
/* XXX: It's not clear what this is for, but seems necessary */
static nir_def *
cf_valid(nir_builder *b, nir_def *cf)
{
nir_def *bit = nir_ieq_imm(b, nir_iand_imm(b, nir_channel(b, cf, 0), 1), 0);
/* XXX: Apple's compiler actually checks that the significand is nonzero and
* the exponent is 0 or 1. This is probably a typo -- it doesn't make any
* logical sense. Presumably they just meant to check for denorms, so let's
* do that. Either way the tests pass.
*/
nir_def *cf01 = nir_trim_vector(b, cf, 2);
return nir_ior(b, bit, nir_fisnormal(b, cf01));
}
static nir_def *
interpolate_at_offset(nir_builder *b, nir_def *cf, nir_def *offset,
bool perspective)
{
/* Get the coordinate of the pixel within the tile */
nir_def *pixel_coords = nir_load_pixel_coord(b);
nir_def *tile_offs = nir_umod_imm(b, pixel_coords, 32);
/* Convert to float, getting the center of the pixel */
nir_def *center = nir_fadd_imm(b, nir_u2f32(b, tile_offs), 0.5);
/* Calculate the location to interpolate. offset is defined relative to the
* center of the pixel and is a float.
*/
nir_def *pos = nir_fadd(b, center, nir_f2f32(b, offset));
/* Interpolate with the given coefficients */
nir_def *interp = nir_ffma(b, nir_channel(b, pos, 1), nir_channel(b, cf, 1),
nir_channel(b, cf, 2));
interp = nir_ffma(b, nir_channel(b, pos, 0), nir_channel(b, cf, 0), interp);
/* Divide by RHW. This load will be lowered recursively. */
if (perspective) {
nir_def *bary = nir_load_barycentric_at_offset(
b, 32, offset, .interp_mode = INTERP_MODE_NOPERSPECTIVE);
nir_def *rhw = nir_load_interpolated_input(
b, 1, 32, bary, nir_imm_int(b, 0), .component = 3,
.io_semantics = {
.location = VARYING_SLOT_POS,
.num_slots = 1,
});
interp = nir_fdiv(b, interp, rhw);
}
/* Replace invalid interpolations with the constant channel */
return nir_bcsel(b, cf_valid(b, cf), interp, nir_channel(b, cf, 2));
}
static nir_def *
interpolate_flat(nir_builder *b, nir_def *coefficients)
{
/* Same value anywhere, so just take the constant (affine) component. For
* triangle fans with the first provoking vertex, the CF layout is slightly
* different. I am unsure why, but Apple does the same and the bcsel is
* required for corrctness.
*/
return nir_bcsel(b, nir_load_is_first_fan_agx(b),
nir_channel(b, coefficients, 1),
nir_channel(b, coefficients, 2));
}
static enum glsl_interp_mode
interp_mode_for_load(nir_intrinsic_instr *load)
{
if (load->intrinsic == nir_intrinsic_load_input)
return INTERP_MODE_FLAT;
else
return nir_intrinsic_interp_mode(nir_src_as_intrinsic(load->src[0]));
}
static bool
needs_lower(const nir_instr *instr, UNUSED const void *_)
{
if (instr->type != nir_instr_type_intrinsic)
return false;
const nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr);
/* at_offset barycentrics need to be lowered */
if (load->intrinsic == nir_intrinsic_load_interpolated_input) {
return (nir_src_as_intrinsic(load->src[0])->intrinsic ==
nir_intrinsic_load_barycentric_at_offset);
}
/* Flat shading always lowered */
return (load->intrinsic == nir_intrinsic_load_input);
}
static nir_def *
interpolate_channel(nir_builder *b, nir_intrinsic_instr *load, unsigned channel)
{
nir_def *coefficients = nir_load_coefficients_agx(
b, nir_get_io_offset_src(load)->ssa,
.component = nir_intrinsic_component(load) + channel,
.interp_mode = interp_mode_for_load(load),
.io_semantics = nir_intrinsic_io_semantics(load));
if (load->intrinsic == nir_intrinsic_load_input) {
assert(load->def.bit_size == 32);
if (nir_intrinsic_io_semantics(load).location == VARYING_SLOT_LAYER)
return nir_load_layer_id(b);
else
return interpolate_flat(b, coefficients);
} else {
nir_intrinsic_instr *bary = nir_src_as_intrinsic(load->src[0]);
nir_def *interp = interpolate_at_offset(
b, coefficients, bary->src[0].ssa,
nir_intrinsic_interp_mode(bary) != INTERP_MODE_NOPERSPECTIVE);
return nir_f2fN(b, interp, load->def.bit_size);
}
}
static nir_def *
lower(nir_builder *b, nir_instr *instr, void *data)
{
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
/* Each component is loaded separated */
nir_def *values[NIR_MAX_VEC_COMPONENTS] = {NULL};
for (unsigned i = 0; i < intr->def.num_components; ++i) {
values[i] = interpolate_channel(b, intr, i);
}
return nir_vec(b, values, intr->def.num_components);
}
bool
agx_nir_lower_interpolation(nir_shader *s)
{
assert(s->info.stage == MESA_SHADER_FRAGMENT);
return nir_shader_lower_instructions(s, needs_lower, lower, NULL);
}