blob: 0754fcd04e7deb00ee46a2c1d1880938a835b463 [file] [log] [blame]
/*
* Copyright © 2020 Raspberry Pi Ltd
*
* 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 "compiler/v3d_compiler.h"
#include "compiler/nir/nir_builder.h"
#include <math.h>
/**
* Lowers line smoothing by modifying the alpha component of fragment outputs
* using the distance from the center of the line.
*/
struct lower_line_smooth_state {
nir_shader *shader;
nir_variable *coverage;
};
static void
lower_line_smooth_intrinsic(struct lower_line_smooth_state *state,
nir_builder *b,
nir_intrinsic_instr *intr)
{
b->cursor = nir_before_instr(&intr->instr);
nir_def *one = nir_imm_float(b, 1.0f);
nir_def *coverage = nir_load_var(b, state->coverage);
nir_def *new_val = nir_fmul(b, nir_vec4(b, one, one, one, coverage),
intr->src[0].ssa);
nir_src_rewrite(&intr->src[0], new_val);
}
static bool
lower_line_smooth_func(struct lower_line_smooth_state *state,
nir_function_impl *impl)
{
bool progress = false;
nir_builder b = nir_builder_create(impl);
nir_foreach_block(block, impl) {
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_store_output ||
nir_intrinsic_base(intr) != 0 ||
intr->num_components != 4)
continue;
lower_line_smooth_intrinsic(state, &b, intr);
progress = true;
}
}
return progress;
}
static void
initialise_coverage_var(struct lower_line_smooth_state *state,
nir_function_impl *impl)
{
nir_builder b = nir_builder_at(nir_before_impl(impl));
nir_def *line_width = nir_load_line_width(&b);
nir_def *real_line_width = nir_load_aa_line_width(&b);
/* According to the PRM, the line coord varies from 0.0 to 1.0 across
* the width of the line. But actually, when a perspective projection
* is used, it is also applied to the line coords, so the values end
* up being between [min_coord, 1], based on the Wc coordinate. We
* need to re-map the values to be between [0.0, 1.0].
*/
nir_def *line_coord = nir_load_line_coord(&b);
nir_def *wc = nir_load_fep_w_v3d(&b, 32);
nir_def *min_coord_val = nir_fsub(&b, nir_imm_float(&b, 1.0f), wc);
nir_def *normalized_line_coord = nir_fdiv(&b,
nir_fsub(&b, line_coord, min_coord_val),
nir_fsub_imm(&b, 1.0, min_coord_val));;
/* fabs(line_coord - 0.5) * real_line_width */
nir_def *pixels_from_center =
nir_fmul(&b, real_line_width,
nir_fabs(&b, nir_fsub(&b, normalized_line_coord,
nir_imm_float(&b, 0.5f))));
/* 0.5 - 1/√2 * (pixels_from_center - line_width * 0.5) */
nir_def *coverage =
nir_fsub(&b,
nir_imm_float(&b, 0.5f),
nir_fmul(&b,
nir_imm_float(&b, 1.0f / M_SQRT2),
nir_fsub(&b, pixels_from_center,
nir_fmul_imm(&b,
line_width,
0.5f))));
/* Discard fragments that aren’t covered at all by the line */
nir_def *outside = nir_fle_imm(&b, coverage, 0.0f);
nir_discard_if(&b, outside);
/* Clamp to at most 1.0. If it was less than 0.0 then the fragment will
* be discarded so we don’t need to handle that.
*/
nir_def *clamped = nir_fmin(&b, coverage, nir_imm_float(&b, 1.0f));
nir_store_var(&b, state->coverage, clamped, 0x1 /* writemask */);
}
static nir_variable *
make_coverage_var(nir_shader *s)
{
nir_variable *var = nir_variable_create(s,
nir_var_shader_temp,
glsl_float_type(),
"line_coverage");
var->data.how_declared = nir_var_hidden;
return var;
}
bool
v3d_nir_lower_line_smooth(nir_shader *s)
{
bool progress = false;
assert(s->info.stage == MESA_SHADER_FRAGMENT);
struct lower_line_smooth_state state = {
.shader = s,
.coverage = make_coverage_var(s),
};
nir_foreach_function_with_impl(function, impl, s) {
if (function->is_entrypoint)
initialise_coverage_var(&state, impl);
progress |= lower_line_smooth_func(&state, impl);
nir_progress(progress, impl, nir_metadata_control_flow);
}
return progress;
}