On Mon, Apr 8, 2019 at 12:41 AM Alyssa Rosenzweig <aly...@rosenzweig.io> wrote: > > On Mali hardware (supported by Panfrost and Lima), the fixed-function > transformation from world-space to screen-space coordinates is done in > the vertex shader prior to writing out the gl_Position varying, rather > than in dedicated hardware. This commit adds a shared NIR pass for > implementing coordinate transformation and lowering gl_Position writes > into screen-space gl_Position writes. > > Signed-off-by: Alyssa Rosenzweig <aly...@rosenzweig.io> > Suggested-by: Qiang Yu <yuq...@gmail.com> > Cc: Jason Ekstrand <ja...@jlekstrand.net> > Cc: Eric Anholt <e...@anholt.net> > --- > src/compiler/nir/meson.build | 1 + > src/compiler/nir/nir.h | 1 + > .../nir/nir_lower_viewport_transform.c | 126 ++++++++++++++++++ > 3 files changed, 128 insertions(+) > create mode 100644 src/compiler/nir/nir_lower_viewport_transform.c > > diff --git a/src/compiler/nir/meson.build b/src/compiler/nir/meson.build > index c65f2ff62ff..c274361bdc4 100644 > --- a/src/compiler/nir/meson.build > +++ b/src/compiler/nir/meson.build > @@ -151,6 +151,7 @@ files_libnir = files( > 'nir_lower_vars_to_ssa.c', > 'nir_lower_var_copies.c', > 'nir_lower_vec_to_movs.c', > + 'nir_lower_viewport_transform.c', > 'nir_lower_wpos_center.c', > 'nir_lower_wpos_ytransform.c', > 'nir_lower_bit_size.c', > diff --git a/src/compiler/nir/nir.h b/src/compiler/nir/nir.h > index bc72d8f83f5..0f6ed734efa 100644 > --- a/src/compiler/nir/nir.h > +++ b/src/compiler/nir/nir.h > @@ -3124,6 +3124,7 @@ void nir_lower_io_to_scalar(nir_shader *shader, > nir_variable_mode mask); > void nir_lower_io_to_scalar_early(nir_shader *shader, nir_variable_mode > mask); > bool nir_lower_io_to_vector(nir_shader *shader, nir_variable_mode mask); > > +void nir_lower_viewport_transform(nir_shader *shader); > bool nir_lower_uniforms_to_ubo(nir_shader *shader, int multiplier); > > typedef struct nir_lower_subgroups_options { > diff --git a/src/compiler/nir/nir_lower_viewport_transform.c > b/src/compiler/nir/nir_lower_viewport_transform.c > new file mode 100644 > index 00000000000..34a248d5871 > --- /dev/null > +++ b/src/compiler/nir/nir_lower_viewport_transform.c > @@ -0,0 +1,126 @@ > +/* > + * Copyright (C) 2019 Alyssa Rosenzweig > + * > + * 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. > + */ > + > +/* On some hardware (particularly, all current versions of Mali GPUs), > + * vertex shaders do not output gl_Position in world-space. Instead, they > + * output gl_Position in transformed screen space via the "pseudo" > + * position varying. Thus, this pass finds writes to gl_Position and > + * changes them to transformed writes, still to gl_Position. The > + * outputted screen space is still written back to VARYING_SLOT_POS, > + * which is semantically ambiguous but nevertheless a good match for > + * Gallium/NIR/Mali. > + * > + * Implements coordinate transformation as defined in section 12.5 > + * "Coordinate Transformation" of the OpenGL ES 3.2 full specification. > + */ > + > +#include "nir/nir.h" > +#include "nir/nir_builder.h" > + > +static void write_transformed_position(nir_builder *b, nir_src > + input_point_src) > +{ > + nir_ssa_def *input_point = nir_ssa_for_src(b, input_point_src, 4); > + nir_ssa_def *scale = nir_load_viewport_scale(b); > + nir_ssa_def *offset = nir_load_viewport_offset(b); > + > + /* World space to normalised device coordinates to screen space */ > + > + nir_ssa_def *w_recip = nir_frcp(b, nir_channel(b, input_point, 3)); > + nir_ssa_def *ndc_point = nir_fmul(b, nir_channels(b, input_point, 0x7), > w_recip); > + nir_ssa_def *screen = nir_fadd(b, nir_fmul(b, ndc_point, scale), offset); > + > + /* gl_Position will be written out in screenspace xyz, with w set to > + * the reciprocal we computed earlier. The transformed w component is > + * then used for perspective-correct varying interpolation. The > + * transformed w component must preserve its original sign; this is > + * used in depth clipping computations */ > + > + nir_ssa_def *screen_space = nir_vec4(b, > + nir_channel(b, screen, 0), > + nir_channel(b, screen, 1), > + nir_channel(b, screen, 2), > + w_recip); > + > + /* Finally, write out the transformed values to the varying */ > + > + nir_intrinsic_instr *store; > + store = nir_intrinsic_instr_create(b->shader, nir_intrinsic_store_output); > + store->num_components = 4; > + nir_intrinsic_set_base(store, 0); > + nir_intrinsic_set_write_mask(store, 0xf); > + store->src[0].ssa = screen_space; > + store->src[0].is_ssa = true; > + store->src[1] = nir_src_for_ssa(nir_imm_int(b, 0)); > + nir_builder_instr_insert(b, &store->instr);
I think you may just need nir_instr_rewrite_src, please reference: https://patchwork.freedesktop.org/patch/294439/?series=58618&rev=1 > +} > + > +void > +nir_lower_viewport_transform(nir_shader *shader) > +{ > + assert(shader->info.stage == MESA_SHADER_VERTEX); > + > + nir_foreach_function(func, shader) { > + nir_foreach_block(block, func->impl) { > + nir_foreach_instr_safe(instr, block) { > + if (instr->type != nir_instr_type_intrinsic) continue; > + > + nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr); > + nir_variable *out = NULL; > + > + switch (intr->intrinsic) { > + case nir_intrinsic_store_output: > + /* already had i/o lowered.. lookup the matching output var: > */ > + nir_foreach_variable(var, &shader->outputs) { > + int drvloc = var->data.driver_location; > + > + if (nir_intrinsic_base(intr) == drvloc) { > + out = var; > + break; > + } > + } > + > + break; > + > + default: > + break; > + } > + > + if (!out) continue; > + > + if (out->data.mode != nir_var_shader_out) > + continue; > + > + if (out->data.location != VARYING_SLOT_POS) > + continue; This part could also be improved by nir_intrinsic_get_var of the instr directly, you may reference the above patch also. Regards, Qiang > + > + nir_builder b; > + nir_builder_init(&b, func->impl); > + b.cursor = nir_before_instr(instr); > + > + write_transformed_position(&b, intr->src[0]); > + nir_instr_remove(instr); > + } > + } > + } > +} > -- > 2.20.1 > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev