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-rw-r--r--src/compiler/nir/nir_lower_samplers.c187
1 files changed, 187 insertions, 0 deletions
diff --git a/src/compiler/nir/nir_lower_samplers.c b/src/compiler/nir/nir_lower_samplers.c
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+++ b/src/compiler/nir/nir_lower_samplers.c
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+/*
+ * Copyright (C) 2005-2007 Brian Paul All Rights Reserved.
+ * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
+ * Copyright © 2014 Intel 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 "program/hash_table.h"
+#include "glsl/ir_uniform.h"
+
+#include "main/compiler.h"
+#include "main/mtypes.h"
+#include "program/prog_parameter.h"
+#include "program/program.h"
+
+/* Calculate the sampler index based on array indicies and also
+ * calculate the base uniform location for struct members.
+ */
+static void
+calc_sampler_offsets(nir_deref *tail, nir_tex_instr *instr,
+ unsigned *array_elements, nir_ssa_def **indirect,
+ nir_builder *b, unsigned *location)
+{
+ if (tail->child == NULL)
+ return;
+
+ switch (tail->child->deref_type) {
+ case nir_deref_type_array: {
+ nir_deref_array *deref_array = nir_deref_as_array(tail->child);
+
+ assert(deref_array->deref_array_type != nir_deref_array_type_wildcard);
+
+ calc_sampler_offsets(tail->child, instr, array_elements,
+ indirect, b, location);
+ instr->sampler_index += deref_array->base_offset * *array_elements;
+
+ if (deref_array->deref_array_type == nir_deref_array_type_indirect) {
+ nir_ssa_def *mul =
+ nir_imul(b, nir_imm_int(b, *array_elements),
+ nir_ssa_for_src(b, deref_array->indirect, 1));
+
+ nir_instr_rewrite_src(&instr->instr, &deref_array->indirect,
+ NIR_SRC_INIT);
+
+ if (*indirect) {
+ *indirect = nir_iadd(b, *indirect, mul);
+ } else {
+ *indirect = mul;
+ }
+ }
+
+ *array_elements *= glsl_get_length(tail->type);
+ break;
+ }
+
+ case nir_deref_type_struct: {
+ nir_deref_struct *deref_struct = nir_deref_as_struct(tail->child);
+ *location += glsl_get_record_location_offset(tail->type, deref_struct->index);
+ calc_sampler_offsets(tail->child, instr, array_elements,
+ indirect, b, location);
+ break;
+ }
+
+ default:
+ unreachable("Invalid deref type");
+ break;
+ }
+}
+
+static void
+lower_sampler(nir_tex_instr *instr, const struct gl_shader_program *shader_program,
+ gl_shader_stage stage, nir_builder *builder)
+{
+ if (instr->sampler == NULL)
+ return;
+
+ instr->sampler_index = 0;
+ unsigned location = instr->sampler->var->data.location;
+ unsigned array_elements = 1;
+ nir_ssa_def *indirect = NULL;
+
+ builder->cursor = nir_before_instr(&instr->instr);
+ calc_sampler_offsets(&instr->sampler->deref, instr, &array_elements,
+ &indirect, builder, &location);
+
+ if (indirect) {
+ /* First, we have to resize the array of texture sources */
+ nir_tex_src *new_srcs = rzalloc_array(instr, nir_tex_src,
+ instr->num_srcs + 1);
+
+ for (unsigned i = 0; i < instr->num_srcs; i++) {
+ new_srcs[i].src_type = instr->src[i].src_type;
+ nir_instr_move_src(&instr->instr, &new_srcs[i].src,
+ &instr->src[i].src);
+ }
+
+ ralloc_free(instr->src);
+ instr->src = new_srcs;
+
+ /* Now we can go ahead and move the source over to being a
+ * first-class texture source.
+ */
+ instr->src[instr->num_srcs].src_type = nir_tex_src_sampler_offset;
+ instr->num_srcs++;
+ nir_instr_rewrite_src(&instr->instr,
+ &instr->src[instr->num_srcs - 1].src,
+ nir_src_for_ssa(indirect));
+
+ instr->sampler_array_size = array_elements;
+ }
+
+ if (location > shader_program->NumUniformStorage - 1 ||
+ !shader_program->UniformStorage[location].opaque[stage].active) {
+ assert(!"cannot return a sampler");
+ return;
+ }
+
+ instr->sampler_index +=
+ shader_program->UniformStorage[location].opaque[stage].index;
+
+ instr->sampler = NULL;
+}
+
+typedef struct {
+ nir_builder builder;
+ const struct gl_shader_program *shader_program;
+ gl_shader_stage stage;
+} lower_state;
+
+static bool
+lower_block_cb(nir_block *block, void *_state)
+{
+ lower_state *state = (lower_state *) _state;
+
+ nir_foreach_instr(block, instr) {
+ if (instr->type == nir_instr_type_tex) {
+ nir_tex_instr *tex_instr = nir_instr_as_tex(instr);
+ lower_sampler(tex_instr, state->shader_program, state->stage,
+ &state->builder);
+ }
+ }
+
+ return true;
+}
+
+static void
+lower_impl(nir_function_impl *impl, const struct gl_shader_program *shader_program,
+ gl_shader_stage stage)
+{
+ lower_state state;
+
+ nir_builder_init(&state.builder, impl);
+ state.shader_program = shader_program;
+ state.stage = stage;
+
+ nir_foreach_block(impl, lower_block_cb, &state);
+}
+
+void
+nir_lower_samplers(nir_shader *shader,
+ const struct gl_shader_program *shader_program)
+{
+ nir_foreach_function(shader, function) {
+ if (function->impl)
+ lower_impl(function->impl, shader_program, shader->stage);
+ }
+}