/* * Copyright © 2016 Red Hat. * Copyright © 2016 Bas Nieuwenhuizen * Copyright © 2023 Valve 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 "radv_nir.h" static nir_variable * find_layer_out_var(nir_shader *nir) { nir_variable *var = nir_find_variable_with_location(nir, nir_var_shader_out, VARYING_SLOT_LAYER); if (var != NULL) return var; var = nir_variable_create(nir, nir_var_shader_out, glsl_int_type(), "layer id"); var->data.location = VARYING_SLOT_LAYER; var->data.interpolation = INTERP_MODE_NONE; return var; } bool radv_nir_export_multiview(nir_shader *nir) { nir_function_impl *impl = nir_shader_get_entrypoint(nir); bool progress = false; nir_builder b; nir_builder_init(&b, impl); /* This pass is not suitable for mesh shaders, because it can't know the mapping between API mesh * shader invocations and output primitives. Needs to be handled in ac_nir_lower_ngg. */ assert(nir->info.stage == MESA_SHADER_VERTEX || nir->info.stage == MESA_SHADER_TESS_EVAL || nir->info.stage == MESA_SHADER_GEOMETRY); /* Iterate in reverse order since there should be only one deref store to POS after * lower_io_to_temporaries for vertex shaders and inject the layer there. For geometry shaders, * the layer is injected right before every emit_vertex_with_counter. */ nir_variable *layer = NULL; nir_foreach_block_reverse (block, impl) { nir_foreach_instr_reverse (instr, block) { if (instr->type != nir_instr_type_intrinsic) continue; if (nir->info.stage == MESA_SHADER_GEOMETRY) { nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr); if (intr->intrinsic != nir_intrinsic_emit_vertex_with_counter) continue; b.cursor = nir_before_instr(instr); } else { nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr); if (intr->intrinsic != nir_intrinsic_store_deref) continue; nir_variable *var = nir_intrinsic_get_var(intr, 0); if (var->data.mode != nir_var_shader_out || var->data.location != VARYING_SLOT_POS) continue; b.cursor = nir_after_instr(instr); } if (!layer) layer = find_layer_out_var(nir); nir_store_var(&b, layer, nir_load_view_index(&b), 1); /* Update outputs_written to reflect that the pass added a new output. */ nir->info.outputs_written |= BITFIELD64_BIT(VARYING_SLOT_LAYER); progress = true; if (nir->info.stage == MESA_SHADER_VERTEX) break; } if (nir->info.stage == MESA_SHADER_VERTEX && progress) break; } if (progress) nir_metadata_preserve(impl, nir_metadata_block_index | nir_metadata_dominance); else nir_metadata_preserve(impl, nir_metadata_all); return progress; }