zink: add line-smooth lowering passes

These passes implements basically the same logic as draw_pipe_aaline.c
does, but using geometry shaders instead of doing it CPU-side.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19847>
This commit is contained in:
Erik Faye-Lund 2022-11-16 16:28:06 +01:00 committed by Marge Bot
parent 23f1294f42
commit 50d89663c5
2 changed files with 251 additions and 0 deletions

View File

@ -31,6 +31,7 @@
#include "pipe/p_state.h"
#include "nir.h"
#include "nir/nir_draw_helpers.h"
#include "compiler/nir/nir_builder.h"
#include "compiler/nir/nir_builtin_builder.h"
@ -67,6 +68,7 @@ fields[member_idx].offset = offsetof(struct zink_gfx_push_constant, field);
PUSHCONST_MEMBER(ZINK_GFX_PUSHCONST_DEFAULT_OUTER_LEVEL, default_outer_level);
PUSHCONST_MEMBER(ZINK_GFX_PUSHCONST_LINE_STIPPLE_PATTERN, line_stipple_pattern);
PUSHCONST_MEMBER(ZINK_GFX_PUSHCONST_VIEWPORT_SCALE, viewport_scale);
PUSHCONST_MEMBER(ZINK_GFX_PUSHCONST_LINE_WIDTH, line_width);
pushconst = nir_variable_create(nir, nir_var_mem_push_const,
glsl_struct_type(fields, ZINK_GFX_PUSHCONST_MAX, "struct", false),
@ -560,6 +562,253 @@ lower_line_stipple_fs(nir_shader *shader)
return true;
}
struct lower_line_smooth_state {
nir_variable *pos_out;
nir_variable *line_coord_out;
nir_variable *prev_pos;
nir_variable *pos_counter;
nir_variable *prev_varyings[VARYING_SLOT_MAX],
*varyings[VARYING_SLOT_MAX];
};
static bool
lower_line_smooth_gs_store(nir_builder *b,
nir_intrinsic_instr *intrin,
struct lower_line_smooth_state *state)
{
b->cursor = nir_before_instr(&intrin->instr);
nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
if (nir_deref_mode_is(deref, nir_var_shader_out)) {
nir_variable *var = nir_deref_instr_get_variable(deref);
// we take care of position elsewhere
gl_varying_slot location = var->data.location;
if (location != VARYING_SLOT_POS) {
assert(state->varyings[location]);
assert(intrin->src[1].is_ssa);
nir_store_var(b, state->varyings[location],
intrin->src[1].ssa,
nir_intrinsic_write_mask(intrin));
nir_instr_remove(&intrin->instr);
return true;
}
}
return false;
}
static bool
lower_line_smooth_gs_emit_vertex(nir_builder *b,
nir_intrinsic_instr *intrin,
struct lower_line_smooth_state *state)
{
b->cursor = nir_before_instr(&intrin->instr);
nir_push_if(b, nir_ine_imm(b, nir_load_var(b, state->pos_counter), 0));
nir_ssa_def *vp_scale = nir_load_push_constant(b, 2, 32,
nir_imm_int(b, ZINK_GFX_PUSHCONST_VIEWPORT_SCALE),
.base = 1,
.range = 2);
nir_ssa_def *prev = nir_load_var(b, state->prev_pos);
nir_ssa_def *curr = nir_load_var(b, state->pos_out);
nir_ssa_def *prev_vp = viewport_map(b, prev, vp_scale);
nir_ssa_def *curr_vp = viewport_map(b, curr, vp_scale);
nir_ssa_def *width = nir_load_push_constant(b, 1, 32,
nir_imm_int(b, ZINK_GFX_PUSHCONST_LINE_WIDTH),
.base = 1);
nir_ssa_def *half_width = nir_fadd_imm(b, nir_fmul_imm(b, width, 0.5), 0.5);
const unsigned yx[2] = { 1, 0 };
nir_ssa_def *vec = nir_fsub(b, curr_vp, prev_vp);
nir_ssa_def *len = nir_fast_length(b, vec);
nir_ssa_def *dir = nir_normalize(b, vec);
nir_ssa_def *half_length = nir_fmul_imm(b, len, 0.5);
half_length = nir_fadd_imm(b, half_length, 0.5);
nir_ssa_def *vp_scale_rcp = nir_frcp(b, vp_scale);
nir_ssa_def *tangent =
nir_fmul(b,
nir_fmul(b,
nir_swizzle(b, dir, yx, 2),
nir_imm_vec2(b, 1.0, -1.0)),
vp_scale_rcp);
tangent = nir_fmul(b, tangent, half_width);
tangent = nir_pad_vector_imm_int(b, tangent, 0, 4);
dir = nir_fmul_imm(b, nir_fmul(b, dir, vp_scale_rcp), 0.5);
nir_ssa_def *line_offets[4] = {
nir_fadd(b, tangent, nir_fneg(b, dir)),
nir_fadd(b, nir_fneg(b, tangent), nir_fneg(b, dir)),
nir_fadd(b, tangent, dir),
nir_fadd(b, nir_fneg(b, tangent), dir),
};
nir_ssa_def *line_coord =
nir_vec4(b, half_width, half_width, half_length, half_length);
nir_ssa_def *line_coords[4] = {
nir_fmul(b, line_coord, nir_imm_vec4(b, -1, 1, -1, 1)),
nir_fmul(b, line_coord, nir_imm_vec4(b, 1, 1, -1, 1)),
nir_fmul(b, line_coord, nir_imm_vec4(b, -1, 1, 1, 1)),
nir_fmul(b, line_coord, nir_imm_vec4(b, 1, 1, 1, 1)),
};
/* emit first two vertices */
for (int i = 0; i < 2; ++i) {
nir_foreach_variable_with_modes(var, b->shader, nir_var_shader_out) {
gl_varying_slot location = var->data.location;
if (state->prev_varyings[location])
nir_copy_var(b, var, state->prev_varyings[location]);
}
nir_store_var(b, state->pos_out,
nir_fadd(b, prev, nir_fmul(b, line_offets[i],
nir_channel(b, prev, 3))), 0xf);
nir_store_var(b, state->line_coord_out, line_coords[i], 0xf);
nir_emit_vertex(b);
}
/* emit last two vertices */
for (int i = 2; i < 4; ++i) {
nir_foreach_variable_with_modes(var, b->shader, nir_var_shader_out) {
gl_varying_slot location = var->data.location;
if (state->varyings[location])
nir_copy_var(b, var, state->varyings[location]);
}
nir_store_var(b, state->pos_out,
nir_fadd(b, curr, nir_fmul(b, line_offets[i],
nir_channel(b, curr, 3))), 0xf);
nir_store_var(b, state->line_coord_out, line_coords[i], 0xf);
nir_emit_vertex(b);
}
nir_end_primitive(b);
nir_pop_if(b, NULL);
nir_copy_var(b, state->prev_pos, state->pos_out);
nir_foreach_variable_with_modes(var, b->shader, nir_var_shader_out) {
gl_varying_slot location = var->data.location;
if (state->varyings[location])
nir_copy_var(b, state->prev_varyings[location], state->varyings[location]);
}
// update prev_pos and pos_counter for next vertex
b->cursor = nir_after_instr(&intrin->instr);
nir_store_var(b, state->pos_counter,
nir_iadd_imm(b, nir_load_var(b, state->pos_counter),
1), 1);
nir_instr_remove(&intrin->instr);
return true;
}
static bool
lower_line_smooth_gs_end_primitive(nir_builder *b,
nir_intrinsic_instr *intrin,
struct lower_line_smooth_state *state)
{
b->cursor = nir_before_instr(&intrin->instr);
// reset line counter
nir_store_var(b, state->pos_counter, nir_imm_int(b, 0), 1);
nir_instr_remove(&intrin->instr);
return true;
}
static bool
lower_line_smooth_gs_instr(nir_builder *b, nir_instr *instr, void *data)
{
if (instr->type != nir_instr_type_intrinsic)
return false;
struct lower_line_smooth_state *state = data;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
switch (intrin->intrinsic) {
case nir_intrinsic_store_deref:
return lower_line_smooth_gs_store(b, intrin, state);
case nir_intrinsic_copy_deref:
unreachable("should be lowered");
case nir_intrinsic_emit_vertex_with_counter:
case nir_intrinsic_emit_vertex:
return lower_line_smooth_gs_emit_vertex(b, intrin, state);
case nir_intrinsic_end_primitive:
case nir_intrinsic_end_primitive_with_counter:
return lower_line_smooth_gs_end_primitive(b, intrin, state);
default:
return false;
}
}
static bool
lower_line_smooth_gs(nir_shader *shader)
{
nir_builder b;
struct lower_line_smooth_state state;
memset(state.varyings, 0, sizeof(state.varyings));
memset(state.prev_varyings, 0, sizeof(state.prev_varyings));
nir_foreach_variable_with_modes(var, shader, nir_var_shader_out) {
gl_varying_slot location = var->data.location;
if (location == VARYING_SLOT_POS)
continue;
char name[100];
snprintf(name, sizeof(name), "__tmp_%d", location);
state.varyings[location] =
nir_variable_create(shader, nir_var_shader_temp,
var->type, name);
snprintf(name, sizeof(name), "__tmp_prev_%d", location);
state.prev_varyings[location] =
nir_variable_create(shader, nir_var_shader_temp,
var->type, name);
}
state.pos_out =
nir_find_variable_with_location(shader, nir_var_shader_out,
VARYING_SLOT_POS);
// if position isn't written, we have nothing to do
if (!state.pos_out)
return false;
state.line_coord_out =
nir_variable_create(shader, nir_var_shader_out, glsl_vec4_type(),
"__line_coord");
state.line_coord_out->data.interpolation = INTERP_MODE_NOPERSPECTIVE;
state.line_coord_out->data.driver_location = shader->num_outputs++;
state.line_coord_out->data.location = MAX2(util_last_bit64(shader->info.outputs_written), VARYING_SLOT_VAR0);
shader->info.outputs_written |= BITFIELD64_BIT(state.line_coord_out->data.location);
// create temp variables
state.prev_pos = nir_variable_create(shader, nir_var_shader_temp,
glsl_vec4_type(),
"__prev_pos");
state.pos_counter = nir_variable_create(shader, nir_var_shader_temp,
glsl_uint_type(),
"__pos_counter");
// initialize pos_counter
nir_function_impl *entry = nir_shader_get_entrypoint(shader);
nir_builder_init(&b, entry);
b.cursor = nir_before_cf_list(&entry->body);
nir_store_var(&b, state.pos_counter, nir_imm_int(&b, 0), 1);
shader->info.gs.vertices_out = 2 * shader->info.gs.vertices_out;
shader->info.gs.output_primitive = SHADER_PRIM_TRIANGLE_STRIP;
return nir_shader_instructions_pass(shader, lower_line_smooth_gs_instr,
nir_metadata_dominance, &state);
}
static bool
lower_line_smooth_fs(nir_shader *shader)
{
int dummy;
nir_lower_aaline_fs(shader, &dummy);
return true;
}
static bool
lower_dual_blend(nir_shader *shader)
{

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@ -804,6 +804,7 @@ struct zink_gfx_push_constant {
float default_outer_level[4];
uint32_t line_stipple_pattern;
float viewport_scale[2];
float line_width;
};
/* The order of the enums MUST match the order of the zink_gfx_push_constant
@ -817,6 +818,7 @@ enum zink_gfx_push_constant_member {
ZINK_GFX_PUSHCONST_DEFAULT_OUTER_LEVEL,
ZINK_GFX_PUSHCONST_LINE_STIPPLE_PATTERN,
ZINK_GFX_PUSHCONST_VIEWPORT_SCALE,
ZINK_GFX_PUSHCONST_LINE_WIDTH,
ZINK_GFX_PUSHCONST_MAX
};