/* * Copyright © 2019 Collabora 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 "nir.h" #include "nir_builder.h" /** nir_lower_point_size_mov.c * * This pass lowers glPointSize into gl_PointSize, by adding a uniform * and a move from that uniform to VARYING_SLOT_PSIZ. This is useful for * OpenGL ES level hardware that lack constant point-size hardware state. */ static bool lower_impl(nir_function_impl *impl, const gl_state_index16 *pointsize_state_tokens, nir_variable *out) { nir_shader *shader = impl->function->shader; nir_builder b; nir_variable *in; nir_builder_init(&b, impl); b.cursor = nir_before_cf_list(&impl->body); in = nir_variable_create(shader, nir_var_uniform, glsl_float_type(), "gl_PointSizeClampedMESA"); in->num_state_slots = 1; in->state_slots = ralloc_array(in, nir_state_slot, 1); in->state_slots[0].swizzle = 0; memcpy(in->state_slots[0].tokens, pointsize_state_tokens, sizeof(in->state_slots[0].tokens)); if (!out) { out = nir_variable_create(shader, nir_var_shader_out, glsl_float_type(), "gl_PointSize"); out->data.location = VARYING_SLOT_PSIZ; } nir_copy_var(&b, out, in); nir_metadata_preserve(impl, nir_metadata_block_index | nir_metadata_dominance); return true; } void nir_lower_point_size_mov(nir_shader *shader, const gl_state_index16 *pointsize_state_tokens) { assert(shader->info.stage != MESA_SHADER_FRAGMENT && shader->info.stage != MESA_SHADER_COMPUTE); nir_variable *out = nir_find_variable_with_location(shader, nir_var_shader_out, VARYING_SLOT_PSIZ); lower_impl(nir_shader_get_entrypoint(shader), pointsize_state_tokens, out); }