83dd4889a7
these can happen depending on pass order, otherwise we crash on the null pointer. Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32564>
94 lines
3.3 KiB
C
94 lines
3.3 KiB
C
/*
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* Copyright © 2019 Raspberry Pi Ltd
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "nir_builder.h"
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/** @file nir_lower_point_size.c
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*
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* The OpenGL spec requires that implementations clamp gl_PointSize to an
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* implementation-dependant point size range. The OpenGL ES 3.0 spec further
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* requires that this range must match GL_ALIASED_POINT_SIZE_RANGE.
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* Some hardware such as V3D don't clamp to a valid range automatically so
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* the driver must clamp the point size written by the shader manually to a
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* valid range.
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*/
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static bool
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lower_point_size_intrin(nir_builder *b, nir_intrinsic_instr *intr, void *data)
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{
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float *minmax = (float *)data;
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gl_varying_slot location = VARYING_SLOT_MAX;
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nir_src *psiz_src;
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if (intr->intrinsic == nir_intrinsic_store_deref) {
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nir_deref_instr *deref = nir_src_as_deref(intr->src[0]);
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nir_variable *var = nir_deref_instr_get_variable(deref);
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if (!var)
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return false;
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location = var->data.location;
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psiz_src = &intr->src[1];
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} else if (intr->intrinsic == nir_intrinsic_store_output ||
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intr->intrinsic == nir_intrinsic_store_per_view_output) {
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location = nir_intrinsic_io_semantics(intr).location;
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psiz_src = &intr->src[0];
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}
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if (location != VARYING_SLOT_PSIZ)
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return false;
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b->cursor = nir_before_instr(&intr->instr);
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nir_def *psiz = psiz_src->ssa;
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assert(psiz->num_components == 1);
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if (minmax[0] > 0.0f)
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psiz = nir_fmax(b, psiz, nir_imm_float(b, minmax[0]));
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if (minmax[1] > 0.0f)
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psiz = nir_fmin(b, psiz, nir_imm_float(b, minmax[1]));
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nir_src_rewrite(psiz_src, psiz);
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return true;
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}
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/**
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* Clamps gl_PointSize to the range [min, max]. If either min or max are not
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* greater than 0 then no clamping is done for that side of the range.
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*/
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bool
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nir_lower_point_size(nir_shader *s, float min, float max)
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{
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assert(s->info.stage != MESA_SHADER_FRAGMENT &&
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s->info.stage != MESA_SHADER_COMPUTE);
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assert(min > 0.0f || max > 0.0f);
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assert(min <= 0.0f || max <= 0.0f || min <= max);
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float minmax[] = { min, max };
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return nir_shader_intrinsics_pass(s, lower_point_size_intrin,
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nir_metadata_control_flow,
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minmax);
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}
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