nir: Fix lower_two_sided_color when the face is an input
Fixes the two-sided-lighting and vertex-program-two-side piglit tests on Panfrost. v2: Use an existing variable for gl_FrontFacing if present. Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com> Reviewed-by: Rob Clark <robdclark@chromium.org> Tested-by: Urja Rannikko <urjaman@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5915>
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@@ -32,10 +32,12 @@
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typedef struct {
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nir_builder b;
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nir_shader *shader;
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bool face_sysval;
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struct {
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nir_variable *front; /* COLn */
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nir_variable *back; /* BFCn */
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} colors[MAX_COLORS];
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nir_variable *face;
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int colors_count;
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} lower_2side_state;
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@@ -64,6 +66,29 @@ create_input(nir_shader *shader, gl_varying_slot slot,
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return var;
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}
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static nir_variable *
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create_face_input(nir_shader *shader)
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{
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nir_foreach_variable(var, &shader->inputs) {
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if (var->data.location == VARYING_SLOT_FACE)
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return var;
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}
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nir_variable *var = rzalloc(shader, nir_variable);
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var->data.driver_location = shader->num_inputs++;
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var->type = glsl_bool_type();
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var->data.mode = nir_var_shader_in;
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var->name = "gl_FrontFacing";
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var->data.index = 0;
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var->data.location = VARYING_SLOT_FACE;
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var->data.interpolation = INTERP_MODE_FLAT;
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exec_list_push_tail(&shader->inputs, &var->node);
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return var;
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}
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static nir_ssa_def *
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load_input(nir_builder *b, nir_variable *in)
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{
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@@ -112,6 +137,9 @@ setup_inputs(lower_2side_state *state)
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state->colors[i].front->data.interpolation);
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}
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if (!state->face_sysval)
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state->face = create_face_input(state->shader);
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return 0;
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}
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@@ -160,7 +188,12 @@ nir_lower_two_sided_color_block(nir_block *block,
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/* gl_FrontFace is a boolean but the intrinsic constructor creates
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* 32-bit value by default.
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*/
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nir_ssa_def *face = nir_load_front_face(b, 1);
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nir_ssa_def *face;
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if (state->face_sysval)
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face = nir_load_front_face(b, 1);
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else
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face = nir_load_var(b, state->face);
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nir_ssa_def *front, *back;
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if (intr->intrinsic == nir_intrinsic_load_deref) {
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front = nir_load_var(b, state->colors[idx].front);
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@@ -199,6 +232,7 @@ nir_lower_two_sided_color(nir_shader *shader, bool face_sysval)
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{
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lower_2side_state state = {
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.shader = shader,
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.face_sysval = face_sysval,
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};
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if (shader->info.stage != MESA_SHADER_FRAGMENT)
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