diff options
author | Jason Ekstrand <[email protected]> | 2016-03-28 15:37:47 -0700 |
---|---|---|
committer | Jason Ekstrand <[email protected]> | 2016-04-08 15:57:37 -0700 |
commit | e466164c87b95e5a5ef6263ad3f62c37d37b9488 (patch) | |
tree | 65391f6c96300206379e67b3a24ee4fd0ff506a1 /src/intel/vulkan | |
parent | afada45590789191e96860851df4696170e4231c (diff) |
anv/blit2d: Break the texelfetch portion of shader building into a helper
Reviewed-by: Nanley Chery <[email protected]>
Diffstat (limited to 'src/intel/vulkan')
-rw-r--r-- | src/intel/vulkan/anv_meta_blit2d.c | 59 |
1 files changed, 36 insertions, 23 deletions
diff --git a/src/intel/vulkan/anv_meta_blit2d.c b/src/intel/vulkan/anv_meta_blit2d.c index 6a7845fd30f..d3b0adce641 100644 --- a/src/intel/vulkan/anv_meta_blit2d.c +++ b/src/intel/vulkan/anv_meta_blit2d.c @@ -389,49 +389,62 @@ build_nir_vertex_shader(void) return b.shader; } -static nir_shader * -build_nir_copy_fragment_shader() -{ - const struct glsl_type *vec4 = glsl_vec4_type(); - const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2); - nir_builder b; - - nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL); - b.shader->info.name = ralloc_strdup(b.shader, "meta_blit2d_fs"); - - nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, - vec2, "v_tex_pos"); - tex_pos_in->data.location = VARYING_SLOT_VAR0; - nir_ssa_def *const tex_pos = nir_f2i(&b, nir_load_var(&b, tex_pos_in)); +typedef nir_ssa_def* (*texel_fetch_build_func)(struct nir_builder *, + struct anv_device *, + nir_ssa_def *, nir_ssa_def *); +static nir_ssa_def * +build_nir_texel_fetch(struct nir_builder *b, struct anv_device *device, + nir_ssa_def *tex_pos, nir_ssa_def *tex_pitch) +{ const struct glsl_type *sampler_type = - glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, - glsl_get_base_type(vec4)); - nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, + glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT); + nir_variable *sampler = nir_variable_create(b->shader, nir_var_uniform, sampler_type, "s_tex"); sampler->data.descriptor_set = 0; sampler->data.binding = 0; - nir_tex_instr *tex = nir_tex_instr_create(b.shader, 2); + nir_tex_instr *tex = nir_tex_instr_create(b->shader, 2); tex->sampler_dim = GLSL_SAMPLER_DIM_2D; tex->op = nir_texop_txf; tex->src[0].src_type = nir_tex_src_coord; tex->src[0].src = nir_src_for_ssa(tex_pos); tex->src[1].src_type = nir_tex_src_lod; - tex->src[1].src = nir_src_for_ssa(nir_imm_int(&b, 0)); + tex->src[1].src = nir_src_for_ssa(nir_imm_int(b, 0)); tex->dest_type = nir_type_float; /* TODO */ tex->is_array = false; - tex->coord_components = tex_pos->num_components; + tex->coord_components = 2; tex->texture = nir_deref_var_create(tex, sampler); tex->sampler = NULL; nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, "tex"); - nir_builder_instr_insert(&b, &tex->instr); + nir_builder_instr_insert(b, &tex->instr); + + return &tex->dest.ssa; +} + +static nir_shader * +build_nir_copy_fragment_shader(struct anv_device *device, + texel_fetch_build_func txf_func) +{ + const struct glsl_type *vec4 = glsl_vec4_type(); + const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2); + nir_builder b; + + nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL); + b.shader->info.name = ralloc_strdup(b.shader, "meta_blit2d_fs"); + + nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, + vec2, "v_tex_pos"); + tex_pos_in->data.location = VARYING_SLOT_VAR0; nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); color_out->data.location = FRAG_RESULT_DATA0; - nir_store_var(&b, color_out, &tex->dest.ssa, 0xf); + + nir_ssa_def *const tex_pos = nir_f2i(&b, nir_load_var(&b, tex_pos_in)); + nir_ssa_def *color = txf_func(&b, device, tex_pos, NULL); + nir_store_var(&b, color_out, color, 0xf); return b.shader; } @@ -501,7 +514,7 @@ anv_device_init_meta_blit2d_state(struct anv_device *device) }; struct anv_shader_module fs_2d = { - .nir = build_nir_copy_fragment_shader(), + .nir = build_nir_copy_fragment_shader(device, build_nir_texel_fetch), }; VkPipelineVertexInputStateCreateInfo vi_create_info = { |