diff options
author | Jason Ekstrand <[email protected]> | 2016-05-05 14:27:23 -0700 |
---|---|---|
committer | Jason Ekstrand <[email protected]> | 2016-05-14 13:34:53 -0700 |
commit | e503da61c6f0f7ba7f9500145ec44465cb3f87b7 (patch) | |
tree | 7bc4b99d1bfad2d4c9cc7785b3dfaa1d782cda4f /src/mesa/drivers | |
parent | 8636937dd674c89687f6b32440089b62bc52fd4e (diff) |
i965/blorp: Refactor coordinate munging
The original code-flow tried to map original blorp. This puts things more
where they belong and simplifies some of the logic.
Reviewed-by: Topi Pohjolainen <[email protected]>
Diffstat (limited to 'src/mesa/drivers')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_blorp_blit.cpp | 59 |
1 files changed, 29 insertions, 30 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp index f8064f3f811..3e5b073a434 100644 --- a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp +++ b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp @@ -1339,12 +1339,6 @@ brw_blorp_build_nir_shader(struct brw_context *brw, src_pos = blorp_blit_apply_transform(&b, nir_i2f(&b, dst_pos), &v); - if (key->blit_scaled && key->blend) { - } else if (!key->bilinear_filter) { - /* We're going to use a texelFetch, so we need integers */ - src_pos = nir_f2i(&b, src_pos); - } - /* If the source image is not multisampled, then we want to fetch sample * number 0, because that's the only sample there is. */ @@ -1356,6 +1350,9 @@ brw_blorp_build_nir_shader(struct brw_context *brw, * irrelevant, because we are going to fetch all samples. */ if (key->blend && !key->blit_scaled) { + /* Resolves (effecively) use texelFetch, so we need integers */ + src_pos = nir_f2i(&b, src_pos); + if (brw->gen == 6) { /* Because gen6 only supports 4x interleved MSAA, we can do all the * blending we need with a single linear-interpolated texture lookup @@ -1377,33 +1374,35 @@ brw_blorp_build_nir_shader(struct brw_context *brw, } else if (key->blend && key->blit_scaled) { color = blorp_nir_manual_blend_bilinear(&b, src_pos, key->src_samples, key, &v); } else { - /* We aren't blending, which means we just want to fetch a single sample - * from the source surface. The address that we want to fetch from is - * related to the X, Y and S values according to the formula: - * - * (X, Y, S) = decode_msaa(src_samples, detile(src_tiling, offset)). - * - * If the actual tiling and sample count of the source surface are not - * the same as the configuration of the texture, then we need to adjust - * the coordinates to compensate for the difference. - */ - if ((tex_tiled_w != key->src_tiled_w || - key->tex_samples != key->src_samples || - key->tex_layout != key->src_layout) && - !key->bilinear_filter) { - src_pos = blorp_nir_encode_msaa(&b, src_pos, key->src_samples, - key->src_layout); - /* Now (X, Y, S) = detile(src_tiling, offset) */ - if (tex_tiled_w != key->src_tiled_w) - src_pos = blorp_nir_retile_w_to_y(&b, src_pos); - /* Now (X, Y, S) = detile(tex_tiling, offset) */ - src_pos = blorp_nir_decode_msaa(&b, src_pos, key->tex_samples, - key->tex_layout); - } - if (key->bilinear_filter) { color = blorp_nir_tex(&b, src_pos, key->texture_data_type); } else { + /* We're going to use texelFetch, so we need integers */ + src_pos = nir_f2i(&b, src_pos); + + /* We aren't blending, which means we just want to fetch a single + * sample from the source surface. The address that we want to fetch + * from is related to the X, Y and S values according to the formula: + * + * (X, Y, S) = decode_msaa(src_samples, detile(src_tiling, offset)). + * + * If the actual tiling and sample count of the source surface are + * not the same as the configuration of the texture, then we need to + * adjust the coordinates to compensate for the difference. + */ + if (tex_tiled_w != key->src_tiled_w || + key->tex_samples != key->src_samples || + key->tex_layout != key->src_layout) { + src_pos = blorp_nir_encode_msaa(&b, src_pos, key->src_samples, + key->src_layout); + /* Now (X, Y, S) = detile(src_tiling, offset) */ + if (tex_tiled_w != key->src_tiled_w) + src_pos = blorp_nir_retile_w_to_y(&b, src_pos); + /* Now (X, Y, S) = detile(tex_tiling, offset) */ + src_pos = blorp_nir_decode_msaa(&b, src_pos, key->tex_samples, + key->tex_layout); + } + /* Now (X, Y, S) = decode_msaa(tex_samples, detile(tex_tiling, offset)). * * In other words: X, Y, and S now contain values which, when passed to |