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authorJason Ekstrand <[email protected]>2016-05-13 00:36:25 -0700
committerJason Ekstrand <[email protected]>2016-05-14 13:34:53 -0700
commitc18da26abf9f2a4c1c906ada2cef4cc6d199f5d9 (patch)
tree2cf643ca787b02e709019e0c6fc31df514aed077 /src/mesa
parente503da61c6f0f7ba7f9500145ec44465cb3f87b7 (diff)
i965/blorp: Stop doing f2i(i2f(sample_id))
NIR gets kind of awkward when you have a 3-component vector with two floats and one int. This led to us accidentally going through float for the sample index. It doesn't hurt anything but it also isn't needed. Reviewed-by: Topi Pohjolainen <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/drivers/dri/i965/brw_blorp_blit.cpp36
1 files changed, 23 insertions, 13 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp
index 3e5b073a434..26b5cbff663 100644
--- a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp
+++ b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp
@@ -416,15 +416,7 @@ blorp_blit_apply_transform(nir_builder *b, nir_ssa_def *src_pos,
nir_ssa_def *mul = nir_vec2(b, nir_load_var(b, v->u_x_transform.multiplier),
nir_load_var(b, v->u_y_transform.multiplier));
- nir_ssa_def *pos = nir_ffma(b, src_pos, mul, offset);
-
- if (src_pos->num_components == 3) {
- /* Leave the sample id alone */
- pos = nir_vec3(b, nir_channel(b, pos, 0), nir_channel(b, pos, 1),
- nir_channel(b, src_pos, 2));
- }
-
- return pos;
+ return nir_ffma(b, src_pos, mul, offset);
}
static inline void
@@ -1338,6 +1330,15 @@ brw_blorp_build_nir_shader(struct brw_context *brw,
blorp_nir_discard_if_outside_rect(&b, dst_pos, &v);
src_pos = blorp_blit_apply_transform(&b, nir_i2f(&b, dst_pos), &v);
+ if (dst_pos->num_components == 3) {
+ /* The sample coordinate is an integer that we want left alone but
+ * blorp_blit_apply_transform() blindly applies the transform to all
+ * three coordinates. Grab the original sample index.
+ */
+ src_pos = nir_vec3(&b, nir_channel(&b, src_pos, 0),
+ nir_channel(&b, src_pos, 1),
+ nir_channel(&b, dst_pos, 2));
+ }
/* If the source image is not multisampled, then we want to fetch sample
* number 0, because that's the only sample there is.
@@ -1350,8 +1351,10 @@ 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);
+ /* Resolves (effecively) use texelFetch, so we need integers and we
+ * don't care about the sample index if we got one.
+ */
+ src_pos = nir_f2i(&b, nir_channels(&b, src_pos, 0x3));
if (brw->gen == 6) {
/* Because gen6 only supports 4x interleved MSAA, we can do all the
@@ -1363,7 +1366,7 @@ brw_blorp_build_nir_shader(struct brw_context *brw,
*/
src_pos = nir_ishl(&b, src_pos, nir_imm_int(&b, 1));
src_pos = nir_iadd(&b, src_pos, nir_imm_int(&b, 1));
- src_pos = nir_i2f(&b, nir_channels(&b, src_pos, 0x3));
+ src_pos = nir_i2f(&b, src_pos);
color = blorp_nir_tex(&b, src_pos, key->texture_data_type);
} else {
/* Gen7+ hardware doesn't automaticaly blend. */
@@ -1378,7 +1381,14 @@ brw_blorp_build_nir_shader(struct brw_context *brw,
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);
+ if (src_pos->num_components == 2) {
+ src_pos = nir_f2i(&b, src_pos);
+ } else {
+ assert(src_pos->num_components == 3);
+ src_pos = nir_vec3(&b, nir_channel(&b, nir_f2i(&b, src_pos), 0),
+ nir_channel(&b, nir_f2i(&b, src_pos), 1),
+ nir_channel(&b, src_pos, 2));
+ }
/* 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