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authorEric Anholt <[email protected]>2016-08-04 15:00:37 -0700
committerEric Anholt <[email protected]>2016-08-19 13:11:36 -0700
commitcbf8c1941033fd543aa81cffd02672b5ca81a788 (patch)
treecd1b7794f8973808f7b2b72422a2b0ed39c76dc9 /src
parentc30b22c421d2139135519449a68bf3120710a552 (diff)
vc4: Convert to using nir_lower_io_scalar for FS inputs.
The scalarizing of FS inputs can be done in a non-driver-dependent manner, so extract it out of the driver.
Diffstat (limited to 'src')
-rw-r--r--src/gallium/drivers/vc4/vc4_nir_lower_io.c86
-rw-r--r--src/gallium/drivers/vc4/vc4_program.c20
2 files changed, 62 insertions, 44 deletions
diff --git a/src/gallium/drivers/vc4/vc4_nir_lower_io.c b/src/gallium/drivers/vc4/vc4_nir_lower_io.c
index 85f31f34131..d2b27bd7c8a 100644
--- a/src/gallium/drivers/vc4/vc4_nir_lower_io.c
+++ b/src/gallium/drivers/vc4/vc4_nir_lower_io.c
@@ -29,9 +29,10 @@
* Walks the NIR generated by TGSI-to-NIR to lower its io intrinsics into
* something amenable to the VC4 architecture.
*
- * Currently, it split inputs, outputs, and uniforms into scalars, drops any
- * non-position outputs in coordinate shaders, and fixes up the addressing on
- * indirect uniform loads.
+ * Currently, it splits outputs, VS inputs, and uniforms into scalars, drops
+ * any non-position outputs in coordinate shaders, and fixes up the addressing
+ * on indirect uniform loads. FS input scalarization is handled by
+ * nir_lower_io_to_scalar().
*/
static void
@@ -228,11 +229,22 @@ vc4_nir_lower_vertex_attr(struct vc4_compile *c, nir_builder *b,
replace_intrinsic_with_vec4(b, intr, dests);
}
+static bool
+is_point_sprite(struct vc4_compile *c, nir_variable *var)
+{
+ if (var->data.location < VARYING_SLOT_VAR0 ||
+ var->data.location > VARYING_SLOT_VAR31)
+ return false;
+
+ return (c->fs_key->point_sprite_mask &
+ (1 << (var->data.location - VARYING_SLOT_VAR0)));
+}
+
static void
vc4_nir_lower_fs_input(struct vc4_compile *c, nir_builder *b,
nir_intrinsic_instr *intr)
{
- b->cursor = nir_before_instr(&intr->instr);
+ b->cursor = nir_after_instr(&intr->instr);
if (nir_intrinsic_base(intr) >= VC4_NIR_TLB_COLOR_READ_INPUT &&
nir_intrinsic_base(intr) < (VC4_NIR_TLB_COLOR_READ_INPUT +
@@ -250,50 +262,42 @@ vc4_nir_lower_fs_input(struct vc4_compile *c, nir_builder *b,
}
assert(input_var);
- /* All TGSI-to-NIR inputs are vec4. */
- assert(intr->num_components == 4);
+ int comp = nir_intrinsic_component(intr);
- /* We only accept direct inputs and TGSI only ever gives them to us
- * with an offset value of 0.
- */
- assert(nir_src_as_const_value(intr->src[0]) &&
- nir_src_as_const_value(intr->src[0])->u32[0] == 0);
+ /* Lower away point coordinates, and fix up PNTC. */
+ if (is_point_sprite(c, input_var) ||
+ input_var->data.location == VARYING_SLOT_PNTC) {
+ assert(intr->num_components == 1);
- /* Generate scalar loads equivalent to the original VEC4. */
- nir_ssa_def *dests[4];
- for (unsigned i = 0; i < intr->num_components; i++) {
- nir_intrinsic_instr *intr_comp =
- nir_intrinsic_instr_create(c->s, nir_intrinsic_load_input);
- intr_comp->num_components = 1;
- nir_intrinsic_set_base(intr_comp,
- nir_intrinsic_base(intr) * 4 + i);
- intr_comp->src[0] = nir_src_for_ssa(nir_imm_int(b, 0));
+ nir_ssa_def *result = &intr->dest.ssa;
- nir_ssa_dest_init(&intr_comp->instr, &intr_comp->dest, 1, 32, NULL);
- nir_builder_instr_insert(b, &intr_comp->instr);
+ switch (comp) {
+ case 0:
+ case 1:
+ /* If we're not rendering points, we need to set a
+ * defined value for the input that would come from
+ * PNTC.
+ */
+ if (!c->fs_key->is_points)
+ result = nir_imm_float(b, 0.0);
+ break;
+ case 2:
+ result = nir_imm_float(b, 0.0);
+ break;
+ case 3:
+ result = nir_imm_float(b, 1.0);
+ break;
+ }
- dests[i] = &intr_comp->dest.ssa;
- }
+ if (c->fs_key->point_coord_upper_left && comp == 1)
+ result = nir_fsub(b, nir_imm_float(b, 1.0), result);
- if (input_var->data.location >= VARYING_SLOT_VAR0) {
- if (c->fs_key->point_sprite_mask &
- (1 << (input_var->data.location -
- VARYING_SLOT_VAR0))) {
- if (!c->fs_key->is_points) {
- dests[0] = nir_imm_float(b, 0.0);
- dests[1] = nir_imm_float(b, 0.0);
- }
- if (c->fs_key->point_coord_upper_left) {
- dests[1] = nir_fsub(b,
- nir_imm_float(b, 1.0),
- dests[1]);
- }
- dests[2] = nir_imm_float(b, 0.0);
- dests[3] = nir_imm_float(b, 1.0);
+ if (result != &intr->dest.ssa) {
+ nir_ssa_def_rewrite_uses_after(&intr->dest.ssa,
+ nir_src_for_ssa(result),
+ result->parent_instr);
}
}
-
- replace_intrinsic_with_vec4(b, intr, dests);
}
static void
diff --git a/src/gallium/drivers/vc4/vc4_program.c b/src/gallium/drivers/vc4/vc4_program.c
index 8c9298116f4..4d1d6237a0c 100644
--- a/src/gallium/drivers/vc4/vc4_program.c
+++ b/src/gallium/drivers/vc4/vc4_program.c
@@ -1611,7 +1611,8 @@ ntq_emit_intrinsic(struct vc4_compile *c, nir_intrinsic_instr *instr)
assert(instr->num_components == 1);
const_offset = nir_src_as_const_value(instr->src[0]);
assert(const_offset && "vc4 doesn't support indirect inputs");
- if (nir_intrinsic_base(instr) >= VC4_NIR_TLB_COLOR_READ_INPUT) {
+ if (c->stage == QSTAGE_FRAG &&
+ nir_intrinsic_base(instr) >= VC4_NIR_TLB_COLOR_READ_INPUT) {
assert(const_offset->u32[0] == 0);
/* Reads of the per-sample color need to be done in
* order.
@@ -1626,6 +1627,11 @@ ntq_emit_intrinsic(struct vc4_compile *c, nir_intrinsic_instr *instr)
}
ntq_store_dest(c, &instr->dest, 0,
c->color_reads[sample_index]);
+ } else if (c->stage == QSTAGE_FRAG) {
+ offset = nir_intrinsic_base(instr) + const_offset->u32[0];
+ int comp = nir_intrinsic_component(instr);
+ ntq_store_dest(c, &instr->dest, 0,
+ c->inputs[offset * 4 + comp]);
} else {
offset = nir_intrinsic_base(instr) + const_offset->u32[0];
ntq_store_dest(c, &instr->dest, 0,
@@ -2061,10 +2067,17 @@ vc4_shader_ntq(struct vc4_context *vc4, enum qstage stage,
if (c->vs_key && c->vs_key->clamp_color)
NIR_PASS_V(c->s, nir_lower_clamp_color_outputs);
- if (stage == QSTAGE_FRAG)
+ if (stage == QSTAGE_FRAG) {
NIR_PASS_V(c->s, nir_lower_clip_fs, c->key->ucp_enables);
- else
+ } else {
NIR_PASS_V(c->s, nir_lower_clip_vs, c->key->ucp_enables);
+ }
+
+ /* FS input scalarizing must happen after nir_lower_two_sided_color,
+ * which only handles a vec4 at a time.
+ */
+ if (c->stage == QSTAGE_FRAG)
+ NIR_PASS_V(c->s, nir_lower_io_to_scalar, nir_var_shader_in);
NIR_PASS_V(c->s, vc4_nir_lower_io, c);
NIR_PASS_V(c->s, vc4_nir_lower_txf_ms, c);
@@ -2168,6 +2181,7 @@ vc4_shader_state_create(struct pipe_context *pctx,
NIR_PASS_V(s, nir_opt_global_to_local);
NIR_PASS_V(s, nir_convert_to_ssa);
NIR_PASS_V(s, nir_normalize_cubemap_coords);
+
NIR_PASS_V(s, nir_lower_load_const_to_scalar);
vc4_optimize_nir(s);