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/*
* Copyright © 2015 Broadcom
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "v3d_compiler.h"
#include "compiler/nir/nir_builder.h"
/** @file v3d_nir_lower_txf_ms.c
*
* V3D's MSAA surfaces are laid out in UIF textures where each pixel is a 2x2
* quad in the texture. This pass lowers the txf_ms with a ms_index source to
* a plain txf with the sample_index pulling out the correct texel from the
* 2x2 quad.
*/
#define V3D_MAX_SAMPLES 4
static nir_ssa_def *
v3d_nir_lower_txf_ms_instr(nir_builder *b, nir_instr *in_instr, void *data)
{
nir_tex_instr *instr = nir_instr_as_tex(in_instr);
b->cursor = nir_before_instr(&instr->instr);
int coord_index = nir_tex_instr_src_index(instr, nir_tex_src_coord);
int sample_index = nir_tex_instr_src_index(instr, nir_tex_src_ms_index);
nir_ssa_def *coord = instr->src[coord_index].src.ssa;
nir_ssa_def *sample = instr->src[sample_index].src.ssa;
nir_ssa_def *one = nir_imm_int(b, 1);
nir_ssa_def *x = nir_iadd(b,
nir_ishl(b, nir_channel(b, coord, 0), one),
nir_iand(b, sample, one));
nir_ssa_def *y = nir_iadd(b,
nir_ishl(b, nir_channel(b, coord, 1), one),
nir_iand(b, nir_ushr(b, sample, one), one));
if (instr->is_array)
coord = nir_vec3(b, x, y, nir_channel(b, coord, 2));
else
coord = nir_vec2(b, x, y);
nir_instr_rewrite_src(&instr->instr,
&instr->src[nir_tex_src_coord].src,
nir_src_for_ssa(coord));
nir_tex_instr_remove_src(instr, sample_index);
instr->op = nir_texop_txf;
instr->sampler_dim = GLSL_SAMPLER_DIM_2D;
return NIR_LOWER_INSTR_PROGRESS;
}
static bool
v3d_nir_lower_txf_ms_filter(const nir_instr *instr, const void *data)
{
return (instr->type == nir_instr_type_tex &&
nir_instr_as_tex(instr)->op == nir_texop_txf_ms);
}
void
v3d_nir_lower_txf_ms(nir_shader *s, struct v3d_compile *c)
{
nir_shader_lower_instructions(s,
v3d_nir_lower_txf_ms_filter,
v3d_nir_lower_txf_ms_instr,
NULL);
}
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