agx: Use nir_lower_frag_coord_to_pixel_coord

Instead of open-coding the logic.

Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23836>
This commit is contained in:
Alyssa Rosenzweig
2023-06-14 18:26:44 -04:00
committed by Marge Bot
parent abe5b06a99
commit 05adeb850b
2 changed files with 16 additions and 41 deletions

View File

@@ -645,43 +645,6 @@ agx_emit_block_image_store(agx_builder *b, nir_intrinsic_instr *instr)
return agx_block_image_store(b, agx_immediate(image), offset, format, dim);
}
/*
* Emit code to generate gl_FragCoord. The xy components are calculated from
* special registers, whereas the zw components are interpolated varyings.
* Because interpolating varyings requires allocating coefficient registers that
* might not be used, we only emit code for components that are actually used.
*/
static void
agx_emit_load_frag_coord(agx_builder *b, agx_index dst,
nir_intrinsic_instr *instr)
{
agx_index dests[4];
for (unsigned i = 0; i < ARRAY_SIZE(dests); ++i) {
dests[i] = agx_undef(AGX_SIZE_32);
}
u_foreach_bit(i, nir_ssa_def_components_read(&instr->dest.ssa)) {
agx_index fp32 = agx_temp(b->shader, AGX_SIZE_32);
if (i < 2) {
agx_convert_to(b, fp32, agx_immediate(AGX_CONVERT_U32_TO_F),
agx_get_sr(b, 32, AGX_SR_THREAD_POSITION_IN_GRID_X + i),
AGX_ROUND_RTE);
dests[i] = agx_fadd(b, fp32, agx_immediate_f(0.5f));
} else {
agx_index cf =
agx_get_cf(b->shader, true, false, VARYING_SLOT_POS, i, 1);
dests[i] = fp32;
agx_iter_to(b, fp32, cf, agx_zero(), 1, AGX_INTERPOLATION_CENTER);
}
}
agx_emit_collect_to(b, dst, 4, dests);
}
static agx_instr *
agx_load_compute_dimension(agx_builder *b, agx_index dst,
nir_intrinsic_instr *instr, enum agx_sr base)
@@ -862,9 +825,20 @@ agx_emit_intrinsic(agx_builder *b, nir_intrinsic_instr *instr)
agx_emit_local_load_pixel(b, dst, instr);
return NULL;
case nir_intrinsic_load_frag_coord:
agx_emit_load_frag_coord(b, dst, instr);
return NULL;
case nir_intrinsic_load_pixel_coord:
return agx_emit_collect_to(
b, dst, 2,
(agx_index[2]){
agx_get_sr(b, 32, AGX_SR_THREAD_POSITION_IN_GRID_X),
agx_get_sr(b, 32, AGX_SR_THREAD_POSITION_IN_GRID_Y),
});
case nir_intrinsic_load_frag_coord_zw: {
agx_index cf = agx_get_cf(b->shader, true, false, VARYING_SLOT_POS,
nir_intrinsic_component(instr), 1);
return agx_iter_to(b, dst, cf, agx_zero(), 1, AGX_INTERPOLATION_CENTER);
}
case nir_intrinsic_sample_mask_agx: {
assert(stage == MESA_SHADER_FRAGMENT);
@@ -2360,6 +2334,7 @@ agx_preprocess_nir(nir_shader *nir, bool support_lod_bias)
NIR_PASS_V(nir, agx_lower_sincos);
NIR_PASS_V(nir, nir_shader_instructions_pass, agx_lower_front_face,
nir_metadata_block_index | nir_metadata_dominance, NULL);
NIR_PASS_V(nir, nir_lower_frag_coord_to_pixel_coord);
/* After lowering, run through the standard suite of NIR optimizations. We
* will run through the loop later, once we have the shader key, but if we