nir: Use sampler derefs in drawpixels and bitmap lowering.

Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Kenneth Graunke
2019-02-05 23:24:51 -08:00
parent 04bdc56872
commit 120f9b8362
2 changed files with 34 additions and 13 deletions

View File

@@ -94,16 +94,22 @@ lower_bitmap(nir_shader *shader, nir_builder *b,
nir_variable *tex_var =
nir_variable_create(shader, nir_var_uniform, sampler2D, "bitmap_tex");
tex_var->data.binding = options->sampler;
tex_var->data.explicit_binding = true;
tex_var->data.how_declared = nir_var_hidden;
tex = nir_tex_instr_create(shader, 1);
nir_deref_instr *tex_deref = nir_build_deref_var(b, tex_var);
tex = nir_tex_instr_create(shader, 3);
tex->op = nir_texop_tex;
tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
tex->coord_components = 2;
tex->sampler_index = options->sampler;
tex->texture_index = options->sampler;
tex->dest_type = nir_type_float;
tex->src[0].src_type = nir_tex_src_coord;
tex->src[0].src =
tex->src[0].src_type = nir_tex_src_texture_deref;
tex->src[0].src = nir_src_for_ssa(&tex_deref->dest.ssa);
tex->src[1].src_type = nir_tex_src_sampler_deref;
tex->src[1].src = nir_src_for_ssa(&tex_deref->dest.ssa);
tex->src[2].src_type = nir_tex_src_coord;
tex->src[2].src =
nir_src_for_ssa(nir_channels(b, texcoord,
(1 << tex->coord_components) - 1));

View File

@@ -132,20 +132,26 @@ lower_color(lower_drawpixels_state *state, nir_intrinsic_instr *intr)
state->tex =
nir_variable_create(b->shader, nir_var_uniform, sampler2D, "drawpix");
state->tex->data.binding = state->options->drawpix_sampler;
state->tex->data.explicit_binding = true;
state->tex->data.how_declared = nir_var_hidden;
}
nir_deref_instr *tex_deref = nir_build_deref_var(b, state->tex);
/* replace load_var(gl_Color) w/ texture sample:
* TEX def, texcoord, drawpix_sampler, 2D
*/
tex = nir_tex_instr_create(state->shader, 1);
tex = nir_tex_instr_create(state->shader, 3);
tex->op = nir_texop_tex;
tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
tex->coord_components = 2;
tex->sampler_index = state->options->drawpix_sampler;
tex->texture_index = state->options->drawpix_sampler;
tex->dest_type = nir_type_float;
tex->src[0].src_type = nir_tex_src_coord;
tex->src[0].src =
tex->src[0].src_type = nir_tex_src_texture_deref;
tex->src[0].src = nir_src_for_ssa(&tex_deref->dest.ssa);
tex->src[1].src_type = nir_tex_src_sampler_deref;
tex->src[1].src = nir_src_for_ssa(&tex_deref->dest.ssa);
tex->src[2].src_type = nir_tex_src_coord;
tex->src[2].src =
nir_src_for_ssa(nir_channels(b, texcoord,
(1 << tex->coord_components) - 1));
@@ -164,21 +170,30 @@ lower_color(lower_drawpixels_state *state, nir_intrinsic_instr *intr)
state->pixelmap = nir_variable_create(b->shader, nir_var_uniform,
sampler2D, "pixelmap");
state->pixelmap->data.binding = state->options->pixelmap_sampler;
state->pixelmap->data.explicit_binding = true;
state->pixelmap->data.how_declared = nir_var_hidden;
}
nir_deref_instr *pixelmap_deref =
nir_build_deref_var(b, state->pixelmap);
/* do four pixel map look-ups with two TEX instructions: */
nir_ssa_def *def_xy, *def_zw;
/* TEX def.xy, def.xyyy, pixelmap_sampler, 2D; */
tex = nir_tex_instr_create(state->shader, 1);
tex = nir_tex_instr_create(state->shader, 3);
tex->op = nir_texop_tex;
tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
tex->coord_components = 2;
tex->sampler_index = state->options->pixelmap_sampler;
tex->texture_index = state->options->pixelmap_sampler;
tex->dest_type = nir_type_float;
tex->src[0].src_type = nir_tex_src_coord;
tex->src[0].src = nir_src_for_ssa(nir_channels(b, def, 0x3));
tex->src[0].src_type = nir_tex_src_texture_deref;
tex->src[0].src = nir_src_for_ssa(&pixelmap_deref->dest.ssa);
tex->src[1].src_type = nir_tex_src_sampler_deref;
tex->src[1].src = nir_src_for_ssa(&pixelmap_deref->dest.ssa);
tex->src[2].src_type = nir_tex_src_coord;
tex->src[2].src = nir_src_for_ssa(nir_channels(b, def, 0x3));
nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
nir_builder_instr_insert(b, &tex->instr);