agx: Lower flat shading in NIR
We get this as part of the lowering we added for interpolateAtOffset. Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24498>
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@@ -372,41 +372,6 @@ agx_emit_load_coefficients(agx_builder *b, agx_index dest,
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agx_emit_cached_split(b, dest, 3);
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}
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static void
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agx_emit_load_vary_flat(agx_builder *b, agx_index dest,
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nir_intrinsic_instr *instr)
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{
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unsigned components = instr->num_components;
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assert(components >= 1 && components <= 4);
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nir_io_semantics sem = nir_intrinsic_io_semantics(instr);
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nir_src *offset = nir_get_io_offset_src(instr);
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assert(nir_src_is_const(*offset) && "no indirects");
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assert(nir_dest_bit_size(instr->dest) == 32 && "no 16-bit flat shading");
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/* Get all coefficient registers up front. This ensures the driver emits a
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* single vectorized binding.
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*/
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agx_index cf = agx_get_cf(b->shader, false, false,
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sem.location + nir_src_as_uint(*offset),
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nir_intrinsic_component(instr), components);
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agx_index dests[4] = {agx_null()};
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for (unsigned i = 0; i < components; ++i) {
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/* vec3 for each vertex, unknown what first 2 channels are for */
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agx_index d[3] = {agx_null()};
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agx_index tmp = agx_temp(b->shader, AGX_SIZE_32);
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agx_ldcf_to(b, tmp, cf, 1);
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agx_emit_split(b, d, tmp, 3);
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dests[i] = d[2];
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/* Each component accesses a sequential coefficient register */
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cf.value++;
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}
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agx_emit_collect_to(b, dest, components, dests);
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}
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static enum agx_interpolation
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agx_interp_for_bary(nir_intrinsic_instr *bary, agx_index *sample_index)
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{
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@@ -976,11 +941,6 @@ agx_emit_intrinsic(agx_builder *b, nir_intrinsic_instr *instr)
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agx_emit_load_vary(b, dst, instr);
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return NULL;
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case nir_intrinsic_load_input:
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assert(stage == MESA_SHADER_FRAGMENT && "vertex loads lowered");
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agx_emit_load_vary_flat(b, dst, instr);
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return NULL;
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case nir_intrinsic_load_coefficients_agx:
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assert(stage == MESA_SHADER_FRAGMENT);
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agx_emit_load_coefficients(b, dst, instr);
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@@ -2711,6 +2671,9 @@ agx_compile_shader_nir(nir_shader *nir, struct agx_shader_key *key,
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NIR_PASS_V(nir, nir_lower_alu_to_scalar, NULL, NULL);
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NIR_PASS_V(nir, nir_lower_load_const_to_scalar);
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if (nir->info.stage == MESA_SHADER_FRAGMENT)
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NIR_PASS_V(nir, agx_nir_lower_interpolation);
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/* Late VBO lowering creates constant udiv instructions */
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NIR_PASS_V(nir, nir_opt_idiv_const, 16);
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