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>
This commit is contained in:
Alyssa Rosenzweig
2023-08-04 09:40:38 -04:00
committed by Marge Bot
parent ff0e25d293
commit 144546f434

View File

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