anv/pipeline: Convert lower_input_attachments to deref instructions
Acked-by: Rob Clark <robdclark@gmail.com> Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Acked-by: Dave Airlie <airlied@redhat.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
@@ -43,10 +43,10 @@ load_frag_coord(nir_builder *b)
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static void
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static void
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try_lower_input_load(nir_function_impl *impl, nir_intrinsic_instr *load)
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try_lower_input_load(nir_function_impl *impl, nir_intrinsic_instr *load)
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{
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{
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nir_deref_instr *deref = nir_src_as_deref(load->src[0]);
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assert(glsl_type_is_image(deref->type));
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const struct glsl_type *image_type =
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enum glsl_sampler_dim image_dim = glsl_get_sampler_dim(deref->type);
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glsl_without_array(load->variables[0]->var->type);
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enum glsl_sampler_dim image_dim = glsl_get_sampler_dim(image_type);
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if (image_dim != GLSL_SAMPLER_DIM_SUBPASS &&
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if (image_dim != GLSL_SAMPLER_DIM_SUBPASS &&
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image_dim != GLSL_SAMPLER_DIM_SUBPASS_MS)
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image_dim != GLSL_SAMPLER_DIM_SUBPASS_MS)
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return;
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return;
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@@ -58,7 +58,7 @@ try_lower_input_load(nir_function_impl *impl, nir_intrinsic_instr *load)
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b.cursor = nir_before_instr(&load->instr);
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b.cursor = nir_before_instr(&load->instr);
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nir_ssa_def *frag_coord = nir_f2i32(&b, load_frag_coord(&b));
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nir_ssa_def *frag_coord = nir_f2i32(&b, load_frag_coord(&b));
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nir_ssa_def *offset = nir_ssa_for_src(&b, load->src[0], 2);
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nir_ssa_def *offset = nir_ssa_for_src(&b, load->src[1], 2);
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nir_ssa_def *pos = nir_iadd(&b, frag_coord, offset);
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nir_ssa_def *pos = nir_iadd(&b, frag_coord, offset);
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nir_ssa_def *layer =
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nir_ssa_def *layer =
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@@ -66,11 +66,11 @@ try_lower_input_load(nir_function_impl *impl, nir_intrinsic_instr *load)
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nir_ssa_def *coord =
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nir_ssa_def *coord =
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nir_vec3(&b, nir_channel(&b, pos, 0), nir_channel(&b, pos, 1), layer);
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nir_vec3(&b, nir_channel(&b, pos, 0), nir_channel(&b, pos, 1), layer);
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nir_tex_instr *tex = nir_tex_instr_create(b.shader, 2 + multisampled);
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nir_tex_instr *tex = nir_tex_instr_create(b.shader, 3 + multisampled);
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tex->op = nir_texop_txf;
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tex->op = nir_texop_txf;
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switch (glsl_get_sampler_result_type(image_type)) {
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switch (glsl_get_sampler_result_type(deref->type)) {
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case GLSL_TYPE_FLOAT:
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case GLSL_TYPE_FLOAT:
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tex->dest_type = nir_type_float;
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tex->dest_type = nir_type_float;
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break;
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break;
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@@ -86,22 +86,23 @@ try_lower_input_load(nir_function_impl *impl, nir_intrinsic_instr *load)
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tex->is_array = true;
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tex->is_array = true;
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tex->is_shadow = false;
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tex->is_shadow = false;
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tex->texture = nir_deref_var_clone(load->variables[0], tex);
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tex->sampler = NULL;
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tex->texture_index = 0;
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tex->texture_index = 0;
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tex->sampler_index = 0;
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tex->sampler_index = 0;
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tex->src[0].src_type = nir_tex_src_coord;
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tex->src[0].src_type = nir_tex_src_texture_deref;
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tex->src[0].src = nir_src_for_ssa(coord);
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tex->src[0].src = nir_src_for_ssa(&deref->dest.ssa);
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tex->src[1].src_type = nir_tex_src_coord;
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tex->src[1].src = nir_src_for_ssa(coord);
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tex->coord_components = 3;
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tex->coord_components = 3;
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tex->src[1].src_type = nir_tex_src_lod;
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tex->src[2].src_type = nir_tex_src_lod;
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tex->src[1].src = nir_src_for_ssa(nir_imm_int(&b, 0));
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tex->src[2].src = nir_src_for_ssa(nir_imm_int(&b, 0));
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if (image_dim == GLSL_SAMPLER_DIM_SUBPASS_MS) {
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if (image_dim == GLSL_SAMPLER_DIM_SUBPASS_MS) {
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tex->op = nir_texop_txf_ms;
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tex->op = nir_texop_txf_ms;
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tex->src[2].src_type = nir_tex_src_ms_index;
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tex->src[3].src_type = nir_tex_src_ms_index;
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tex->src[2].src = load->src[1];
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tex->src[3].src = load->src[2];
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}
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}
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nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
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nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
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@@ -127,7 +128,7 @@ anv_nir_lower_input_attachments(nir_shader *shader)
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nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr);
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nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr);
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if (load->intrinsic != nir_intrinsic_image_var_load)
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if (load->intrinsic != nir_intrinsic_image_deref_load)
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continue;
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continue;
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try_lower_input_load(function->impl, load);
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try_lower_input_load(function->impl, load);
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@@ -218,12 +218,12 @@ anv_shader_compile_to_nir(struct anv_pipeline *pipeline,
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nir = brw_preprocess_nir(compiler, nir);
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nir = brw_preprocess_nir(compiler, nir);
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NIR_PASS_V(nir, nir_lower_deref_instrs,
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nir_lower_texture_derefs | nir_lower_image_derefs);
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if (stage == MESA_SHADER_FRAGMENT)
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if (stage == MESA_SHADER_FRAGMENT)
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NIR_PASS_V(nir, anv_nir_lower_input_attachments);
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NIR_PASS_V(nir, anv_nir_lower_input_attachments);
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NIR_PASS_V(nir, nir_lower_deref_instrs,
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nir_lower_texture_derefs | nir_lower_image_derefs);
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return nir;
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return nir;
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}
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}
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