anv/blit2d: Pass the source pitch into the shader
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
This commit is contained in:
@@ -132,6 +132,7 @@ create_iview(struct anv_cmd_buffer *cmd_buffer,
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static void
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meta_emit_blit2d(struct anv_cmd_buffer *cmd_buffer,
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struct anv_image_view *src_iview,
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uint32_t src_pitch,
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VkOffset3D src_offset,
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struct anv_image_view *dest_iview,
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VkOffset3D dest_offset,
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@@ -159,7 +160,7 @@ meta_emit_blit2d(struct anv_cmd_buffer *cmd_buffer,
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.tex_coord = {
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src_offset.x + extent.width,
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src_offset.y + extent.height,
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src_offset.z,
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src_pitch,
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},
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};
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@@ -171,7 +172,7 @@ meta_emit_blit2d(struct anv_cmd_buffer *cmd_buffer,
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.tex_coord = {
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src_offset.x,
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src_offset.y + extent.height,
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src_offset.z,
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src_pitch,
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},
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};
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@@ -183,7 +184,7 @@ meta_emit_blit2d(struct anv_cmd_buffer *cmd_buffer,
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.tex_coord = {
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src_offset.x,
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src_offset.y,
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src_offset.z,
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src_pitch,
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},
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};
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@@ -348,7 +349,7 @@ anv_meta_blit2d(struct anv_cmd_buffer *cmd_buffer,
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/* Perform blit */
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meta_emit_blit2d(cmd_buffer,
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&src_iview,
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&src_iview, src->pitch,
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(VkOffset3D){rects[r].src_x, rects[r].src_y, 0},
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&dst_iview,
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(VkOffset3D){rects[r].dst_x, rects[r].dst_y, 0},
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@@ -428,22 +429,26 @@ build_nir_copy_fragment_shader(struct anv_device *device,
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texel_fetch_build_func txf_func)
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{
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const struct glsl_type *vec4 = glsl_vec4_type();
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const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
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const struct glsl_type *vec3 = glsl_vector_type(GLSL_TYPE_FLOAT, 3);
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nir_builder b;
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nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, "meta_blit2d_fs");
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nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
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vec2, "v_tex_pos");
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vec3, "v_tex_pos");
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tex_pos_in->data.location = VARYING_SLOT_VAR0;
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nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out,
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vec4, "f_color");
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color_out->data.location = FRAG_RESULT_DATA0;
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nir_ssa_def *const tex_pos = nir_f2i(&b, nir_load_var(&b, tex_pos_in));
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nir_ssa_def *color = txf_func(&b, device, tex_pos, NULL);
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nir_ssa_def *pos_int = nir_f2i(&b, nir_load_var(&b, tex_pos_in));
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unsigned swiz[4] = { 0, 1 };
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nir_ssa_def *tex_pos = nir_swizzle(&b, pos_int, swiz, 2, false);
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nir_ssa_def *tex_pitch = nir_channel(&b, pos_int, 2);
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nir_ssa_def *color = txf_func(&b, device, tex_pos, tex_pitch);
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nir_store_var(&b, color_out, color, 0xf);
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return b.shader;
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