anv/blit2d: Pass the source pitch into the shader

Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
This commit is contained in:
Jason Ekstrand
2016-03-29 14:24:31 -07:00
parent e466164c87
commit b0a6cfb9b4

View File

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