anv/blit2d: Break the texelfetch portion of shader building into a helper

Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
This commit is contained in:
Jason Ekstrand
2016-03-28 15:37:47 -07:00
parent afada45590
commit e466164c87

View File

@@ -389,8 +389,43 @@ build_nir_vertex_shader(void)
return b.shader;
}
typedef nir_ssa_def* (*texel_fetch_build_func)(struct nir_builder *,
struct anv_device *,
nir_ssa_def *, nir_ssa_def *);
static nir_ssa_def *
build_nir_texel_fetch(struct nir_builder *b, struct anv_device *device,
nir_ssa_def *tex_pos, nir_ssa_def *tex_pitch)
{
const struct glsl_type *sampler_type =
glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT);
nir_variable *sampler = nir_variable_create(b->shader, nir_var_uniform,
sampler_type, "s_tex");
sampler->data.descriptor_set = 0;
sampler->data.binding = 0;
nir_tex_instr *tex = nir_tex_instr_create(b->shader, 2);
tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
tex->op = nir_texop_txf;
tex->src[0].src_type = nir_tex_src_coord;
tex->src[0].src = nir_src_for_ssa(tex_pos);
tex->src[1].src_type = nir_tex_src_lod;
tex->src[1].src = nir_src_for_ssa(nir_imm_int(b, 0));
tex->dest_type = nir_type_float; /* TODO */
tex->is_array = false;
tex->coord_components = 2;
tex->texture = nir_deref_var_create(tex, sampler);
tex->sampler = NULL;
nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, "tex");
nir_builder_instr_insert(b, &tex->instr);
return &tex->dest.ssa;
}
static nir_shader *
build_nir_copy_fragment_shader()
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);
@@ -402,36 +437,14 @@ build_nir_copy_fragment_shader()
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
vec2, "v_tex_pos");
tex_pos_in->data.location = VARYING_SLOT_VAR0;
nir_ssa_def *const tex_pos = nir_f2i(&b, nir_load_var(&b, tex_pos_in));
const struct glsl_type *sampler_type =
glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false,
glsl_get_base_type(vec4));
nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform,
sampler_type, "s_tex");
sampler->data.descriptor_set = 0;
sampler->data.binding = 0;
nir_tex_instr *tex = nir_tex_instr_create(b.shader, 2);
tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
tex->op = nir_texop_txf;
tex->src[0].src_type = nir_tex_src_coord;
tex->src[0].src = nir_src_for_ssa(tex_pos);
tex->src[1].src_type = nir_tex_src_lod;
tex->src[1].src = nir_src_for_ssa(nir_imm_int(&b, 0));
tex->dest_type = nir_type_float; /* TODO */
tex->is_array = false;
tex->coord_components = tex_pos->num_components;
tex->texture = nir_deref_var_create(tex, sampler);
tex->sampler = NULL;
nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, "tex");
nir_builder_instr_insert(&b, &tex->instr);
nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out,
vec4, "f_color");
color_out->data.location = FRAG_RESULT_DATA0;
nir_store_var(&b, color_out, &tex->dest.ssa, 0xf);
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_store_var(&b, color_out, color, 0xf);
return b.shader;
}
@@ -501,7 +514,7 @@ anv_device_init_meta_blit2d_state(struct anv_device *device)
};
struct anv_shader_module fs_2d = {
.nir = build_nir_copy_fragment_shader(),
.nir = build_nir_copy_fragment_shader(device, build_nir_texel_fetch),
};
VkPipelineVertexInputStateCreateInfo vi_create_info = {