broadcom/vc5: Add lowering for txf_ms to a txf on a 2x2-scaled texture.

The HW has no native sampler support for multisample textures, but since
we only need to support txf_ms and the layout is UIF, we just need to
scale up the texcoords and then add in the sample.

This drops the old TEXTURE_MSAA_ADDR special uniform, since we're treating
MSAA textures as textures, rather than basically texbos like VC4 had to.
This commit is contained in:
Eric Anholt
2017-10-24 12:16:50 -07:00
parent b1a8b3979c
commit e717e3e7cd
6 changed files with 96 additions and 4 deletions

View File

@@ -29,6 +29,7 @@ BROADCOM_FILES = \
compiler/qpu_validate.c \ compiler/qpu_validate.c \
compiler/v3d_compiler.h \ compiler/v3d_compiler.h \
compiler/v3d_nir_lower_io.c \ compiler/v3d_nir_lower_io.c \
compiler/v3d_nir_lower_txf_ms.c \
qpu/qpu_disasm.c \ qpu/qpu_disasm.c \
qpu/qpu_disasm.h \ qpu/qpu_disasm.h \
qpu/qpu_instr.c \ qpu/qpu_instr.c \

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@@ -32,6 +32,7 @@ libbroadcom_compiler_files = files(
'qpu_validate.c', 'qpu_validate.c',
'v3d_compiler.h', 'v3d_compiler.h',
'v3d_nir_lower_io.c', 'v3d_nir_lower_io.c',
'v3d_nir_lower_txf_ms.c',
) )
libbroadcom_compiler = static_library( libbroadcom_compiler = static_library(

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@@ -229,8 +229,6 @@ enum quniform_contents {
QUNIFORM_TEXTURE_ARRAY_SIZE, QUNIFORM_TEXTURE_ARRAY_SIZE,
QUNIFORM_TEXTURE_LEVELS, QUNIFORM_TEXTURE_LEVELS,
QUNIFORM_TEXTURE_MSAA_ADDR,
QUNIFORM_UBO_ADDR, QUNIFORM_UBO_ADDR,
QUNIFORM_TEXRECT_SCALE_X, QUNIFORM_TEXRECT_SCALE_X,

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@@ -0,0 +1,93 @@
/*
* Copyright © 2015 Broadcom
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "v3d_compiler.h"
#include "compiler/nir/nir_builder.h"
/** @file v3d_nir_lower_txf_ms.c
*
* V3D's MSAA surfaces are laid out in UIF textures where each pixel is a 2x2
* quad in the texture. This pass lowers the txf_ms with a ms_index source to
* a plain txf with the sample_index pulling out the correct texel from the
* 2x2 quad.
*/
#define V3D_MAX_SAMPLES 4
static void
vc4_nir_lower_txf_ms_instr(struct v3d_compile *c, nir_builder *b,
nir_tex_instr *instr)
{
if (instr->op != nir_texop_txf_ms)
return;
b->cursor = nir_before_instr(&instr->instr);
int coord_index = nir_tex_instr_src_index(instr, nir_tex_src_coord);
int sample_index = nir_tex_instr_src_index(instr, nir_tex_src_ms_index);
nir_ssa_def *coord = instr->src[coord_index].src.ssa;
nir_ssa_def *sample = instr->src[sample_index].src.ssa;
nir_ssa_def *one = nir_imm_int(b, 1);
coord = nir_ishl(b, coord, nir_imm_int(b, 1));
coord = nir_vec2(b,
nir_iadd(b,
nir_channel(b, coord, 0),
nir_iand(b, sample, one)),
nir_iadd(b,
nir_channel(b, coord, 1),
nir_iand(b, nir_ushr(b, sample, one), one)));
nir_instr_rewrite_src(&instr->instr,
&instr->src[nir_tex_src_coord].src,
nir_src_for_ssa(coord));
nir_tex_instr_remove_src(instr, sample_index);
instr->op = nir_texop_txf;
instr->sampler_dim = GLSL_SAMPLER_DIM_2D;
}
void
v3d_nir_lower_txf_ms(nir_shader *s, struct v3d_compile *c)
{
nir_foreach_function(function, s) {
if (!function->impl)
continue;
nir_builder b;
nir_builder_init(&b, function->impl);
nir_foreach_block(block, function->impl) {
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_tex)
continue;
vc4_nir_lower_txf_ms_instr(c, &b,
nir_instr_as_tex(instr));
}
}
nir_metadata_preserve(function->impl,
nir_metadata_block_index |
nir_metadata_dominance);
}
}

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@@ -569,6 +569,7 @@ static void
v3d_lower_nir_late(struct v3d_compile *c) v3d_lower_nir_late(struct v3d_compile *c)
{ {
NIR_PASS_V(c->s, v3d_nir_lower_io, c); NIR_PASS_V(c->s, v3d_nir_lower_io, c);
NIR_PASS_V(c->s, v3d_nir_lower_txf_ms, c);
NIR_PASS_V(c->s, nir_lower_idiv); NIR_PASS_V(c->s, nir_lower_idiv);
} }

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@@ -324,7 +324,6 @@ vc5_write_uniforms(struct vc5_context *vc5, struct vc5_compiled_shader *shader,
break; break;
case QUNIFORM_TEXTURE_FIRST_LEVEL: case QUNIFORM_TEXTURE_FIRST_LEVEL:
case QUNIFORM_TEXTURE_MSAA_ADDR:
case QUNIFORM_TEXTURE_BORDER_COLOR: case QUNIFORM_TEXTURE_BORDER_COLOR:
/* XXX */ /* XXX */
break; break;
@@ -382,7 +381,6 @@ vc5_set_shader_uniform_dirty_flags(struct vc5_compiled_shader *shader)
case QUNIFORM_TEXTURE_CONFIG_P1: case QUNIFORM_TEXTURE_CONFIG_P1:
case QUNIFORM_TEXTURE_BORDER_COLOR: case QUNIFORM_TEXTURE_BORDER_COLOR:
case QUNIFORM_TEXTURE_FIRST_LEVEL: case QUNIFORM_TEXTURE_FIRST_LEVEL:
case QUNIFORM_TEXTURE_MSAA_ADDR:
case QUNIFORM_TEXRECT_SCALE_X: case QUNIFORM_TEXRECT_SCALE_X:
case QUNIFORM_TEXRECT_SCALE_Y: case QUNIFORM_TEXRECT_SCALE_Y:
case QUNIFORM_TEXTURE_WIDTH: case QUNIFORM_TEXTURE_WIDTH: