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:
@@ -29,6 +29,7 @@ BROADCOM_FILES = \
|
||||
compiler/qpu_validate.c \
|
||||
compiler/v3d_compiler.h \
|
||||
compiler/v3d_nir_lower_io.c \
|
||||
compiler/v3d_nir_lower_txf_ms.c \
|
||||
qpu/qpu_disasm.c \
|
||||
qpu/qpu_disasm.h \
|
||||
qpu/qpu_instr.c \
|
||||
|
@@ -32,6 +32,7 @@ libbroadcom_compiler_files = files(
|
||||
'qpu_validate.c',
|
||||
'v3d_compiler.h',
|
||||
'v3d_nir_lower_io.c',
|
||||
'v3d_nir_lower_txf_ms.c',
|
||||
)
|
||||
|
||||
libbroadcom_compiler = static_library(
|
||||
|
@@ -229,8 +229,6 @@ enum quniform_contents {
|
||||
QUNIFORM_TEXTURE_ARRAY_SIZE,
|
||||
QUNIFORM_TEXTURE_LEVELS,
|
||||
|
||||
QUNIFORM_TEXTURE_MSAA_ADDR,
|
||||
|
||||
QUNIFORM_UBO_ADDR,
|
||||
|
||||
QUNIFORM_TEXRECT_SCALE_X,
|
||||
|
93
src/broadcom/compiler/v3d_nir_lower_txf_ms.c
Normal file
93
src/broadcom/compiler/v3d_nir_lower_txf_ms.c
Normal file
@@ -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);
|
||||
}
|
||||
}
|
@@ -569,6 +569,7 @@ static void
|
||||
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_txf_ms, c);
|
||||
NIR_PASS_V(c->s, nir_lower_idiv);
|
||||
}
|
||||
|
||||
|
@@ -324,7 +324,6 @@ vc5_write_uniforms(struct vc5_context *vc5, struct vc5_compiled_shader *shader,
|
||||
break;
|
||||
|
||||
case QUNIFORM_TEXTURE_FIRST_LEVEL:
|
||||
case QUNIFORM_TEXTURE_MSAA_ADDR:
|
||||
case QUNIFORM_TEXTURE_BORDER_COLOR:
|
||||
/* XXX */
|
||||
break;
|
||||
@@ -382,7 +381,6 @@ vc5_set_shader_uniform_dirty_flags(struct vc5_compiled_shader *shader)
|
||||
case QUNIFORM_TEXTURE_CONFIG_P1:
|
||||
case QUNIFORM_TEXTURE_BORDER_COLOR:
|
||||
case QUNIFORM_TEXTURE_FIRST_LEVEL:
|
||||
case QUNIFORM_TEXTURE_MSAA_ADDR:
|
||||
case QUNIFORM_TEXRECT_SCALE_X:
|
||||
case QUNIFORM_TEXRECT_SCALE_Y:
|
||||
case QUNIFORM_TEXTURE_WIDTH:
|
||||
|
Reference in New Issue
Block a user