[Mesa-dev] [PATCH 25/43] intel/blorp/blit: Add support for normalized coordinates
Pohjolainen, Topi
topi.pohjolainen at gmail.com
Wed May 17 12:42:11 UTC 2017
On Tue, May 16, 2017 at 03:45:19PM -0700, Jason Ekstrand wrote:
> Gen5 and earlier can't do non-normalized coordinates so we need to
> compensate in the shader. Fortunately, it's pretty easy plumb through.
> ---
> src/intel/blorp/blorp_blit.c | 27 ++++++++++++++++++++++-----
> src/intel/blorp/blorp_priv.h | 6 ++++++
> 2 files changed, 28 insertions(+), 5 deletions(-)
>
> diff --git a/src/intel/blorp/blorp_blit.c b/src/intel/blorp/blorp_blit.c
> index 144bfb3..23e33de 100644
> --- a/src/intel/blorp/blorp_blit.c
> +++ b/src/intel/blorp/blorp_blit.c
> @@ -55,6 +55,7 @@ struct brw_blorp_blit_vars {
> nir_variable *v_src_z;
> nir_variable *v_src_offset;
> nir_variable *v_dst_offset;
> + nir_variable *v_src_inv_size;
>
> /* gl_FragCoord */
> nir_variable *frag_coord;
> @@ -79,6 +80,7 @@ brw_blorp_blit_vars_init(nir_builder *b, struct brw_blorp_blit_vars *v,
> LOAD_INPUT(src_z, glsl_uint_type())
> LOAD_INPUT(src_offset, glsl_vector_type(GLSL_TYPE_UINT, 2))
> LOAD_INPUT(dst_offset, glsl_vector_type(GLSL_TYPE_UINT, 2))
> + LOAD_INPUT(src_inv_size, glsl_vector_type(GLSL_TYPE_FLOAT, 2))
>
> #undef LOAD_INPUT
>
> @@ -198,10 +200,15 @@ blorp_create_nir_tex_instr(nir_builder *b, struct brw_blorp_blit_vars *v,
>
> static nir_ssa_def *
> blorp_nir_tex(nir_builder *b, struct brw_blorp_blit_vars *v,
> - nir_ssa_def *pos, nir_alu_type dst_type)
> + const struct brw_blorp_blit_prog_key *key, nir_ssa_def *pos)
> {
> + /* If the sampler requires normalized coordinates, we need to compensate. */
> + if (key->src_coords_normalized)
> + pos = nir_fmul(b, pos, nir_load_var(b, v->v_src_inv_size));
> +
> nir_tex_instr *tex =
> - blorp_create_nir_tex_instr(b, v, nir_texop_tex, pos, 2, dst_type);
> + blorp_create_nir_tex_instr(b, v, nir_texop_tex, pos, 2,
> + key->texture_data_type);
>
> assert(pos->num_components == 2);
> tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
> @@ -1188,7 +1195,7 @@ brw_blorp_build_nir_shader(struct blorp_context *blorp, void *mem_ctx,
> src_pos = nir_ishl(&b, src_pos, nir_imm_int(&b, 1));
> src_pos = nir_iadd(&b, src_pos, nir_imm_int(&b, 1));
> src_pos = nir_i2f32(&b, src_pos);
> - color = blorp_nir_tex(&b, &v, src_pos, key->texture_data_type);
> + color = blorp_nir_tex(&b, &v, key, src_pos);
> } else {
> /* Gen7+ hardware doesn't automaticaly blend. */
> color = blorp_nir_manual_blend_average(&b, &v, src_pos, key->src_samples,
> @@ -1200,7 +1207,7 @@ brw_blorp_build_nir_shader(struct blorp_context *blorp, void *mem_ctx,
> color = blorp_nir_manual_blend_bilinear(&b, src_pos, key->src_samples, key, &v);
> } else {
> if (key->bilinear_filter) {
> - color = blorp_nir_tex(&b, &v, src_pos, key->texture_data_type);
> + color = blorp_nir_tex(&b, &v, key, src_pos);
> } else {
> /* We're going to use texelFetch, so we need integers */
> if (src_pos->num_components == 2) {
> @@ -2056,9 +2063,19 @@ blorp_blit(struct blorp_batch *batch,
> wm_prog_key.y_scale = params.src.surf.samples / wm_prog_key.x_scale;
>
> if (filter == GL_LINEAR &&
> - params.src.surf.samples <= 1 && params.dst.surf.samples <= 1)
> + params.src.surf.samples <= 1 && params.dst.surf.samples <= 1) {
> wm_prog_key.bilinear_filter = true;
>
> + if (batch->blorp->isl_dev->info->gen < 6) {
> + /* Gen4-5 don't support non-normalized texture coordinates */
> + wm_prog_key.src_coords_normalized = true;
> + params.wm_inputs.src_inv_size[0] =
> + 1.0f / minify(params.src.surf.logical_level0_px.width, src_level);
> + params.wm_inputs.src_inv_size[1] =
> + 1.0f / minify(params.src.surf.logical_level0_px.height, src_level);
> + }
> + }
> +
> if ((params.src.surf.usage & ISL_SURF_USAGE_DEPTH_BIT) == 0 &&
> (params.src.surf.usage & ISL_SURF_USAGE_STENCIL_BIT) == 0 &&
> !isl_format_has_int_channel(params.src.surf.format) &&
> diff --git a/src/intel/blorp/blorp_priv.h b/src/intel/blorp/blorp_priv.h
> index c61ab08..39da5af 100644
> --- a/src/intel/blorp/blorp_priv.h
> +++ b/src/intel/blorp/blorp_priv.h
> @@ -124,6 +124,9 @@ struct brw_blorp_wm_inputs
> struct blorp_surf_offset src_offset;
> struct blorp_surf_offset dst_offset;
>
> + /* (1/width, 1/height) for the source surface */
> + float src_inv_size[2];
> +
There is still the "pad[1]" in the end which I think is now correct, before
it should have been "pad[3]", right? It aligns to vec4. Do we really need
that anymore...
> /* Minimum layer setting works for all the textures types but texture_3d
> * for which the setting has no effect. Use the z-coordinate instead.
> */
> @@ -228,6 +231,9 @@ struct brw_blorp_blit_prog_key
> /* Number of bits per channel in the source image. */
> uint8_t src_bpc;
>
> + /* True if the source requires normalized coordinates */
> + bool src_coords_normalized;
> +
> /* Number of samples per pixel that have been configured in the render
> * target.
> */
> --
> 2.5.0.400.gff86faf
>
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