[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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