/* * 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 nir_ssa_def * v3d_nir_lower_txf_ms_instr(nir_builder *b, nir_instr *in_instr, void *data) { nir_tex_instr *instr = nir_instr_as_tex(in_instr); 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); nir_ssa_def *x = nir_iadd(b, nir_ishl(b, nir_channel(b, coord, 0), one), nir_iand(b, sample, one)); nir_ssa_def *y = nir_iadd(b, nir_ishl(b, nir_channel(b, coord, 1), one), nir_iand(b, nir_ushr(b, sample, one), one)); if (instr->is_array) coord = nir_vec3(b, x, y, nir_channel(b, coord, 2)); else coord = nir_vec2(b, x, y); 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; return NIR_LOWER_INSTR_PROGRESS; } static bool v3d_nir_lower_txf_ms_filter(const nir_instr *instr, const void *data) { return (instr->type == nir_instr_type_tex && nir_instr_as_tex(instr)->op == nir_texop_txf_ms); } void v3d_nir_lower_txf_ms(nir_shader *s, struct v3d_compile *c) { nir_shader_lower_instructions(s, v3d_nir_lower_txf_ms_filter, v3d_nir_lower_txf_ms_instr, NULL); }