NIR gets kind of awkward when you have a 3-component vector with two floats and one int. This led to us accidentally going through float for the sample index. It doesn't hurt anything but it also isn't needed. --- src/mesa/drivers/dri/i965/brw_blorp_blit.cpp | 36 ++++++++++++++++++---------- 1 file changed, 23 insertions(+), 13 deletions(-)
diff --git a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp index 514a316..2fdcc64 100644 --- a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp +++ b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp @@ -411,15 +411,7 @@ blorp_blit_apply_transform(nir_builder *b, nir_ssa_def *src_pos, nir_ssa_def *mul = nir_vec2(b, nir_load_var(b, v->u_x_transform.multiplier), nir_load_var(b, v->u_y_transform.multiplier)); - nir_ssa_def *pos = nir_ffma(b, src_pos, mul, offset); - - if (src_pos->num_components == 3) { - /* Leave the sample id alone */ - pos = nir_vec3(b, nir_channel(b, pos, 0), nir_channel(b, pos, 1), - nir_channel(b, src_pos, 2)); - } - - return pos; + return nir_ffma(b, src_pos, mul, offset); } static inline void @@ -1311,6 +1303,15 @@ brw_blorp_build_nir_shader(struct brw_context *brw, blorp_nir_discard_if_outside_rect(&b, dst_pos, &v); src_pos = blorp_blit_apply_transform(&b, nir_i2f(&b, dst_pos), &v); + if (dst_pos->num_components == 3) { + /* The sample coordinate is an integer that we want left alone but + * blorp_blit_apply_transform() blindly applies the transform to all + * three coordinates. Grab the original sample index. + */ + src_pos = nir_vec3(&b, nir_channel(&b, src_pos, 0), + nir_channel(&b, src_pos, 1), + nir_channel(&b, dst_pos, 2)); + } /* If the source image is not multisampled, then we want to fetch sample * number 0, because that's the only sample there is. @@ -1323,8 +1324,10 @@ brw_blorp_build_nir_shader(struct brw_context *brw, * irrelevant, because we are going to fetch all samples. */ if (key->blend && !key->blit_scaled) { - /* Resolves (effecively) use texelFetch, so we need integers */ - src_pos = nir_f2i(&b, src_pos); + /* Resolves (effecively) use texelFetch, so we need integers and we + * don't care about the sample index if we got one. + */ + src_pos = nir_f2i(&b, nir_channels(&b, src_pos, 0x3)); if (brw->gen == 6) { /* When looking up samples in an MSAA texture using the SAMPLE @@ -1335,7 +1338,7 @@ brw_blorp_build_nir_shader(struct brw_context *brw, */ 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_i2f(&b, nir_channels(&b, src_pos, 0x3)); + src_pos = nir_i2f(&b, src_pos); color = blorp_nir_tex(&b, src_pos, key->texture_data_type); } else { /* Gen7+ hardware doesn't automaticaly blend. */ @@ -1350,7 +1353,14 @@ brw_blorp_build_nir_shader(struct brw_context *brw, color = blorp_nir_tex(&b, src_pos, key->texture_data_type); } else { /* We're going to use texelFetch, so we need integers */ - src_pos = nir_f2i(&b, src_pos); + if (src_pos->num_components == 2) { + src_pos = nir_f2i(&b, src_pos); + } else { + assert(src_pos->num_components == 3); + src_pos = nir_vec3(&b, nir_channel(&b, nir_f2i(&b, src_pos), 0), + nir_channel(&b, nir_f2i(&b, src_pos), 1), + nir_channel(&b, src_pos, 2)); + } /* We aren't blending, which means we just want to fetch a single * sample from the source surface. The address that we want to fetch -- 2.5.0.400.gff86faf _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev