On Wed, May 17, 2017 at 5:42 AM, Pohjolainen, Topi < topi.pohjolai...@gmail.com> wrote:
> 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. Yes > Do we really need > that anymore... > Maybe? The real requirement is that we can't have a single element of wm_inputs cross a vec4 boundary because of the way that inputs are loaded. I think having the pad[1] is good for documenting that if nothing else. --Jason > > /* 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 > > > > _______________________________________________ > > mesa-dev mailing list > > mesa-dev@lists.freedesktop.org > > https://lists.freedesktop.org/mailman/listinfo/mesa-dev >
_______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev