intel/blorp/blit: Add support for normalized coordinates

Gen5 and earlier can't do non-normalized coordinates so we need to
compensate in the shader.  Fortunately, it's pretty easy plumb through.

Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
This commit is contained in:
Jason Ekstrand 2017-05-12 22:16:05 -07:00
parent 18e18a1863
commit 3d35e5a51e
2 changed files with 28 additions and 5 deletions

View file

@ -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) &&

View file

@ -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];
/* 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.
*/