agx: Keep varyings forwarded to texture as fp32

This works around bugs in a LOT of applications, since fp16 texture coordinates
are almost never appropriate even though it's a valid implementation of the GLES
spec. It also doesn't seem to matter for perf.

Code from the Bifrost compiler which implements the same workaround for slightly
different reasons.

Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21082>
This commit is contained in:
Alyssa Rosenzweig 2023-02-02 15:40:25 -05:00 committed by Marge Bot
parent 5678fbe010
commit 6b0322d441

View file

@ -1733,6 +1733,47 @@ agx_remap_varyings_vs(nir_shader *nir, struct agx_varyings_vs *varyings)
varyings->nr_index = base;
}
/*
* Varyings that are used as texture coordinates should be kept at fp32, because
* fp16 does not have enough precision for large textures. It's technically
* conformant not to, but every app gets this wrong.
*/
static bool
agx_gather_texcoords(nir_builder *b, nir_instr *instr, void *data)
{
uint64_t *mask = data;
if (instr->type != nir_instr_type_tex)
return false;
nir_tex_instr *tex = nir_instr_as_tex(instr);
int coord_idx = nir_tex_instr_src_index(tex, nir_tex_src_coord);
if (coord_idx < 0)
return false;
nir_src src = tex->src[coord_idx].src;
nir_ssa_scalar x = nir_ssa_scalar_resolved(src.ssa, 0);
nir_ssa_scalar y = nir_ssa_scalar_resolved(src.ssa, 1);
if (x.def != y.def)
return false;
nir_instr *parent = x.def->parent_instr;
if (parent->type != nir_instr_type_intrinsic)
return false;
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(parent);
if (intr->intrinsic != nir_intrinsic_load_interpolated_input)
return false;
nir_io_semantics sem = nir_intrinsic_io_semantics(intr);
*mask |= BITFIELD64_BIT(sem.location);
return false;
}
static bool
agx_gather_flat(nir_builder *b, nir_instr *instr, void *data)
{
@ -1750,16 +1791,18 @@ agx_gather_flat(nir_builder *b, nir_instr *instr, void *data)
}
/*
* Build a bit mask of varyings (by location) that are flatshaded. This
* information is needed by lower_mediump_io.
* Build a bit mask of varyings (by location) that are flatshaded or used as
* texture coordinates. This information is needed by lower_mediump_io.
*/
static uint64_t
agx_flat_varying_mask(nir_shader *nir)
agx_fp32_varying_mask(nir_shader *nir)
{
assert(nir->info.stage == MESA_SHADER_FRAGMENT);
uint64_t mask = 0;
nir_shader_instructions_pass(nir, agx_gather_flat, nir_metadata_all, &mask);
nir_shader_instructions_pass(nir, agx_gather_texcoords, nir_metadata_all,
&mask);
return mask;
}
@ -1910,7 +1953,7 @@ agx_preprocess_nir(nir_shader *nir)
*/
NIR_PASS_V(nir, nir_lower_mediump_io,
nir_var_shader_in | nir_var_shader_out,
~agx_flat_varying_mask(nir), false);
~agx_fp32_varying_mask(nir), false);
}
NIR_PASS_V(nir, agx_nir_lower_ubo);