d3d12: fix for upside-down multisample stencil blit

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8704>
This commit is contained in:
BillKristiansen 2021-01-25 12:21:01 -08:00 committed by Marge Bot
parent f33b958010
commit 9003735b91
2 changed files with 47 additions and 8 deletions

View file

@ -637,14 +637,17 @@ get_stencil_resolve_vs(struct d3d12_context *ctx)
}
static void *
get_stencil_resolve_fs(struct d3d12_context *ctx)
get_stencil_resolve_fs(struct d3d12_context *ctx, bool no_flip)
{
if (ctx->stencil_resolve_fs)
if (!no_flip && ctx->stencil_resolve_fs)
return ctx->stencil_resolve_fs;
if (no_flip && ctx->stencil_resolve_fs_no_flip)
return ctx->stencil_resolve_fs_no_flip;
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT,
dxil_get_nir_compiler_options(),
"stencil_resolve_fs");
no_flip ? "stencil_resolve_fs_no_flip" : "stencil_resolve_fs");
nir_variable *stencil_out = nir_variable_create(b.shader,
nir_var_shader_out,
@ -666,11 +669,39 @@ get_stencil_resolve_fs(struct d3d12_context *ctx)
pos_in->data.location = VARYING_SLOT_POS; // VARYING_SLOT_VAR0?
nir_ssa_def *pos = nir_load_var(&b, pos_in);
nir_ssa_def *pos_src;
if (no_flip)
pos_src = pos;
else {
nir_tex_instr *txs = nir_tex_instr_create(b.shader, 1);
txs->op = nir_texop_txs;
txs->sampler_dim = GLSL_SAMPLER_DIM_MS;
txs->src[0].src_type = nir_tex_src_texture_deref;
txs->src[0].src = nir_src_for_ssa(tex_deref);
txs->is_array = false;
txs->dest_type = nir_type_int;
nir_ssa_dest_init(&txs->instr, &txs->dest, 2, 32, "tex");
nir_builder_instr_insert(&b, &txs->instr);
pos_src = nir_vec4(&b,
nir_channel(&b, pos, 0),
/*Height - pos_dest.y - 1*/
nir_fsub(&b,
nir_fsub(&b,
nir_channel(&b, nir_i2f32(&b, &txs->dest.ssa), 1),
nir_channel(&b, pos, 1)),
nir_imm_float(&b, 1.0)),
nir_channel(&b, pos, 2),
nir_channel(&b, pos, 3));
}
nir_tex_instr *tex = nir_tex_instr_create(b.shader, 3);
tex->sampler_dim = GLSL_SAMPLER_DIM_MS;
tex->op = nir_texop_txf_ms;
tex->src[0].src_type = nir_tex_src_coord;
tex->src[0].src = nir_src_for_ssa(nir_channels(&b, nir_f2i32(&b, pos), 0x3));
tex->src[0].src = nir_src_for_ssa(nir_channels(&b, nir_f2i32(&b, pos_src), 0x3));
tex->src[1].src_type = nir_tex_src_ms_index;
tex->src[1].src = nir_src_for_ssa(nir_imm_int(&b, 0)); /* just use first sample */
tex->src[2].src_type = nir_tex_src_texture_deref;
@ -687,9 +718,16 @@ get_stencil_resolve_fs(struct d3d12_context *ctx)
struct pipe_shader_state state = {};
state.type = PIPE_SHADER_IR_NIR;
state.ir.nir = b.shader;
ctx->stencil_resolve_fs = ctx->base.create_fs_state(&ctx->base, &state);
void *result;
if (no_flip) {
result = ctx->base.create_fs_state(&ctx->base, &state);
ctx->stencil_resolve_fs_no_flip = result;
} else {
result = ctx->base.create_fs_state(&ctx->base, &state);
ctx->stencil_resolve_fs = result;
}
return ctx->stencil_resolve_fs;
return result;
}
static void *
@ -743,7 +781,7 @@ resolve_stencil_to_temp(struct d3d12_context *ctx,
pctx->bind_sampler_states(pctx, PIPE_SHADER_FRAGMENT, 0, 1, &sampler_state);
util_blitter_custom_shader(ctx->blitter, dst_surf,
get_stencil_resolve_vs(ctx),
get_stencil_resolve_fs(ctx));
get_stencil_resolve_fs(ctx, info->src.box.height == info->dst.box.height));
util_blitter_restore_textures(ctx->blitter);
pipe_surface_reference(&dst_surf, NULL);
pipe_sampler_view_reference(&src_view, NULL);

View file

@ -251,7 +251,8 @@ struct d3d12_context {
#endif
struct pipe_query *timestamp_query;
void *stencil_resolve_vs, *stencil_resolve_fs, *sampler_state; /* used by d3d12_blit.cpp */
/* used by d3d12_blit.cpp */
void *stencil_resolve_vs, *stencil_resolve_fs, *stencil_resolve_fs_no_flip, *sampler_state;
};
static inline struct d3d12_context *