nvc0: Use nir in nvc0_blitter_make_vp

Reviewed-by: Emma Anholt <emma@anholt.net>
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22537>
This commit is contained in:
M Henning 2023-04-08 21:00:33 -04:00 committed by Marge Bot
parent 8928d8d3ad
commit a019d15668

View file

@ -22,17 +22,19 @@
#include <stdint.h>
#include "compiler/nir/nir.h"
#include "compiler/nir/nir_builder.h"
#include "pipe/p_defines.h"
#include "util/u_inlines.h"
#include "util/u_pack_color.h"
#include "util/format/u_format.h"
#include "util/u_surface.h"
#include "tgsi/tgsi_ureg.h"
#include "util/u_thread.h"
#include "nv50_ir_driver.h"
#include "nvc0/nvc0_context.h"
#include "nvc0/nvc0_resource.h"
@ -850,24 +852,46 @@ struct nvc0_blitctx
static void *
nvc0_blitter_make_vp(struct pipe_context *pipe)
{
struct ureg_program *ureg;
struct ureg_src ipos, itex;
struct ureg_dst opos, otex;
const nir_shader_compiler_options *options =
nv50_ir_nir_shader_compiler_options(nouveau_screen(pipe->screen)->device->chipset,
PIPE_SHADER_VERTEX, true);
ureg = ureg_create(PIPE_SHADER_VERTEX);
if (!ureg)
return NULL;
struct nir_builder b =
nir_builder_init_simple_shader(MESA_SHADER_VERTEX, options,
"blitter_vp");
opos = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
ipos = ureg_DECL_vs_input(ureg, 0);
otex = ureg_DECL_output(ureg, TGSI_SEMANTIC_GENERIC, 0);
itex = ureg_DECL_vs_input(ureg, 1);
const struct glsl_type* float2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
const struct glsl_type* float3 = glsl_vector_type(GLSL_TYPE_FLOAT, 3);
ureg_MOV(ureg, ureg_writemask(opos, TGSI_WRITEMASK_XY ), ipos);
ureg_MOV(ureg, ureg_writemask(otex, TGSI_WRITEMASK_XYZ), itex);
ureg_END(ureg);
nir_variable *ipos =
nir_variable_create(b.shader, nir_var_shader_in, float2, "ipos");
ipos->data.location = VERT_ATTRIB_GENERIC0;
ipos->data.driver_location = 0;
return ureg_create_shader_and_destroy(ureg, pipe);
nir_variable *opos =
nir_variable_create(b.shader, nir_var_shader_out, float2, "opos");
opos->data.location = VARYING_SLOT_POS;
opos->data.driver_location = 0;
nir_variable *itex =
nir_variable_create(b.shader, nir_var_shader_in, float3, "itex");
itex->data.location = VERT_ATTRIB_GENERIC1;
itex->data.driver_location = 1;
nir_variable *otex =
nir_variable_create(b.shader, nir_var_shader_out, float3, "otex");
otex->data.location = VARYING_SLOT_VAR0;
otex->data.driver_location = 1;
nir_copy_var(&b, opos, ipos);
nir_copy_var(&b, otex, itex);
NIR_PASS_V(b.shader, nir_lower_var_copies);
struct pipe_shader_state state = {};
state.type = PIPE_SHADER_IR_NIR;
state.ir.nir = b.shader;
return pipe->create_vs_state(pipe, &state);
}
static void