asahi: Handle layered background programs

Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
This commit is contained in:
Alyssa Rosenzweig 2023-08-28 11:41:16 -04:00
parent 3715586580
commit d99ed6d66d

View file

@ -38,16 +38,28 @@ agx_compile_meta_shader(struct agx_meta_cache *cache, nir_shader *shader,
static nir_def *
build_background_op(nir_builder *b, enum agx_meta_op op, unsigned rt,
unsigned nr, bool msaa)
unsigned nr, bool msaa, bool layered)
{
if (op == AGX_META_OP_LOAD) {
nir_def *coord = nir_u2u32(b, nir_load_pixel_coord(b));
if (layered) {
coord = nir_vec3(b, nir_channel(b, coord, 0), nir_channel(b, coord, 1),
agx_internal_layer_id(b));
}
nir_tex_instr *tex = nir_tex_instr_create(b->shader, 2);
/* The type doesn't matter as long as it matches the store */
tex->dest_type = nir_type_uint32;
tex->sampler_dim = msaa ? GLSL_SAMPLER_DIM_MS : GLSL_SAMPLER_DIM_2D;
tex->is_array = layered;
tex->op = msaa ? nir_texop_txf_ms : nir_texop_txf;
tex->src[0] = nir_tex_src_for_ssa(nir_tex_src_coord,
nir_u2u32(b, nir_load_pixel_coord(b)));
tex->src[0] = nir_tex_src_for_ssa(nir_tex_src_coord, coord);
/* Layer is necessarily already in-bounds so we do not want the compiler
* to clamp it, which would require reading the descriptor
*/
tex->backend_flags = AGX_TEXTURE_FLAG_NO_CLAMP;
if (msaa) {
tex->src[1] =
@ -57,7 +69,7 @@ build_background_op(nir_builder *b, enum agx_meta_op op, unsigned rt,
tex->src[1] = nir_tex_src_for_ssa(nir_tex_src_lod, nir_imm_int(b, 0));
}
tex->coord_components = 2;
tex->coord_components = layered ? 3 : 2;
tex->texture_index = rt;
nir_def_init(&tex->instr, &tex->def, 4, 32);
nir_builder_instr_insert(b, &tex->instr);
@ -90,13 +102,15 @@ agx_build_background_shader(struct agx_meta_cache *cache,
unsigned nr = util_format_get_nr_components(key->tib.logical_format[rt]);
bool msaa = key->tib.nr_samples > 1;
bool layered = key->tib.layered;
assert(nr > 0);
nir_store_output(&b, build_background_op(&b, key->op[rt], rt, nr, msaa),
nir_imm_int(&b, 0), .write_mask = BITFIELD_MASK(nr),
.src_type = nir_type_uint32,
.io_semantics.location = FRAG_RESULT_DATA0 + rt,
.io_semantics.num_slots = 1);
nir_store_output(
&b, build_background_op(&b, key->op[rt], rt, nr, msaa, layered),
nir_imm_int(&b, 0), .write_mask = BITFIELD_MASK(nr),
.src_type = nir_type_uint32,
.io_semantics.location = FRAG_RESULT_DATA0 + rt,
.io_semantics.num_slots = 1);
b.shader->info.outputs_written |= BITFIELD64_BIT(FRAG_RESULT_DATA0 + rt);
}