i965/blorp: Refactor coordinate munging

The original code-flow tried to map original blorp.  This puts things more
where they belong and simplifies some of the logic.

Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
This commit is contained in:
Jason Ekstrand 2016-05-05 14:27:23 -07:00
parent 8636937dd6
commit e503da61c6

View file

@ -1339,12 +1339,6 @@ brw_blorp_build_nir_shader(struct brw_context *brw,
src_pos = blorp_blit_apply_transform(&b, nir_i2f(&b, dst_pos), &v);
if (key->blit_scaled && key->blend) {
} else if (!key->bilinear_filter) {
/* We're going to use a texelFetch, so we need integers */
src_pos = nir_f2i(&b, src_pos);
}
/* If the source image is not multisampled, then we want to fetch sample
* number 0, because that's the only sample there is.
*/
@ -1356,6 +1350,9 @@ brw_blorp_build_nir_shader(struct brw_context *brw,
* irrelevant, because we are going to fetch all samples.
*/
if (key->blend && !key->blit_scaled) {
/* Resolves (effecively) use texelFetch, so we need integers */
src_pos = nir_f2i(&b, src_pos);
if (brw->gen == 6) {
/* Because gen6 only supports 4x interleved MSAA, we can do all the
* blending we need with a single linear-interpolated texture lookup
@ -1377,33 +1374,35 @@ brw_blorp_build_nir_shader(struct brw_context *brw,
} else if (key->blend && key->blit_scaled) {
color = blorp_nir_manual_blend_bilinear(&b, src_pos, key->src_samples, key, &v);
} else {
/* We aren't blending, which means we just want to fetch a single sample
* from the source surface. The address that we want to fetch from is
* related to the X, Y and S values according to the formula:
*
* (X, Y, S) = decode_msaa(src_samples, detile(src_tiling, offset)).
*
* If the actual tiling and sample count of the source surface are not
* the same as the configuration of the texture, then we need to adjust
* the coordinates to compensate for the difference.
*/
if ((tex_tiled_w != key->src_tiled_w ||
key->tex_samples != key->src_samples ||
key->tex_layout != key->src_layout) &&
!key->bilinear_filter) {
src_pos = blorp_nir_encode_msaa(&b, src_pos, key->src_samples,
key->src_layout);
/* Now (X, Y, S) = detile(src_tiling, offset) */
if (tex_tiled_w != key->src_tiled_w)
src_pos = blorp_nir_retile_w_to_y(&b, src_pos);
/* Now (X, Y, S) = detile(tex_tiling, offset) */
src_pos = blorp_nir_decode_msaa(&b, src_pos, key->tex_samples,
key->tex_layout);
}
if (key->bilinear_filter) {
color = blorp_nir_tex(&b, src_pos, key->texture_data_type);
} else {
/* We're going to use texelFetch, so we need integers */
src_pos = nir_f2i(&b, src_pos);
/* We aren't blending, which means we just want to fetch a single
* sample from the source surface. The address that we want to fetch
* from is related to the X, Y and S values according to the formula:
*
* (X, Y, S) = decode_msaa(src_samples, detile(src_tiling, offset)).
*
* If the actual tiling and sample count of the source surface are
* not the same as the configuration of the texture, then we need to
* adjust the coordinates to compensate for the difference.
*/
if (tex_tiled_w != key->src_tiled_w ||
key->tex_samples != key->src_samples ||
key->tex_layout != key->src_layout) {
src_pos = blorp_nir_encode_msaa(&b, src_pos, key->src_samples,
key->src_layout);
/* Now (X, Y, S) = detile(src_tiling, offset) */
if (tex_tiled_w != key->src_tiled_w)
src_pos = blorp_nir_retile_w_to_y(&b, src_pos);
/* Now (X, Y, S) = detile(tex_tiling, offset) */
src_pos = blorp_nir_decode_msaa(&b, src_pos, key->tex_samples,
key->tex_layout);
}
/* Now (X, Y, S) = decode_msaa(tex_samples, detile(tex_tiling, offset)).
*
* In other words: X, Y, and S now contain values which, when passed to