radv/meta: cleanup resolve vertex state emission

For the hw resolve there is no need to emit any sort
of texture coordinates, so drop them all in the meta path.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This commit is contained in:
Dave Airlie 2016-11-21 03:31:09 +00:00
parent 24427e31ef
commit fa57b77105

View file

@ -33,7 +33,6 @@
*/
struct vertex_attrs {
float position[2]; /**< 3DPRIM_RECTLIST */
float tex_position[2];
};
/* passthrough vertex shader */
@ -45,8 +44,6 @@ build_nir_vs(void)
nir_builder b;
nir_variable *a_position;
nir_variable *v_position;
nir_variable *a_tex_position;
nir_variable *v_tex_position;
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, NULL);
b.shader->info->name = ralloc_strdup(b.shader, "meta_resolve_vs");
@ -59,16 +56,7 @@ build_nir_vs(void)
"gl_Position");
v_position->data.location = VARYING_SLOT_POS;
a_tex_position = nir_variable_create(b.shader, nir_var_shader_in, vec4,
"a_tex_position");
a_tex_position->data.location = VERT_ATTRIB_GENERIC1;
v_tex_position = nir_variable_create(b.shader, nir_var_shader_out, vec4,
"v_tex_position");
v_tex_position->data.location = VARYING_SLOT_VAR0;
nir_copy_var(&b, v_position, a_position);
nir_copy_var(&b, v_tex_position, a_tex_position);
return b.shader;
}
@ -79,22 +67,16 @@ build_nir_fs(void)
{
const struct glsl_type *vec4 = glsl_vec4_type();
nir_builder b;
nir_variable *v_tex_position; /* vec4, varying texture coordinate */
nir_variable *f_color; /* vec4, fragment output color */
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
b.shader->info->name = ralloc_asprintf(b.shader,
"meta_resolve_fs");
v_tex_position = nir_variable_create(b.shader, nir_var_shader_in, vec4,
"v_tex_position");
v_tex_position->data.location = VARYING_SLOT_VAR0;
f_color = nir_variable_create(b.shader, nir_var_shader_out, vec4,
"f_color");
f_color->data.location = FRAG_RESULT_DATA0;
nir_copy_var(&b, f_color, v_tex_position);
nir_store_var(&b, f_color, nir_imm_vec4(&b, 0.0, 0.0, 0.0, 1.0), 0xf);
return b.shader;
}
@ -198,7 +180,7 @@ create_pipeline(struct radv_device *device,
.inputRate = VK_VERTEX_INPUT_RATE_VERTEX
},
},
.vertexAttributeDescriptionCount = 2,
.vertexAttributeDescriptionCount = 1,
.pVertexAttributeDescriptions = (VkVertexInputAttributeDescription[]) {
{
/* Position */
@ -207,13 +189,6 @@ create_pipeline(struct radv_device *device,
.format = VK_FORMAT_R32G32_SFLOAT,
.offset = offsetof(struct vertex_attrs, position),
},
{
/* Texture Coordinate */
.location = 1,
.binding = 0,
.format = VK_FORMAT_R32G32_SFLOAT,
.offset = offsetof(struct vertex_attrs, tex_position),
},
},
},
.pInputAssemblyState = &(VkPipelineInputAssemblyStateCreateInfo) {
@ -333,7 +308,6 @@ cleanup:
static void
emit_resolve(struct radv_cmd_buffer *cmd_buffer,
const VkOffset2D *src_offset,
const VkOffset2D *dest_offset,
const VkExtent2D *resolve_extent)
{
@ -346,30 +320,18 @@ emit_resolve(struct radv_cmd_buffer *cmd_buffer,
dest_offset->x,
dest_offset->y,
},
.tex_position = {
src_offset->x,
src_offset->y,
},
},
{
.position = {
dest_offset->x,
dest_offset->y + resolve_extent->height,
},
.tex_position = {
src_offset->x,
src_offset->y + resolve_extent->height,
},
},
{
.position = {
dest_offset->x + resolve_extent->width,
dest_offset->y,
},
.tex_position = {
src_offset->x + resolve_extent->width,
src_offset->y,
},
},
};
@ -505,8 +467,6 @@ void radv_CmdResolveImage(
*/
const struct VkExtent3D extent =
radv_sanitize_image_extent(src_image->type, region->extent);
const struct VkOffset3D srcOffset =
radv_sanitize_image_offset(src_image->type, region->srcOffset);
const struct VkOffset3D dstOffset =
radv_sanitize_image_offset(dest_image->type, region->dstOffset);
@ -587,10 +547,6 @@ void radv_CmdResolveImage(
VK_SUBPASS_CONTENTS_INLINE);
emit_resolve(cmd_buffer,
&(VkOffset2D) {
.x = srcOffset.x,
.y = srcOffset.y,
},
&(VkOffset2D) {
.x = dstOffset.x,
.y = dstOffset.y,
@ -662,7 +618,6 @@ radv_cmd_buffer_resolve_subpass(struct radv_cmd_buffer *cmd_buffer)
* 3DSTATE_DRAWING_RECTANGLE when draing a 3DPRIM_RECTLIST?
*/
emit_resolve(cmd_buffer,
&(VkOffset2D) { 0, 0 },
&(VkOffset2D) { 0, 0 },
&(VkExtent2D) { fb->width, fb->height });
}