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See 0afd691f29 ("panfrost: clang-format the tree") for why I'm doing this.
Asahi already mostly follows Mesa style so this doesn't do much. But this means
we can all stop thinking about formatting and trust the robot poets to do that
for us.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20434>
115 lines
4.2 KiB
C
115 lines
4.2 KiB
C
/*
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* Copyright (C) 2021 Alyssa Rosenzweig <alyssa@rosenzweig.io>
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* Copyright (C) 2020 Collabora Ltd.
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* Copyright © 2016 Broadcom
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "compiler/nir/nir.h"
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#include "compiler/nir/nir_builder.h"
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#include "compiler/nir/nir_builtin_builder.h"
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#include "agx_compiler.h"
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static nir_ssa_def *
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steal_tex_src(nir_tex_instr *tex, nir_tex_src_type type_)
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{
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int idx = nir_tex_instr_src_index(tex, type_);
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if (idx < 0)
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return NULL;
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nir_ssa_def *ssa = tex->src[idx].src.ssa;
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nir_tex_instr_remove_src(tex, idx);
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return ssa;
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}
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/*
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* NIR indexes into array textures with unclamped floats (integer for txf). AGX
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* requires the index to be a clamped integer. Lower tex_src_coord into
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* tex_src_backend1 for array textures by type-converting and clamping.
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*/
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static bool
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lower_array_texture(nir_builder *b, nir_instr *instr, UNUSED void *data)
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{
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if (instr->type != nir_instr_type_tex)
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return false;
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nir_tex_instr *tex = nir_instr_as_tex(instr);
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b->cursor = nir_before_instr(instr);
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if (nir_tex_instr_is_query(tex))
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return false;
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/* Get the coordinates */
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nir_ssa_def *coord = steal_tex_src(tex, nir_tex_src_coord);
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nir_ssa_def *ms_idx = steal_tex_src(tex, nir_tex_src_ms_index);
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/* The layer is always the last component of the NIR coordinate, split it off
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* because we'll need to swizzle.
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*/
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nir_ssa_def *layer = NULL;
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if (tex->is_array) {
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unsigned lidx = coord->num_components - 1;
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nir_ssa_def *unclamped_layer = nir_channel(b, coord, lidx);
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coord = nir_trim_vector(b, coord, lidx);
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/* Round layer to nearest even */
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if (tex->op != nir_texop_txf && tex->op != nir_texop_txf_ms)
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unclamped_layer = nir_f2u32(b, nir_fround_even(b, unclamped_layer));
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/* Clamp to max layer = (# of layers - 1) for out-of-bounds handling.
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* Layer must be 16-bits for the hardware, drop top bits after clamping.
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*/
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nir_ssa_def *txs = nir_get_texture_size(b, tex);
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nir_ssa_def *nr_layers = nir_channel(b, txs, lidx);
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nir_ssa_def *max_layer = nir_iadd_imm(b, nr_layers, -1);
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layer = nir_u2u16(b, nir_umin(b, unclamped_layer, max_layer));
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}
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/* Combine layer and multisample index into 32-bit so we don't need a vec5 or
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* vec6 16-bit coordinate tuple, which would be inconvenient in NIR for
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* little benefit (a minor optimization, I guess).
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*/
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nir_ssa_def *sample_array = (ms_idx && layer)
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? nir_pack_32_2x16_split(b, ms_idx, layer)
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: ms_idx ? nir_u2u32(b, ms_idx)
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: layer ? nir_u2u32(b, layer)
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: NULL;
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/* Combine into the final 32-bit tuple */
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if (sample_array != NULL) {
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unsigned end = coord->num_components;
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coord = nir_pad_vector(b, coord, end + 1);
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coord = nir_vector_insert_imm(b, coord, sample_array, end);
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}
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nir_tex_instr_add_src(tex, nir_tex_src_backend1, nir_src_for_ssa(coord));
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return true;
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}
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bool
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agx_nir_lower_array_texture(nir_shader *s)
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{
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return nir_shader_instructions_pass(
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s, lower_array_texture, nir_metadata_block_index | nir_metadata_dominance,
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NULL);
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}
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