mirror of
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synced 2026-05-19 04:58:08 +02:00
NIR bits were hand-typed. Driver updates done through the following
semantic patch:
@@
expression T, ST, D;
@@
-nir_tex_instr_add_src(T, ST, nir_src_for_ssa(D));
+nir_tex_instr_add_src(T, ST, D);
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24729>
78 lines
3 KiB
C
78 lines
3 KiB
C
/*
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* Copyright © 2015 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
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "v3d_compiler.h"
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#include "compiler/nir/nir_builder.h"
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/** @file v3d_nir_lower_txf_ms.c
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*
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* V3D's MSAA surfaces are laid out in UIF textures where each pixel is a 2x2
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* quad in the texture. This pass lowers the txf_ms with a ms_index source to
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* a plain txf with the sample_index pulling out the correct texel from the
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* 2x2 quad.
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*/
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static nir_def *
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v3d_nir_lower_txf_ms_instr(nir_builder *b, nir_instr *in_instr, void *data)
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{
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nir_tex_instr *instr = nir_instr_as_tex(in_instr);
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b->cursor = nir_before_instr(&instr->instr);
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nir_def *coord = nir_steal_tex_src(instr, nir_tex_src_coord);
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nir_def *sample = nir_steal_tex_src(instr, nir_tex_src_ms_index);
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nir_def *one = nir_imm_int(b, 1);
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nir_def *x = nir_iadd(b,
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nir_ishl(b, nir_channel(b, coord, 0), one),
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nir_iand(b, sample, one));
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nir_def *y = nir_iadd(b,
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nir_ishl(b, nir_channel(b, coord, 1), one),
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nir_iand(b, nir_ushr(b, sample, one), one));
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if (instr->is_array)
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coord = nir_vec3(b, x, y, nir_channel(b, coord, 2));
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else
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coord = nir_vec2(b, x, y);
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nir_tex_instr_add_src(instr, nir_tex_src_coord, coord);
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instr->op = nir_texop_txf;
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instr->sampler_dim = GLSL_SAMPLER_DIM_2D;
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return NIR_LOWER_INSTR_PROGRESS;
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}
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static bool
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v3d_nir_lower_txf_ms_filter(const nir_instr *instr, const void *data)
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{
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return (instr->type == nir_instr_type_tex &&
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nir_instr_as_tex(instr)->op == nir_texop_txf_ms);
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}
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bool
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v3d_nir_lower_txf_ms(nir_shader *s)
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{
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return nir_shader_lower_instructions(s,
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v3d_nir_lower_txf_ms_filter,
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v3d_nir_lower_txf_ms_instr,
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NULL);
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}
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