From: Jason Ekstrand Date: Fri, 13 May 2016 07:36:25 +0000 (-0700) Subject: i965/blorp: Stop doing f2i(i2f(sample_id)) X-Git-Tag: upstream/17.1.0~9933 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=c18da26abf9f2a4c1c906ada2cef4cc6d199f5d9;p=platform%2Fupstream%2Fmesa.git i965/blorp: Stop doing f2i(i2f(sample_id)) NIR gets kind of awkward when you have a 3-component vector with two floats and one int. This led to us accidentally going through float for the sample index. It doesn't hurt anything but it also isn't needed. Reviewed-by: Topi Pohjolainen --- diff --git a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp index 3e5b073..26b5cbf 100644 --- a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp +++ b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp @@ -416,15 +416,7 @@ blorp_blit_apply_transform(nir_builder *b, nir_ssa_def *src_pos, nir_ssa_def *mul = nir_vec2(b, nir_load_var(b, v->u_x_transform.multiplier), nir_load_var(b, v->u_y_transform.multiplier)); - nir_ssa_def *pos = nir_ffma(b, src_pos, mul, offset); - - if (src_pos->num_components == 3) { - /* Leave the sample id alone */ - pos = nir_vec3(b, nir_channel(b, pos, 0), nir_channel(b, pos, 1), - nir_channel(b, src_pos, 2)); - } - - return pos; + return nir_ffma(b, src_pos, mul, offset); } static inline void @@ -1338,6 +1330,15 @@ brw_blorp_build_nir_shader(struct brw_context *brw, blorp_nir_discard_if_outside_rect(&b, dst_pos, &v); src_pos = blorp_blit_apply_transform(&b, nir_i2f(&b, dst_pos), &v); + if (dst_pos->num_components == 3) { + /* The sample coordinate is an integer that we want left alone but + * blorp_blit_apply_transform() blindly applies the transform to all + * three coordinates. Grab the original sample index. + */ + src_pos = nir_vec3(&b, nir_channel(&b, src_pos, 0), + nir_channel(&b, src_pos, 1), + nir_channel(&b, dst_pos, 2)); + } /* If the source image is not multisampled, then we want to fetch sample * number 0, because that's the only sample there is. @@ -1350,8 +1351,10 @@ 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); + /* Resolves (effecively) use texelFetch, so we need integers and we + * don't care about the sample index if we got one. + */ + src_pos = nir_f2i(&b, nir_channels(&b, src_pos, 0x3)); if (brw->gen == 6) { /* Because gen6 only supports 4x interleved MSAA, we can do all the @@ -1363,7 +1366,7 @@ brw_blorp_build_nir_shader(struct brw_context *brw, */ src_pos = nir_ishl(&b, src_pos, nir_imm_int(&b, 1)); src_pos = nir_iadd(&b, src_pos, nir_imm_int(&b, 1)); - src_pos = nir_i2f(&b, nir_channels(&b, src_pos, 0x3)); + src_pos = nir_i2f(&b, src_pos); color = blorp_nir_tex(&b, src_pos, key->texture_data_type); } else { /* Gen7+ hardware doesn't automaticaly blend. */ @@ -1378,7 +1381,14 @@ brw_blorp_build_nir_shader(struct brw_context *brw, 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); + if (src_pos->num_components == 2) { + src_pos = nir_f2i(&b, src_pos); + } else { + assert(src_pos->num_components == 3); + src_pos = nir_vec3(&b, nir_channel(&b, nir_f2i(&b, src_pos), 0), + nir_channel(&b, nir_f2i(&b, src_pos), 1), + nir_channel(&b, src_pos, 2)); + } /* 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