/*
* Copyright © 2015 Broadcom
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "v3d_compiler.h"
#include "compiler/nir/nir_builder.h"
/** @file v3d_nir_lower_txf_ms.c
*
* V3D's MSAA surfaces are laid out in UIF textures where each pixel is a 2x2
* quad in the texture. This pass lowers the txf_ms with a ms_index source to
* a plain txf with the sample_index pulling out the correct texel from the
* 2x2 quad.
*/
#define V3D_MAX_SAMPLES 4
static void
vc4_nir_lower_txf_ms_instr(struct v3d_compile *c, nir_builder *b,
nir_tex_instr *instr)
{
if (instr->op != nir_texop_txf_ms)
return;
b->cursor = nir_before_instr(&instr->instr);
int coord_index = nir_tex_instr_src_index(instr, nir_tex_src_coord);
int sample_index = nir_tex_instr_src_index(instr, nir_tex_src_ms_index);
nir_ssa_def *coord = instr->src[coord_index].src.ssa;
nir_ssa_def *sample = instr->src[sample_index].src.ssa;
nir_ssa_def *one = nir_imm_int(b, 1);
coord = nir_ishl(b, coord, nir_imm_int(b, 1));
coord = nir_vec2(b,
nir_iadd(b,
nir_channel(b, coord, 0),
nir_iand(b, sample, one)),
nir_iadd(b,
nir_channel(b, coord, 1),
nir_iand(b, nir_ushr(b, sample, one), one)));
nir_instr_rewrite_src(&instr->instr,
&instr->src[nir_tex_src_coord].src,
nir_src_for_ssa(coord));
nir_tex_instr_remove_src(instr, sample_index);
instr->op = nir_texop_txf;
instr->sampler_dim = GLSL_SAMPLER_DIM_2D;
}
void
v3d_nir_lower_txf_ms(nir_shader *s, struct v3d_compile *c)
{
nir_foreach_function(function, s) {
if (!function->impl)
continue;
nir_builder b;
nir_builder_init(&b, function->impl);
nir_foreach_block(block, function->impl) {
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_tex)
continue;
vc4_nir_lower_txf_ms_instr(c, &b,
nir_instr_as_tex(instr));
}
}
nir_metadata_preserve(function->impl,
nir_metadata_block_index |
nir_metadata_dominance);
}
}