* IN THE SOFTWARE.
*/
-#include "compiler/nir/nir_builder.h"
+#include "blorp_nir_builder.h"
#include "blorp_priv.h"
}
static nir_ssa_def *
-blorp_nir_txf_ms_mcs(nir_builder *b, struct brw_blorp_blit_vars *v, nir_ssa_def *pos)
+blorp_blit_txf_ms_mcs(nir_builder *b, struct brw_blorp_blit_vars *v,
+ nir_ssa_def *pos)
{
nir_tex_instr *tex =
blorp_create_nir_tex_instr(b, v, nir_texop_txf_ms_mcs,
nir_ssa_def *mcs = NULL;
if (tex_aux_usage == ISL_AUX_USAGE_MCS)
- mcs = blorp_nir_txf_ms_mcs(b, v, pos);
+ mcs = blorp_blit_txf_ms_mcs(b, v, pos);
/* We add together samples using a binary tree structure, e.g. for 4x MSAA:
*
* ld2dms are equivalent (since all samples are on sample slice 0).
* Since we have already sampled from sample 0, all we need to do is
* skip the remaining fetches and averaging if MCS is zero.
+ *
+ * It's also trivial to detect when the MCS has the magic clear color
+ * value. In this case, the txf we did on sample 0 will return the
+ * clear color and we can skip the remaining fetches just like we do
+ * when MCS == 0.
*/
nir_ssa_def *mcs_zero =
nir_ieq(b, nir_channel(b, mcs, 0), nir_imm_int(b, 0));
mcs_zero = nir_iand(b, mcs_zero,
nir_ieq(b, nir_channel(b, mcs, 1), nir_imm_int(b, 0)));
}
+ nir_ssa_def *mcs_clear =
+ blorp_nir_mcs_is_clear_color(b, mcs, tex_samples);
nir_if *if_stmt = nir_if_create(b->shader);
- if_stmt->condition = nir_src_for_ssa(mcs_zero);
+ if_stmt->condition = nir_src_for_ssa(nir_ior(b, mcs_zero, mcs_clear));
nir_cf_node_insert(b->cursor, &if_stmt->cf_node);
b->cursor = nir_after_cf_list(&if_stmt->then_list);
*/
nir_ssa_def *mcs = NULL;
if (key->tex_aux_usage == ISL_AUX_USAGE_MCS)
- mcs = blorp_nir_txf_ms_mcs(b, v, sample_coords_int);
+ mcs = blorp_blit_txf_ms_mcs(b, v, sample_coords_int);
/* Compute sample index and map the sample index to a sample number.
* Sample index layout shows the numbering of slots in a rectangular
} else {
nir_ssa_def *mcs = NULL;
if (key->tex_aux_usage == ISL_AUX_USAGE_MCS)
- mcs = blorp_nir_txf_ms_mcs(&b, &v, src_pos);
+ mcs = blorp_blit_txf_ms_mcs(&b, &v, src_pos);
color = blorp_nir_txf_ms(&b, &v, src_pos, mcs, key->texture_data_type);
}
void *mem_ctx = ralloc_context(NULL);
const unsigned *program;
- unsigned program_size;
struct brw_wm_prog_data prog_data;
nir_shader *nir = brw_blorp_build_nir_shader(blorp, mem_ctx, prog_key);
wm_key.multisample_fbo = prog_key->rt_samples > 1;
program = blorp_compile_fs(blorp, mem_ctx, nir, &wm_key, false,
- &prog_data, &program_size);
+ &prog_data);
bool result =
blorp->upload_shader(blorp, prog_key, sizeof(*prog_key),
- program, program_size,
+ program, prog_data.base.program_size,
&prog_data.base, sizeof(prog_data),
¶ms->wm_prog_kernel, ¶ms->wm_prog_data);
*/
blorp_surf_convert_to_single_slice(isl_dev, info);
- if (width || height) {
+ if (width && height) {
#ifndef NDEBUG
uint32_t right_edge_px = info->tile_x_sa + *x + *width;
uint32_t bottom_edge_px = info->tile_y_sa + *y + *height;
*height = DIV_ROUND_UP(*height, fmtl->bh);
}
- if (x || y) {
+ if (x && y) {
assert(*x % fmtl->bw == 0);
assert(*y % fmtl->bh == 0);
*x /= fmtl->bw;