return nir_vec(b, q, 4);
}
+static nir_ssa_def *
+pan_extend(nir_builder *b, nir_ssa_def *v, unsigned N)
+{
+ nir_ssa_def *q[4];
+ assert(v->num_components <= 4);
+ assert(N <= 4);
+
+ for (unsigned j = 0; j < v->num_components; ++j)
+ q[j] = nir_channel(b, v, j);
+
+ for (unsigned j = v->num_components; j < N; ++j)
+ q[j] = nir_imm_int(b, 0);
+
+ return nir_vec(b, q, N);
+}
+
static nir_ssa_def *
pan_replicate_4(nir_builder *b, nir_ssa_def *v)
{
nir_builder_instr_insert(b, &new->instr);
}
+static nir_ssa_def *
+pan_sample_id(nir_builder *b, int sample)
+{
+ return (sample >= 0) ? nir_imm_int(b, sample) : nir_load_sample_id(b);
+}
+
static void
pan_lower_fb_load(nir_shader *shader,
nir_builder *b,
nir_intrinsic_instr *intr,
const struct util_format_description *desc,
- unsigned base, unsigned quirks)
+ unsigned base, int sample, unsigned quirks)
{
nir_intrinsic_instr *new = nir_intrinsic_instr_create(shader,
nir_intrinsic_load_raw_output_pan);
new->num_components = 4;
+ new->src[0] = nir_src_for_ssa(pan_sample_id(b, sample));
nir_intrinsic_set_base(new, base);
}
unpacked = nir_convert_to_bit_size(b, unpacked, src_type, bits);
+ unpacked = pan_extend(b, unpacked, nir_dest_num_components(intr->dest));
nir_src rewritten = nir_src_for_ssa(unpacked);
nir_ssa_def_rewrite_uses_after(&intr->dest.ssa, rewritten, &intr->instr);
bool
pan_lower_framebuffer(nir_shader *shader, enum pipe_format *rt_fmts,
- bool lower_store, unsigned quirks)
+ bool is_blend, unsigned quirks)
{
if (shader->info.stage != MESA_SHADER_FRAGMENT)
return false;
bool is_load = intr->intrinsic == nir_intrinsic_load_deref;
bool is_store = intr->intrinsic == nir_intrinsic_store_deref;
- if (!(is_load || (is_store && lower_store)))
+ if (!(is_load || (is_store && is_blend)))
continue;
nir_variable *var = nir_intrinsic_get_var(intr, 0);
if (fmt_class == PAN_FORMAT_NATIVE)
continue;
+ /* EXT_shader_framebuffer_fetch requires
+ * per-sample loads.
+ * MSAA blend shaders are not yet handled, so
+ * for now always load sample 0. */
+ int sample = is_blend ? 0 : -1;
+
nir_builder b;
nir_builder_init(&b, func->impl);
pan_lower_fb_store(shader, &b, intr, desc, quirks);
} else {
b.cursor = nir_after_instr(instr);
- pan_lower_fb_load(shader, &b, intr, desc, base, quirks);
+ pan_lower_fb_load(shader, &b, intr, desc, base, sample, quirks);
}
nir_instr_remove(instr);