return nir_load_var(b, color);
}
+static inline nir_ssa_def *
+nir_imm_vec2(nir_builder *build, float x, float y)
+{
+ nir_const_value v;
+
+ memset(&v, 0, sizeof(v));
+ v.f32[0] = x;
+ v.f32[1] = y;
+
+ return nir_build_imm(build, 4, 32, v);
+}
+
+static nir_ssa_def *
+blorp_nir_manual_blend_bilinear(nir_builder *b, nir_ssa_def *pos,
+ unsigned tex_samples,
+ const brw_blorp_blit_prog_key *key,
+ struct brw_blorp_blit_vars *v)
+{
+ nir_ssa_def *pos_xy = nir_channels(b, pos, 0x3);
+
+ nir_ssa_def *scale = nir_imm_vec2(b, key->x_scale, key->y_scale);
+
+ /* Translate coordinates to lay out the samples in a rectangular grid
+ * roughly corresponding to sample locations.
+ */
+ pos_xy = nir_fmul(b, pos_xy, scale);
+ /* Adjust coordinates so that integers represent pixel centers rather
+ * than pixel edges.
+ */
+ pos_xy = nir_fadd(b, pos_xy, nir_imm_float(b, -0.5));
+ /* Clamp the X, Y texture coordinates to properly handle the sampling of
+ * texels on texture edges.
+ */
+ pos_xy = nir_fmin(b, nir_fmax(b, pos_xy, nir_imm_float(b, 0.0)),
+ nir_vec2(b, nir_load_var(b, v->u_rect_grid_x1),
+ nir_load_var(b, v->u_rect_grid_y1)));
+
+ /* Store the fractional parts to be used as bilinear interpolation
+ * coefficients.
+ */
+ nir_ssa_def *frac_xy = nir_ffract(b, pos_xy);
+ /* Round the float coordinates down to nearest integer */
+ pos_xy = nir_fdiv(b, nir_ftrunc(b, pos_xy), scale);
+
+ nir_ssa_def *tex_data[4];
+ for (unsigned i = 0; i < 4; ++i) {
+ float sample_off_x = (float)(i & 0x1) / key->x_scale;
+ float sample_off_y = (float)((i >> 1) & 0x1) / key->y_scale;
+ nir_ssa_def *sample_off = nir_imm_vec2(b, sample_off_x, sample_off_y);
+
+ nir_ssa_def *sample_coords = nir_fadd(b, pos_xy, sample_off);
+ nir_ssa_def *sample_coords_int = nir_f2i(b, sample_coords);
+
+ /* The MCS value we fetch has to match up with the pixel that we're
+ * sampling from. Since we sample from different pixels in each
+ * iteration of this "for" loop, the call to mcs_fetch() should be
+ * here inside the loop after computing the pixel coordinates.
+ */
+ nir_ssa_def *mcs = NULL;
+ if (key->tex_layout == INTEL_MSAA_LAYOUT_CMS)
+ mcs = blorp_nir_txf_ms_mcs(b, 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
+ * grid of samples with in a pixel. Sample number layout shows the
+ * rectangular grid of samples roughly corresponding to the real sample
+ * locations with in a pixel.
+ * In case of 4x MSAA, layout of sample indices matches the layout of
+ * sample numbers:
+ * ---------
+ * | 0 | 1 |
+ * ---------
+ * | 2 | 3 |
+ * ---------
+ *
+ * In case of 8x MSAA the two layouts don't match.
+ * sample index layout : --------- sample number layout : ---------
+ * | 0 | 1 | | 5 | 2 |
+ * --------- ---------
+ * | 2 | 3 | | 4 | 6 |
+ * --------- ---------
+ * | 4 | 5 | | 0 | 3 |
+ * --------- ---------
+ * | 6 | 7 | | 7 | 1 |
+ * --------- ---------
+ *
+ * Fortunately, this can be done fairly easily as:
+ * S' = (0x17306425 >> (S * 4)) & 0xf
+ */
+ nir_ssa_def *frac = nir_ffract(b, sample_coords);
+ nir_ssa_def *sample =
+ nir_fdot2(b, frac, nir_imm_vec2(b, key->x_scale,
+ key->x_scale * key->y_scale));
+ sample = nir_f2i(b, sample);
+
+ if (tex_samples == 8) {
+ sample = nir_iand(b, nir_ishr(b, nir_imm_int(b, 0x17306425),
+ nir_ishl(b, sample, nir_imm_int(b, 2))),
+ nir_imm_int(b, 0xf));
+ }
+ nir_ssa_def *pos_ms = nir_vec3(b, nir_channel(b, sample_coords_int, 0),
+ nir_channel(b, sample_coords_int, 1),
+ sample);
+ tex_data[i] = blorp_nir_txf_ms(b, pos_ms, mcs, key->texture_data_type);
+ }
+
+ nir_ssa_def *frac_x = nir_channel(b, frac_xy, 0);
+ nir_ssa_def *frac_y = nir_channel(b, frac_xy, 1);
+ return nir_flrp(b, nir_flrp(b, tex_data[0], tex_data[1], frac_x),
+ nir_flrp(b, tex_data[2], tex_data[3], frac_x),
+ frac_y);
+}
+
/**
* Generator for WM programs used in BLORP blits.
*
src_pos = blorp_blit_apply_transform(&b, nir_i2f(&b, dst_pos), &v);
if (key->blit_scaled && key->blend) {
- goto fail;
} else if (!key->bilinear_filter) {
/* We're going to use a texelFetch, so we need integers */
src_pos = nir_f2i(&b, src_pos);
key->texture_data_type);
}
} else if (key->blend && key->blit_scaled) {
- goto fail;
+ color = blorp_nir_manual_blend_bilinear(&b, src_pos, key->src_samples, key, &v);
} else {
/* 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 from is
nir_store_var(&b, v.color_out, color, 0xf);
return b.shader;
-
-fail:
- ralloc_free(b.shader);
- return NULL;
}
class brw_blorp_blit_program : public brw_blorp_eu_emitter