return &tex->dest.ssa;
}
+static nir_ssa_def *
+nir_mask_shift_or(struct nir_builder *b, nir_ssa_def *dst, nir_ssa_def *src,
+ uint32_t src_mask, int src_left_shift)
+{
+ nir_ssa_def *masked = nir_iand(b, src, nir_imm_int(b, src_mask));
+
+ nir_ssa_def *shifted;
+ if (src_left_shift > 0) {
+ shifted = nir_ishl(b, masked, nir_imm_int(b, src_left_shift));
+ } else if (src_left_shift < 0) {
+ shifted = nir_ushr(b, masked, nir_imm_int(b, -src_left_shift));
+ } else {
+ assert(src_left_shift == 0);
+ shifted = masked;
+ }
+
+ return nir_ior(b, dst, shifted);
+}
+
+/**
+ * Emit code to compensate for the difference between Y and W tiling.
+ *
+ * This code modifies the X and Y coordinates according to the formula:
+ *
+ * (X', Y', S') = detile(W-MAJOR, tile(Y-MAJOR, X, Y, S))
+ *
+ * (See brw_blorp_build_nir_shader).
+ */
+static inline nir_ssa_def *
+blorp_nir_retile_y_to_w(nir_builder *b, nir_ssa_def *pos)
+{
+ assert(pos->num_components == 2);
+ nir_ssa_def *x_Y = nir_channel(b, pos, 0);
+ nir_ssa_def *y_Y = nir_channel(b, pos, 1);
+
+ /* Given X and Y coordinates that describe an address using Y tiling,
+ * translate to the X and Y coordinates that describe the same address
+ * using W tiling.
+ *
+ * If we break down the low order bits of X and Y, using a
+ * single letter to represent each low-order bit:
+ *
+ * X = A << 7 | 0bBCDEFGH
+ * Y = J << 5 | 0bKLMNP (1)
+ *
+ * Then we can apply the Y tiling formula to see the memory offset being
+ * addressed:
+ *
+ * offset = (J * tile_pitch + A) << 12 | 0bBCDKLMNPEFGH (2)
+ *
+ * If we apply the W detiling formula to this memory location, that the
+ * corresponding X' and Y' coordinates are:
+ *
+ * X' = A << 6 | 0bBCDPFH (3)
+ * Y' = J << 6 | 0bKLMNEG
+ *
+ * Combining (1) and (3), we see that to transform (X, Y) to (X', Y'),
+ * we need to make the following computation:
+ *
+ * X' = (X & ~0b1011) >> 1 | (Y & 0b1) << 2 | X & 0b1 (4)
+ * Y' = (Y & ~0b1) << 1 | (X & 0b1000) >> 2 | (X & 0b10) >> 1
+ */
+ nir_ssa_def *x_W = nir_imm_int(b, 0);
+ x_W = nir_mask_shift_or(b, x_W, x_Y, 0xfffffff4, -1);
+ x_W = nir_mask_shift_or(b, x_W, y_Y, 0x1, 2);
+ x_W = nir_mask_shift_or(b, x_W, x_Y, 0x1, 0);
+
+ nir_ssa_def *y_W = nir_imm_int(b, 0);
+ y_W = nir_mask_shift_or(b, y_W, y_Y, 0xfffffffe, 1);
+ y_W = nir_mask_shift_or(b, y_W, x_Y, 0x8, -2);
+ y_W = nir_mask_shift_or(b, y_W, x_Y, 0x2, -1);
+
+ return nir_vec2(b, x_W, y_W);
+}
+
+/**
+ * Emit code to compensate for the difference between Y and W tiling.
+ *
+ * This code modifies the X and Y coordinates according to the formula:
+ *
+ * (X', Y', S') = detile(Y-MAJOR, tile(W-MAJOR, X, Y, S))
+ *
+ * (See brw_blorp_build_nir_shader).
+ */
+static inline nir_ssa_def *
+blorp_nir_retile_w_to_y(nir_builder *b, nir_ssa_def *pos)
+{
+ assert(pos->num_components == 2);
+ nir_ssa_def *x_W = nir_channel(b, pos, 0);
+ nir_ssa_def *y_W = nir_channel(b, pos, 1);
+
+ /* Applying the same logic as above, but in reverse, we obtain the
+ * formulas:
+ *
+ * X' = (X & ~0b101) << 1 | (Y & 0b10) << 2 | (Y & 0b1) << 1 | X & 0b1
+ * Y' = (Y & ~0b11) >> 1 | (X & 0b100) >> 2
+ */
+ nir_ssa_def *x_Y = nir_imm_int(b, 0);
+ x_Y = nir_mask_shift_or(b, x_Y, x_W, 0xfffffffa, 1);
+ x_Y = nir_mask_shift_or(b, x_Y, y_W, 0x2, 2);
+ x_Y = nir_mask_shift_or(b, x_Y, y_W, 0x1, 1);
+ x_Y = nir_mask_shift_or(b, x_Y, x_W, 0x1, 0);
+
+ nir_ssa_def *y_Y = nir_imm_int(b, 0);
+ y_Y = nir_mask_shift_or(b, y_Y, y_W, 0xfffffffc, -1);
+ y_Y = nir_mask_shift_or(b, y_Y, x_W, 0x4, -2);
+
+ return nir_vec2(b, x_Y, y_Y);
+}
+
/**
* Generator for WM programs used in BLORP blits.
*
if (rt_tiled_w != key->dst_tiled_w ||
key->rt_samples != key->dst_samples ||
key->rt_layout != key->dst_layout) {
- goto fail;
+ if (key->rt_samples != key->dst_samples ||
+ key->rt_layout != key->dst_layout ||
+ key->rt_samples != 0)
+ goto fail;
+ if (rt_tiled_w != key->dst_tiled_w)
+ dst_pos = blorp_nir_retile_y_to_w(&b, dst_pos);
}
/* Now (X, Y, S) = decode_msaa(dst_samples, detile(dst_tiling, offset)).
key->tex_samples != key->src_samples ||
key->tex_layout != key->src_layout) &&
!key->bilinear_filter) {
- goto fail;
+ if (key->tex_samples != key->src_samples ||
+ key->tex_layout != key->src_layout ||
+ key->tex_samples != 0)
+ goto fail;
+
+ if (tex_tiled_w != key->src_tiled_w)
+ src_pos = blorp_nir_retile_w_to_y(&b, src_pos);
}
if (key->bilinear_filter) {