return b.shader;
}
-static nir_shader *
-build_nir_copy_fragment_shader()
-{
- const struct glsl_type *vec4 = glsl_vec4_type();
- const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
- nir_builder b;
-
- nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
- b.shader->info.name = ralloc_strdup(b.shader, "meta_blit2d_fs");
-
- nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
- vec2, "v_tex_pos");
- tex_pos_in->data.location = VARYING_SLOT_VAR0;
- nir_ssa_def *const tex_pos = nir_f2i(&b, nir_load_var(&b, tex_pos_in));
+typedef nir_ssa_def* (*texel_fetch_build_func)(struct nir_builder *,
+ struct anv_device *,
+ nir_ssa_def *, nir_ssa_def *);
+static nir_ssa_def *
+build_nir_texel_fetch(struct nir_builder *b, struct anv_device *device,
+ nir_ssa_def *tex_pos, nir_ssa_def *tex_pitch)
+{
const struct glsl_type *sampler_type =
- glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false,
- glsl_get_base_type(vec4));
- nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform,
+ glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT);
+ nir_variable *sampler = nir_variable_create(b->shader, nir_var_uniform,
sampler_type, "s_tex");
sampler->data.descriptor_set = 0;
sampler->data.binding = 0;
- nir_tex_instr *tex = nir_tex_instr_create(b.shader, 2);
+ nir_tex_instr *tex = nir_tex_instr_create(b->shader, 2);
tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
tex->op = nir_texop_txf;
tex->src[0].src_type = nir_tex_src_coord;
tex->src[0].src = nir_src_for_ssa(tex_pos);
tex->src[1].src_type = nir_tex_src_lod;
- tex->src[1].src = nir_src_for_ssa(nir_imm_int(&b, 0));
+ tex->src[1].src = nir_src_for_ssa(nir_imm_int(b, 0));
tex->dest_type = nir_type_float; /* TODO */
tex->is_array = false;
- tex->coord_components = tex_pos->num_components;
+ tex->coord_components = 2;
tex->texture = nir_deref_var_create(tex, sampler);
tex->sampler = NULL;
nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, "tex");
- nir_builder_instr_insert(&b, &tex->instr);
+ nir_builder_instr_insert(b, &tex->instr);
+
+ return &tex->dest.ssa;
+}
+
+static nir_shader *
+build_nir_copy_fragment_shader(struct anv_device *device,
+ texel_fetch_build_func txf_func)
+{
+ const struct glsl_type *vec4 = glsl_vec4_type();
+ const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
+ nir_builder b;
+
+ nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
+ b.shader->info.name = ralloc_strdup(b.shader, "meta_blit2d_fs");
+
+ nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
+ vec2, "v_tex_pos");
+ tex_pos_in->data.location = VARYING_SLOT_VAR0;
nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out,
vec4, "f_color");
color_out->data.location = FRAG_RESULT_DATA0;
- nir_store_var(&b, color_out, &tex->dest.ssa, 0xf);
+
+ nir_ssa_def *const tex_pos = nir_f2i(&b, nir_load_var(&b, tex_pos_in));
+ nir_ssa_def *color = txf_func(&b, device, tex_pos, NULL);
+ nir_store_var(&b, color_out, color, 0xf);
return b.shader;
}
};
struct anv_shader_module fs_2d = {
- .nir = build_nir_copy_fragment_shader(),
+ .nir = build_nir_copy_fragment_shader(device, build_nir_texel_fetch),
};
VkPipelineVertexInputStateCreateInfo vi_create_info = {