*/
struct vertex_attrs {
float position[2]; /**< 3DPRIM_RECTLIST */
- float tex_position[2];
};
/* passthrough vertex shader */
nir_builder b;
nir_variable *a_position;
nir_variable *v_position;
- nir_variable *a_tex_position;
- nir_variable *v_tex_position;
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, NULL);
b.shader->info->name = ralloc_strdup(b.shader, "meta_resolve_vs");
"gl_Position");
v_position->data.location = VARYING_SLOT_POS;
- a_tex_position = nir_variable_create(b.shader, nir_var_shader_in, vec4,
- "a_tex_position");
- a_tex_position->data.location = VERT_ATTRIB_GENERIC1;
-
- v_tex_position = nir_variable_create(b.shader, nir_var_shader_out, vec4,
- "v_tex_position");
- v_tex_position->data.location = VARYING_SLOT_VAR0;
-
nir_copy_var(&b, v_position, a_position);
- nir_copy_var(&b, v_tex_position, a_tex_position);
return b.shader;
}
{
const struct glsl_type *vec4 = glsl_vec4_type();
nir_builder b;
- nir_variable *v_tex_position; /* vec4, varying texture coordinate */
nir_variable *f_color; /* vec4, fragment output color */
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
b.shader->info->name = ralloc_asprintf(b.shader,
"meta_resolve_fs");
- v_tex_position = nir_variable_create(b.shader, nir_var_shader_in, vec4,
- "v_tex_position");
- v_tex_position->data.location = VARYING_SLOT_VAR0;
-
f_color = nir_variable_create(b.shader, nir_var_shader_out, vec4,
"f_color");
f_color->data.location = FRAG_RESULT_DATA0;
-
- nir_copy_var(&b, f_color, v_tex_position);
+ nir_store_var(&b, f_color, nir_imm_vec4(&b, 0.0, 0.0, 0.0, 1.0), 0xf);
return b.shader;
}
.inputRate = VK_VERTEX_INPUT_RATE_VERTEX
},
},
- .vertexAttributeDescriptionCount = 2,
+ .vertexAttributeDescriptionCount = 1,
.pVertexAttributeDescriptions = (VkVertexInputAttributeDescription[]) {
{
/* Position */
.format = VK_FORMAT_R32G32_SFLOAT,
.offset = offsetof(struct vertex_attrs, position),
},
- {
- /* Texture Coordinate */
- .location = 1,
- .binding = 0,
- .format = VK_FORMAT_R32G32_SFLOAT,
- .offset = offsetof(struct vertex_attrs, tex_position),
- },
},
},
.pInputAssemblyState = &(VkPipelineInputAssemblyStateCreateInfo) {
static void
emit_resolve(struct radv_cmd_buffer *cmd_buffer,
- const VkOffset2D *src_offset,
const VkOffset2D *dest_offset,
const VkExtent2D *resolve_extent)
{
dest_offset->x,
dest_offset->y,
},
- .tex_position = {
- src_offset->x,
- src_offset->y,
- },
},
{
.position = {
dest_offset->x,
dest_offset->y + resolve_extent->height,
},
- .tex_position = {
- src_offset->x,
- src_offset->y + resolve_extent->height,
- },
},
{
.position = {
dest_offset->x + resolve_extent->width,
dest_offset->y,
},
- .tex_position = {
- src_offset->x + resolve_extent->width,
- src_offset->y,
- },
},
};
*/
const struct VkExtent3D extent =
radv_sanitize_image_extent(src_image->type, region->extent);
- const struct VkOffset3D srcOffset =
- radv_sanitize_image_offset(src_image->type, region->srcOffset);
const struct VkOffset3D dstOffset =
radv_sanitize_image_offset(dest_image->type, region->dstOffset);
VK_SUBPASS_CONTENTS_INLINE);
emit_resolve(cmd_buffer,
- &(VkOffset2D) {
- .x = srcOffset.x,
- .y = srcOffset.y,
- },
&(VkOffset2D) {
.x = dstOffset.x,
.y = dstOffset.y,
* 3DSTATE_DRAWING_RECTANGLE when draing a 3DPRIM_RECTLIST?
*/
emit_resolve(cmd_buffer,
- &(VkOffset2D) { 0, 0 },
&(VkOffset2D) { 0, 0 },
&(VkExtent2D) { fb->width, fb->height });
}