From: Jason Ekstrand Date: Tue, 29 Mar 2016 21:24:31 +0000 (-0700) Subject: anv/blit2d: Pass the source pitch into the shader X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=b0a6cfb9b46dcd6b1c60d85c0c4b4ca119d53e5c;p=mesa.git anv/blit2d: Pass the source pitch into the shader Reviewed-by: Nanley Chery --- diff --git a/src/intel/vulkan/anv_meta_blit2d.c b/src/intel/vulkan/anv_meta_blit2d.c index d3b0adce641..a78536f4e52 100644 --- a/src/intel/vulkan/anv_meta_blit2d.c +++ b/src/intel/vulkan/anv_meta_blit2d.c @@ -132,6 +132,7 @@ create_iview(struct anv_cmd_buffer *cmd_buffer, static void meta_emit_blit2d(struct anv_cmd_buffer *cmd_buffer, struct anv_image_view *src_iview, + uint32_t src_pitch, VkOffset3D src_offset, struct anv_image_view *dest_iview, VkOffset3D dest_offset, @@ -159,7 +160,7 @@ meta_emit_blit2d(struct anv_cmd_buffer *cmd_buffer, .tex_coord = { src_offset.x + extent.width, src_offset.y + extent.height, - src_offset.z, + src_pitch, }, }; @@ -171,7 +172,7 @@ meta_emit_blit2d(struct anv_cmd_buffer *cmd_buffer, .tex_coord = { src_offset.x, src_offset.y + extent.height, - src_offset.z, + src_pitch, }, }; @@ -183,7 +184,7 @@ meta_emit_blit2d(struct anv_cmd_buffer *cmd_buffer, .tex_coord = { src_offset.x, src_offset.y, - src_offset.z, + src_pitch, }, }; @@ -348,7 +349,7 @@ anv_meta_blit2d(struct anv_cmd_buffer *cmd_buffer, /* Perform blit */ meta_emit_blit2d(cmd_buffer, - &src_iview, + &src_iview, src->pitch, (VkOffset3D){rects[r].src_x, rects[r].src_y, 0}, &dst_iview, (VkOffset3D){rects[r].dst_x, rects[r].dst_y, 0}, @@ -428,22 +429,26 @@ 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); + const struct glsl_type *vec3 = glsl_vector_type(GLSL_TYPE_FLOAT, 3); 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"); + vec3, "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_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_ssa_def *pos_int = nir_f2i(&b, nir_load_var(&b, tex_pos_in)); + unsigned swiz[4] = { 0, 1 }; + nir_ssa_def *tex_pos = nir_swizzle(&b, pos_int, swiz, 2, false); + nir_ssa_def *tex_pitch = nir_channel(&b, pos_int, 2); + + nir_ssa_def *color = txf_func(&b, device, tex_pos, tex_pitch); nir_store_var(&b, color_out, color, 0xf); return b.shader;