From: Alyssa Rosenzweig Date: Mon, 6 May 2019 02:13:55 +0000 (+0000) Subject: panfrost: Wire up nir_lower_blend X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=d1a9b760ea866d558566bc070e9fc46a5b5d3b9a;p=mesa.git panfrost: Wire up nir_lower_blend This implements blend shaders via nir_lower_blend, by creating dummy fragment shaders simply passing through the source color and using the new lowering pass to inject blendability. Signed-off-by: Alyssa Rosenzweig --- diff --git a/src/gallium/drivers/panfrost/pan_blend_shaders.c b/src/gallium/drivers/panfrost/pan_blend_shaders.c index 655a50e4d26..b458f42d720 100644 --- a/src/gallium/drivers/panfrost/pan_blend_shaders.c +++ b/src/gallium/drivers/panfrost/pan_blend_shaders.c @@ -28,6 +28,7 @@ #include "midgard/midgard_compile.h" #include "compiler/nir/nir_builder.h" #include "midgard/nir_lower_blend.h" +#include "gallium/auxiliary/util/u_blend.h" /* * Implements the command stream portion of programmatic blend shaders. @@ -82,21 +83,40 @@ * (compilation). */ -static nir_ssa_def * -nir_blending_f(const struct pipe_rt_blend_state *blend, nir_builder *b, - nir_ssa_def *s_src, nir_ssa_def *s_dst, nir_ssa_def *s_con) +static nir_lower_blend_options +nir_make_options(const struct pipe_blend_state *blend, unsigned nr_cbufs) { - /* Stub, to be replaced by the real implementation when that is - * upstream (pending on a rewrite to be Gallium agnostic) */ + nir_lower_blend_options options; + + for (unsigned i = 0; i < nr_cbufs; ++i) { + nir_lower_blend_channel rgb = { + .func = util_blend_func_to_shader(blend->rt[i].rgb_func), + .src_factor = util_blend_factor_to_shader(blend->rt[i].rgb_src_factor), + .dst_factor = util_blend_factor_to_shader(blend->rt[i].rgb_dst_factor), + .invert_src_factor = util_blend_factor_is_inverted(blend->rt[i].rgb_src_factor), + .invert_dst_factor = util_blend_factor_is_inverted(blend->rt[i].rgb_dst_factor) + }; + + nir_lower_blend_channel alpha = { + .func = util_blend_func_to_shader(blend->rt[i].alpha_func), + .src_factor = util_blend_factor_to_shader(blend->rt[i].alpha_src_factor), + .dst_factor = util_blend_factor_to_shader(blend->rt[i].alpha_dst_factor), + .invert_src_factor = util_blend_factor_is_inverted(blend->rt[i].alpha_src_factor), + .invert_dst_factor = util_blend_factor_is_inverted(blend->rt[i].alpha_dst_factor) + }; + + options.rt[i].rgb = rgb; + options.rt[i].alpha = alpha; + + options.rt[i].colormask = blend->rt[i].colormask; + } - return s_src; + return options; } void panfrost_make_blend_shader(struct panfrost_context *ctx, struct panfrost_blend_state *cso, const struct pipe_blend_color *blend_color) { - const struct pipe_rt_blend_state *blend = &cso->base.rt[0]; - /* Build the shader */ nir_shader *shader = nir_shader_create(NULL, MESA_SHADER_FRAGMENT, &midgard_nir_options, NULL); @@ -106,12 +126,9 @@ panfrost_make_blend_shader(struct panfrost_context *ctx, struct panfrost_blend_s /* Create the blend variables */ nir_variable *c_src = nir_variable_create(shader, nir_var_shader_in, glsl_vector_type(GLSL_TYPE_FLOAT, 4), "gl_Color"); - nir_variable *c_dst = nir_variable_create(shader, nir_var_shader_in, glsl_vector_type(GLSL_TYPE_FLOAT, 4), "gl_SecondaryColor"); nir_variable *c_out = nir_variable_create(shader, nir_var_shader_out, glsl_vector_type(GLSL_TYPE_FLOAT, 4), "gl_FragColor"); - nir_variable *c_con = nir_variable_create(shader, nir_var_uniform, glsl_vector_type(GLSL_TYPE_FLOAT, 4), "constant"); c_src->data.location = VARYING_SLOT_COL0; - c_dst->data.location = VARYING_SLOT_COL1; c_out->data.location = FRAG_RESULT_COLOR; /* Setup nir_builder */ @@ -124,11 +141,13 @@ panfrost_make_blend_shader(struct panfrost_context *ctx, struct panfrost_blend_s /* Setup inputs */ nir_ssa_def *s_src = nir_load_var(b, c_src); - nir_ssa_def *s_dst = nir_load_var(b, c_dst); - nir_ssa_def *s_con = nir_load_var(b, c_con); /* Build a trivial blend shader */ - nir_store_var(b, c_out, nir_blending_f(blend, b, s_src, s_dst, s_con), 0xFF); + nir_store_var(b, c_out, s_src, 0xFF); + + nir_lower_blend_options options = + nir_make_options(&cso->base, 1); + NIR_PASS_V(shader, nir_lower_blend, options); /* Compile the built shader */