radv/meta: refactor out some common shaders.

The vs vertex generate and fs noop shaders are used in a few places,
so refactor them out.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This commit is contained in:
Dave Airlie 2017-04-19 09:13:06 +10:00
parent bdd98d950f
commit 03a2ca6356
5 changed files with 43 additions and 104 deletions

View File

@ -454,3 +454,38 @@ nir_ssa_def *radv_meta_gen_rect_vertices(nir_builder *vs_b)
{
return radv_meta_gen_rect_vertices_comp2(vs_b, nir_imm_float(vs_b, 0.0));
}
/* vertex shader that generates vertices */
nir_shader *
radv_meta_build_nir_vs_generate_vertices(void)
{
const struct glsl_type *vec4 = glsl_vec4_type();
nir_builder b;
nir_variable *v_position;
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, NULL);
b.shader->info->name = ralloc_strdup(b.shader, "meta_vs_gen_verts");
nir_ssa_def *outvec = radv_meta_gen_rect_vertices(&b);
v_position = nir_variable_create(b.shader, nir_var_shader_out, vec4,
"gl_Position");
v_position->data.location = VARYING_SLOT_POS;
nir_store_var(&b, v_position, outvec, 0xf);
return b.shader;
}
nir_shader *
radv_meta_build_nir_fs_noop(void)
{
nir_builder b;
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
b.shader->info->name = ralloc_asprintf(b.shader,
"meta_noop_fs");
return b.shader;
}

View File

@ -227,6 +227,8 @@ void radv_blit_to_prime_linear(struct radv_cmd_buffer *cmd_buffer,
nir_ssa_def *radv_meta_gen_rect_vertices(nir_builder *vs_b);
nir_ssa_def *radv_meta_gen_rect_vertices_comp2(nir_builder *vs_b, nir_ssa_def *comp2);
nir_shader *radv_meta_build_nir_vs_generate_vertices(void);
nir_shader *radv_meta_build_nir_fs_noop(void);
#ifdef __cplusplus
}
#endif

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@ -26,45 +26,8 @@
#include "radv_meta.h"
#include "radv_private.h"
#include "nir/nir_builder.h"
#include "sid.h"
/* vertex shader that generates vertices */
static nir_shader *
build_nir_vs(void)
{
const struct glsl_type *vec4 = glsl_vec4_type();
nir_builder b;
nir_variable *v_position;
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, NULL);
b.shader->info->name = ralloc_strdup(b.shader, "meta_depth_decomp_vs");
nir_ssa_def *outvec = radv_meta_gen_rect_vertices(&b);
v_position = nir_variable_create(b.shader, nir_var_shader_out, vec4,
"gl_Position");
v_position->data.location = VARYING_SLOT_POS;
nir_store_var(&b, v_position, outvec, 0xf);
return b.shader;
}
/* simple passthrough shader */
static nir_shader *
build_nir_fs(void)
{
nir_builder b;
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
b.shader->info->name = ralloc_asprintf(b.shader,
"meta_depth_decomp_noop_fs");
return b.shader;
}
static VkResult
create_pass(struct radv_device *device)
{
@ -115,7 +78,7 @@ create_pipeline(struct radv_device *device,
VkDevice device_h = radv_device_to_handle(device);
struct radv_shader_module fs_module = {
.nir = build_nir_fs(),
.nir = radv_meta_build_nir_fs_noop(),
};
if (!fs_module.nir) {
@ -260,7 +223,7 @@ radv_device_init_meta_depth_decomp_state(struct radv_device *device)
zero(device->meta_state.depth_decomp);
struct radv_shader_module vs_module = { .nir = build_nir_vs() };
struct radv_shader_module vs_module = { .nir = radv_meta_build_nir_vs_generate_vertices() };
if (!vs_module.nir) {
/* XXX: Need more accurate error */
res = VK_ERROR_OUT_OF_HOST_MEMORY;

View File

@ -26,45 +26,8 @@
#include "radv_meta.h"
#include "radv_private.h"
#include "nir/nir_builder.h"
#include "sid.h"
/* vertex shader that generates vertices */
static nir_shader *
build_nir_vs(void)
{
const struct glsl_type *vec4 = glsl_vec4_type();
nir_builder b;
nir_variable *v_position;
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, NULL);
b.shader->info->name = ralloc_strdup(b.shader, "meta_fast_clear_vs");
nir_ssa_def *outvec = radv_meta_gen_rect_vertices(&b);
v_position = nir_variable_create(b.shader, nir_var_shader_out, vec4,
"gl_Position");
v_position->data.location = VARYING_SLOT_POS;
nir_store_var(&b, v_position, outvec, 0xf);
return b.shader;
}
/* simple passthrough shader */
static nir_shader *
build_nir_fs(void)
{
nir_builder b;
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
b.shader->info->name = ralloc_asprintf(b.shader,
"meta_fast_clear_noop_fs");
return b.shader;
}
static VkResult
create_pass(struct radv_device *device)
{
@ -119,7 +82,7 @@ create_pipeline(struct radv_device *device,
VkDevice device_h = radv_device_to_handle(device);
struct radv_shader_module fs_module = {
.nir = build_nir_fs(),
.nir = radv_meta_build_nir_fs_noop(),
};
if (!fs_module.nir) {
@ -305,7 +268,7 @@ radv_device_init_meta_fast_clear_flush_state(struct radv_device *device)
zero(device->meta_state.fast_clear_flush);
struct radv_shader_module vs_module = { .nir = build_nir_vs() };
struct radv_shader_module vs_module = { .nir = radv_meta_build_nir_vs_generate_vertices() };
if (!vs_module.nir) {
/* XXX: Need more accurate error */
res = VK_ERROR_OUT_OF_HOST_MEMORY;

View File

@ -29,31 +29,7 @@
#include "nir/nir_builder.h"
#include "sid.h"
/* vertex shader that generates vertex data */
static nir_shader *
build_nir_vs(void)
{
const struct glsl_type *vec4 = glsl_vec4_type();
nir_builder b;
nir_variable *v_position;
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, NULL);
b.shader->info->name = ralloc_strdup(b.shader, "meta_resolve_vs");
nir_ssa_def *outvec = radv_meta_gen_rect_vertices(&b);
v_position = nir_variable_create(b.shader, nir_var_shader_out, vec4,
"gl_Position");
v_position->data.location = VARYING_SLOT_POS;
nir_store_var(&b, v_position, outvec, 0xf);
return b.shader;
}
/* simple passthrough shader */
/* emit 0, 0, 0, 1 */
static nir_shader *
build_nir_fs(void)
{
@ -264,7 +240,7 @@ radv_device_init_meta_resolve_state(struct radv_device *device)
zero(device->meta_state.resolve);
struct radv_shader_module vs_module = { .nir = build_nir_vs() };
struct radv_shader_module vs_module = { .nir = radv_meta_build_nir_vs_generate_vertices() };
if (!vs_module.nir) {
/* XXX: Need more accurate error */
res = VK_ERROR_OUT_OF_HOST_MEMORY;