i965/blorp: Use flat inputs instead of uniforms
v2 (Jason): Use LOAD_INPUT() macro Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com> Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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@ -331,10 +331,10 @@ enum sampler_message_arg
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struct brw_blorp_blit_vars {
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/* Input values from brw_blorp_wm_inputs */
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nir_variable *u_discard_rect;
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nir_variable *u_rect_grid;
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nir_variable *u_coord_transform;
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nir_variable *u_src_z;
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nir_variable *v_discard_rect;
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nir_variable *v_rect_grid;
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nir_variable *v_coord_transform;
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nir_variable *v_src_z;
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/* gl_FragCoord */
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nir_variable *frag_coord;
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@ -351,9 +351,11 @@ brw_blorp_blit_vars_init(nir_builder *b, struct brw_blorp_blit_vars *v,
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assert(!key->use_kill || !(key->blend && key->blit_scaled));
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#define LOAD_INPUT(name, type)\
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v->u_##name = nir_variable_create(b->shader, nir_var_uniform, type, #name); \
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v->u_##name->data.location = \
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offsetof(struct brw_blorp_wm_inputs, name);
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v->v_##name = nir_variable_create(b->shader, nir_var_shader_in, \
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type, #name); \
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v->v_##name->data.interpolation = INTERP_QUALIFIER_FLAT; \
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v->v_##name->data.location = VARYING_SLOT_VAR0 + \
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offsetof(struct brw_blorp_wm_inputs, name) / (4 * sizeof(float));
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LOAD_INPUT(discard_rect, glsl_vec4_type())
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LOAD_INPUT(rect_grid, glsl_vec4_type())
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@ -395,7 +397,7 @@ nir_ssa_def *
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blorp_blit_apply_transform(nir_builder *b, nir_ssa_def *src_pos,
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struct brw_blorp_blit_vars *v)
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{
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nir_ssa_def *coord_transform = nir_load_var(b, v->u_coord_transform);
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nir_ssa_def *coord_transform = nir_load_var(b, v->v_coord_transform);
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nir_ssa_def *offset = nir_vec2(b, nir_channel(b, coord_transform, 1),
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nir_channel(b, coord_transform, 3));
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@ -410,7 +412,7 @@ blorp_nir_discard_if_outside_rect(nir_builder *b, nir_ssa_def *pos,
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struct brw_blorp_blit_vars *v)
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{
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nir_ssa_def *c0, *c1, *c2, *c3;
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nir_ssa_def *discard_rect = nir_load_var(b, v->u_discard_rect);
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nir_ssa_def *discard_rect = nir_load_var(b, v->v_discard_rect);
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nir_ssa_def *dst_x0 = nir_channel(b, discard_rect, 0);
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nir_ssa_def *dst_x1 = nir_channel(b, discard_rect, 1);
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nir_ssa_def *dst_y0 = nir_channel(b, discard_rect, 2);
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@ -498,7 +500,7 @@ blorp_nir_txf(nir_builder *b, struct brw_blorp_blit_vars *v,
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*/
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assert(pos->num_components == 2);
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pos = nir_vec3(b, nir_channel(b, pos, 0), nir_channel(b, pos, 1),
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nir_load_var(b, v->u_src_z));
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nir_load_var(b, v->v_src_z));
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tex->sampler_dim = GLSL_SAMPLER_DIM_3D;
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tex->coord_components = 3;
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@ -1031,7 +1033,7 @@ blorp_nir_manual_blend_bilinear(nir_builder *b, nir_ssa_def *pos,
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struct brw_blorp_blit_vars *v)
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{
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nir_ssa_def *pos_xy = nir_channels(b, pos, 0x3);
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nir_ssa_def *rect_grid = nir_load_var(b, v->u_rect_grid);
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nir_ssa_def *rect_grid = nir_load_var(b, v->v_rect_grid);
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nir_ssa_def *scale = nir_imm_vec2(b, key->x_scale, key->y_scale);
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/* Translate coordinates to lay out the samples in a rectangular grid
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@ -67,16 +67,17 @@ brw_blorp_params_get_clear_kernel(struct brw_context *brw,
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nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, "BLORP-clear");
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nir_variable *u_color = nir_variable_create(b.shader, nir_var_uniform,
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glsl_vec4_type(), "u_color");
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u_color->data.location = 0;
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nir_variable *v_color = nir_variable_create(b.shader, nir_var_shader_in,
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glsl_vec4_type(), "v_color");
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v_color->data.location = VARYING_SLOT_VAR0;
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v_color->data.interpolation = INTERP_QUALIFIER_FLAT;
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nir_variable *frag_color = nir_variable_create(b.shader, nir_var_shader_out,
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glsl_vec4_type(),
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"gl_FragColor");
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frag_color->data.location = FRAG_RESULT_COLOR;
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nir_copy_var(&b, frag_color, u_color);
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nir_copy_var(&b, frag_color, v_color);
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struct brw_wm_prog_key wm_key;
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brw_blorp_init_wm_prog_key(&wm_key);
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