1/* 2 * Copyright © 2015 Broadcom 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21 * IN THE SOFTWARE. 22 */ 23 24#include "v3d_compiler.h" 25#include "compiler/nir/nir_builder.h" 26 27/** @file v3d_nir_lower_txf_ms.c 28 * 29 * V3D's MSAA surfaces are laid out in UIF textures where each pixel is a 2x2 30 * quad in the texture. This pass lowers the txf_ms with a ms_index source to 31 * a plain txf with the sample_index pulling out the correct texel from the 32 * 2x2 quad. 33 */ 34 35#define V3D_MAX_SAMPLES 4 36 37static nir_ssa_def * 38v3d_nir_lower_txf_ms_instr(nir_builder *b, nir_instr *in_instr, void *data) 39{ 40 nir_tex_instr *instr = nir_instr_as_tex(in_instr); 41 42 b->cursor = nir_before_instr(&instr->instr); 43 44 int coord_index = nir_tex_instr_src_index(instr, nir_tex_src_coord); 45 int sample_index = nir_tex_instr_src_index(instr, nir_tex_src_ms_index); 46 nir_ssa_def *coord = instr->src[coord_index].src.ssa; 47 nir_ssa_def *sample = instr->src[sample_index].src.ssa; 48 49 nir_ssa_def *one = nir_imm_int(b, 1); 50 nir_ssa_def *x = nir_iadd(b, 51 nir_ishl(b, nir_channel(b, coord, 0), one), 52 nir_iand(b, sample, one)); 53 nir_ssa_def *y = nir_iadd(b, 54 nir_ishl(b, nir_channel(b, coord, 1), one), 55 nir_iand(b, nir_ushr(b, sample, one), one)); 56 if (instr->is_array) 57 coord = nir_vec3(b, x, y, nir_channel(b, coord, 2)); 58 else 59 coord = nir_vec2(b, x, y); 60 61 nir_instr_rewrite_src(&instr->instr, 62 &instr->src[nir_tex_src_coord].src, 63 nir_src_for_ssa(coord)); 64 nir_tex_instr_remove_src(instr, sample_index); 65 instr->op = nir_texop_txf; 66 instr->sampler_dim = GLSL_SAMPLER_DIM_2D; 67 68 return NIR_LOWER_INSTR_PROGRESS; 69} 70 71static bool 72v3d_nir_lower_txf_ms_filter(const nir_instr *instr, const void *data) 73{ 74 return (instr->type == nir_instr_type_tex && 75 nir_instr_as_tex(instr)->op == nir_texop_txf_ms); 76} 77 78void 79v3d_nir_lower_txf_ms(nir_shader *s, struct v3d_compile *c) 80{ 81 nir_shader_lower_instructions(s, 82 v3d_nir_lower_txf_ms_filter, 83 v3d_nir_lower_txf_ms_instr, 84 NULL); 85} 86