コード例 #1
0
static void
build_color_shaders(struct nir_shader **out_vs,
                    struct nir_shader **out_fs,
                    uint32_t frag_output)
{
	nir_builder vs_b;
	nir_builder fs_b;

	nir_builder_init_simple_shader(&vs_b, NULL, MESA_SHADER_VERTEX, NULL);
	nir_builder_init_simple_shader(&fs_b, NULL, MESA_SHADER_FRAGMENT, NULL);

	vs_b.shader->info.name = ralloc_strdup(vs_b.shader, "meta_clear_color_vs");
	fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "meta_clear_color_fs");

	const struct glsl_type *position_type = glsl_vec4_type();
	const struct glsl_type *color_type = glsl_vec4_type();

	nir_variable *vs_out_pos =
		nir_variable_create(vs_b.shader, nir_var_shader_out, position_type,
				    "gl_Position");
	vs_out_pos->data.location = VARYING_SLOT_POS;

	nir_intrinsic_instr *in_color_load = nir_intrinsic_instr_create(fs_b.shader, nir_intrinsic_load_push_constant);
	nir_intrinsic_set_base(in_color_load, 0);
	nir_intrinsic_set_range(in_color_load, 16);
	in_color_load->src[0] = nir_src_for_ssa(nir_imm_int(&fs_b, 0));
	in_color_load->num_components = 4;
	nir_ssa_dest_init(&in_color_load->instr, &in_color_load->dest, 4, 32, "clear color");
	nir_builder_instr_insert(&fs_b, &in_color_load->instr);

	nir_variable *fs_out_color =
		nir_variable_create(fs_b.shader, nir_var_shader_out, color_type,
				    "f_color");
	fs_out_color->data.location = FRAG_RESULT_DATA0 + frag_output;

	nir_store_var(&fs_b, fs_out_color, &in_color_load->dest.ssa, 0xf);

	nir_ssa_def *outvec = radv_meta_gen_rect_vertices(&vs_b);
	nir_store_var(&vs_b, vs_out_pos, outvec, 0xf);

	const struct glsl_type *layer_type = glsl_int_type();
	nir_variable *vs_out_layer =
		nir_variable_create(vs_b.shader, nir_var_shader_out, layer_type,
				    "v_layer");
	vs_out_layer->data.location = VARYING_SLOT_LAYER;
	vs_out_layer->data.interpolation = INTERP_MODE_FLAT;
	nir_ssa_def *inst_id = nir_load_system_value(&vs_b, nir_intrinsic_load_instance_id, 0);
	nir_ssa_def *base_instance = nir_load_system_value(&vs_b, nir_intrinsic_load_base_instance, 0);

	nir_ssa_def *layer_id = nir_iadd(&vs_b, inst_id, base_instance);
	nir_store_var(&vs_b, vs_out_layer, layer_id, 0x1);

	*out_vs = vs_b.shader;
	*out_fs = fs_b.shader;
}
コード例 #2
0
static nir_shader *
build_resolve_fragment_shader(struct radv_device *dev, bool is_integer, int samples)
{
	nir_builder b;
	char name[64];
	const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
	const struct glsl_type *vec4 = glsl_vec4_type();
	const struct glsl_type *sampler_type = glsl_sampler_type(GLSL_SAMPLER_DIM_MS,
								 false,
								 false,
								 GLSL_TYPE_FLOAT);

	snprintf(name, 64, "meta_resolve_fs-%d-%s", samples, is_integer ? "int" : "float");
	nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
	b.shader->info.name = ralloc_strdup(b.shader, name);

	nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform,
						      sampler_type, "s_tex");
	input_img->data.descriptor_set = 0;
	input_img->data.binding = 0;

	nir_variable *fs_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "fs_pos_in");
	fs_pos_in->data.location = VARYING_SLOT_POS;

	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 *pos_in = nir_load_var(&b, fs_pos_in);
	nir_intrinsic_instr *src_offset = nir_intrinsic_instr_create(b.shader, nir_intrinsic_load_push_constant);
	nir_intrinsic_set_base(src_offset, 0);
	nir_intrinsic_set_range(src_offset, 8);
	src_offset->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0));
	src_offset->num_components = 2;
	nir_ssa_dest_init(&src_offset->instr, &src_offset->dest, 2, 32, "src_offset");
	nir_builder_instr_insert(&b, &src_offset->instr);

	nir_ssa_def *pos_int = nir_f2i32(&b, pos_in);

	nir_ssa_def *img_coord = nir_channels(&b, nir_iadd(&b, pos_int, &src_offset->dest.ssa), 0x3);
	nir_variable *color = nir_local_variable_create(b.impl, glsl_vec4_type(), "color");

	radv_meta_build_resolve_shader_core(&b, is_integer, samples, input_img,
	                                    color, img_coord);

	nir_ssa_def *outval = nir_load_var(&b, color);
	nir_store_var(&b, color_out, outval, 0xf);
	return b.shader;
}
コード例 #3
0
ファイル: vtn_variables.c プロジェクト: menpo/mesa
static void
_vtn_load_store_tail(struct vtn_builder *b, nir_intrinsic_op op, bool load,
                     nir_ssa_def *index, nir_ssa_def *offset,
                     struct vtn_ssa_value **inout, const struct glsl_type *type)
{
   nir_intrinsic_instr *instr = nir_intrinsic_instr_create(b->nb.shader, op);
   instr->num_components = glsl_get_vector_elements(type);

   int src = 0;
   if (!load) {
      nir_intrinsic_set_write_mask(instr, (1 << instr->num_components) - 1);
      instr->src[src++] = nir_src_for_ssa((*inout)->def);
   }

   /* We set the base and size for push constant load to the entire push
    * constant block for now.
    */
   if (op == nir_intrinsic_load_push_constant) {
      nir_intrinsic_set_base(instr, 0);
      nir_intrinsic_set_range(instr, 128);
   }

   if (index)
      instr->src[src++] = nir_src_for_ssa(index);

   instr->src[src++] = nir_src_for_ssa(offset);

   if (load) {
      nir_ssa_dest_init(&instr->instr, &instr->dest,
                        instr->num_components,
                        glsl_get_bit_size(glsl_get_base_type(type)), NULL);
      (*inout)->def = &instr->dest.ssa;
   }

   nir_builder_instr_insert(&b->nb, &instr->instr);

   if (load && glsl_get_base_type(type) == GLSL_TYPE_BOOL)
      (*inout)->def = nir_ine(&b->nb, (*inout)->def, nir_imm_int(&b->nb, 0));
}
コード例 #4
0
ファイル: brw_tcs.c プロジェクト: austriancoder/mesa
static nir_shader *
create_passthrough_tcs(void *mem_ctx, const struct brw_compiler *compiler,
                       const nir_shader_compiler_options *options,
                       const struct brw_tcs_prog_key *key)
{
   nir_builder b;
   nir_builder_init_simple_shader(&b, mem_ctx, MESA_SHADER_TESS_CTRL,
                                  options);
   nir_shader *nir = b.shader;
   nir_variable *var;
   nir_intrinsic_instr *load;
   nir_intrinsic_instr *store;
   nir_ssa_def *zero = nir_imm_int(&b, 0);
   nir_ssa_def *invoc_id =
      nir_load_system_value(&b, nir_intrinsic_load_invocation_id, 0);

   nir->info->inputs_read = key->outputs_written;
   nir->info->outputs_written = key->outputs_written;
   nir->info->tcs.vertices_out = key->input_vertices;
   nir->info->name = ralloc_strdup(nir, "passthrough");
   nir->num_uniforms = 8 * sizeof(uint32_t);

   var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_0");
   var->data.location = 0;
   var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_1");
   var->data.location = 1;

   /* Write the patch URB header. */
   for (int i = 0; i <= 1; i++) {
      load = nir_intrinsic_instr_create(nir, nir_intrinsic_load_uniform);
      load->num_components = 4;
      load->src[0] = nir_src_for_ssa(zero);
      nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
      nir_intrinsic_set_base(load, i * 4 * sizeof(uint32_t));
      nir_builder_instr_insert(&b, &load->instr);

      store = nir_intrinsic_instr_create(nir, nir_intrinsic_store_output);
      store->num_components = 4;
      store->src[0] = nir_src_for_ssa(&load->dest.ssa);
      store->src[1] = nir_src_for_ssa(zero);
      nir_intrinsic_set_base(store, VARYING_SLOT_TESS_LEVEL_INNER - i);
      nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW);
      nir_builder_instr_insert(&b, &store->instr);
   }

   /* Copy inputs to outputs. */
   uint64_t varyings = key->outputs_written;

   while (varyings != 0) {
      const int varying = ffsll(varyings) - 1;

      load = nir_intrinsic_instr_create(nir,
                                        nir_intrinsic_load_per_vertex_input);
      load->num_components = 4;
      load->src[0] = nir_src_for_ssa(invoc_id);
      load->src[1] = nir_src_for_ssa(zero);
      nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
      nir_intrinsic_set_base(load, varying);
      nir_builder_instr_insert(&b, &load->instr);

      store = nir_intrinsic_instr_create(nir,
                                         nir_intrinsic_store_per_vertex_output);
      store->num_components = 4;
      store->src[0] = nir_src_for_ssa(&load->dest.ssa);
      store->src[1] = nir_src_for_ssa(invoc_id);
      store->src[2] = nir_src_for_ssa(zero);
      nir_intrinsic_set_base(store, varying);
      nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW);
      nir_builder_instr_insert(&b, &store->instr);

      varyings &= ~BITFIELD64_BIT(varying);
   }

   nir_validate_shader(nir);

   nir = brw_preprocess_nir(compiler, nir);

   return nir;
}