On Tuesday, October 10, 2017 4:40:47 PM CEST Lionel Landwerlin wrote: > On 10/10/17 14:35, Samuel Iglesias Gonsálvez wrote: > > Signed-off-by: Samuel Iglesias Gonsálvez <sigles...@igalia.com> > > --- > > > > src/compiler/nir/nir_lower_tex.c | 68 > > ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 68 > > insertions(+) > > > > diff --git a/src/compiler/nir/nir_lower_tex.c > > b/src/compiler/nir/nir_lower_tex.c index 65681decb1c..d3380710405 100644 > > --- a/src/compiler/nir/nir_lower_tex.c > > +++ b/src/compiler/nir/nir_lower_tex.c > > @@ -717,6 +717,52 @@ linearize_srgb_result(nir_builder *b, nir_tex_instr > > *tex)> > > result->parent_instr); > > > > } > > > > +static void > > +set_default_lod(nir_builder *b, nir_tex_instr *tex) > > +{ > > + b->cursor = nir_before_instr(&tex->instr); > > + > > + /* We are going to emit the same texture but adding a default LOD. > > + */ > > + int num_srcs = tex->num_srcs + 1; > > + nir_tex_instr *new = nir_tex_instr_create(b->shader, num_srcs); > > + > > + new->op = tex->op; > > + new->sampler_dim = tex->sampler_dim; > > + new->texture_index = tex->texture_index; > > + new->dest_type = tex->dest_type; > > + new->is_array = tex->is_array; > > + new->is_shadow = tex->is_shadow; > > + new->is_new_style_shadow = tex->is_new_style_shadow; > > + new->sampler_index = tex->sampler_index; > > + new->texture = nir_deref_var_clone(tex->texture, new); > > + new->sampler = nir_deref_var_clone(tex->sampler, new); > > + new->coord_components = tex->coord_components; > > There are a couple of fields you're not copying : component & > texture_array_size > Not 100% sure whether they need to be. >
I added them locally. > > + > > + nir_ssa_dest_init(&new->instr, &new->dest, 4, 32, NULL); > > + > > + int src_num = 0; > > + for (int i = 0; i < tex->num_srcs; i++) { > > + nir_src_copy(&new->src[src_num].src, &tex->src[i].src, new); > > + new->src[src_num].src_type = tex->src[i].src_type; > > + src_num++; > > + } > > + > > + new->src[src_num].src = nir_src_for_ssa(nir_imm_int(b, 0)); > > + new->src[src_num].src_type = nir_tex_src_lod; > > I think you could get rid of the src_num variable and just use > (new->num_srcs - 1) to set the default lod src. > Done. Does it get your R-b? Thanks, Sam > > + src_num++; > > + > > + assert(src_num == num_srcs); > > + > > + nir_ssa_dest_init(&new->instr, &new->dest, > > + tex->dest.ssa.num_components, 32, NULL); > > + nir_builder_instr_insert(b, &new->instr); > > + > > + nir_ssa_def_rewrite_uses(&tex->dest.ssa, > > nir_src_for_ssa(&new->dest.ssa)); + > > + nir_instr_remove(&tex->instr); > > +} > > + > > > > static bool > > nir_lower_tex_block(nir_block *block, nir_builder *b, > > > > const nir_lower_tex_options *options) > > > > @@ -813,6 +859,28 @@ nir_lower_tex_block(nir_block *block, nir_builder *b, > > > > progress = true; > > continue; > > > > } > > > > + > > + /* TXF, TXS and TXL require a LOD but not everything we implement > > using those + * three opcodes provides one. Provide a default LOD > > of 0. + */ > > + if (tex->op == nir_texop_txf || tex->op == nir_texop_txs || > > + tex->op == nir_texop_txl || tex->op == nir_texop_query_levels > > || > > + (tex->op == nir_texop_tex && b->shader->stage != > > MESA_SHADER_FRAGMENT)) { + int i; > > + bool has_lod = false; > > + for (i = 0; i < tex->num_srcs; i++) { > > + if (tex->src[i].src_type == nir_tex_src_lod) { > > + has_lod = true; > > + break; > > + } > > + } > > + > > + if (!has_lod) { > > + set_default_lod(b, tex); > > + progress = true; > > + continue; > > + } > > + } > > > > } > > > > return progress;
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