On Wed, Sep 16, 2015 at 2:07 PM, Rob Clark <robdcl...@gmail.com> wrote: > From: Rob Clark <robcl...@freedesktop.org> > > Some hardware needs to clamp texture coordinates to [0.0, 1.0] in the > shader to emulate GL_CLAMP. This is added to lower_tex_proj since, in > the case of projected coords, the clamping needs to happen *after* > projection. > > Signed-off-by: Rob Clark <robcl...@freedesktop.org> > --- > src/glsl/nir/nir.h | 4 +- > src/glsl/nir/nir_lower_tex_projector.c | 98 > ++++++++++++++++++++++++++++++++-- > src/mesa/drivers/dri/i965/brw_nir.c | 2 +- > 3 files changed, 99 insertions(+), 5 deletions(-) > > diff --git a/src/glsl/nir/nir.h b/src/glsl/nir/nir.h > index 9d47001..fba28f2 100644 > --- a/src/glsl/nir/nir.h > +++ b/src/glsl/nir/nir.h > @@ -1830,7 +1830,9 @@ void nir_lower_samplers(nir_shader *shader, > const struct gl_shader_program *shader_program); > > void nir_lower_system_values(nir_shader *shader); > -void nir_lower_tex_projector(nir_shader *shader, unsigned lower_txp); > +void nir_lower_tex_projector(nir_shader *shader, unsigned lower_txp, > + unsigned saturate_s, unsigned saturate_t, > + unsigned saturate_r); > void nir_lower_idiv(nir_shader *shader); > > void nir_lower_clip_vs(nir_shader *shader, unsigned ucp_enables); > diff --git a/src/glsl/nir/nir_lower_tex_projector.c > b/src/glsl/nir/nir_lower_tex_projector.c > index ce20956..1a72fd0 100644 > --- a/src/glsl/nir/nir_lower_tex_projector.c > +++ b/src/glsl/nir/nir_lower_tex_projector.c > @@ -33,6 +33,9 @@ > typedef struct { > nir_builder b; > unsigned lower_txp; > + unsigned saturate_s; > + unsigned saturate_t; > + unsigned saturate_r; > } lower_tex_state; > > static void > @@ -111,6 +114,62 @@ project_src(nir_builder *b, nir_tex_instr *tex) > tex->num_srcs--; > } > > +static void > +saturate_src(nir_builder *b, nir_tex_instr *tex, unsigned sat_mask) > +{ > + b->cursor = nir_before_instr(&tex->instr); > + > + /* Walk through the sources saturating the requested arguments. */ > + for (unsigned i = 0; i < tex->num_srcs; i++) { > + switch (tex->src[i].src_type) { > + case nir_tex_src_coord: > + break; > + default: > + continue; > + } > + nir_ssa_def *src = > + nir_ssa_for_src(b, tex->src[i].src, tex->coord_components); > + > + /* split src into components: */ > + nir_ssa_def *comp[4]; > + > + for (unsigned j = 0; j < tex->coord_components; j++) > + comp[j] = nir_channel(b, src, j); > + > + /* clamp requested components, array index does not get clamped: */ > + unsigned ncomp = tex->coord_components; > + if (tex->is_array) > + ncomp--; > + > + for (unsigned j = 0; j < ncomp; j++) > + if ((1 << j) & sat_mask) > + comp[j] = nir_fsat(b, comp[j]); > + > + /* and move the result back into a single vecN: */ > + switch (tex->coord_components) { > + case 4: > + src = nir_vec4(b, comp[0], comp[1], comp[2], comp[3]); > + break; > + case 3: > + src = nir_vec3(b, comp[0], comp[1], comp[2]); > + break; > + case 2: > + src = nir_vec2(b, comp[0], comp[1]); > + break; > + case 1: > + src = comp[0]; > + break; > + default: > + unreachable("bad texture coord count"); > + break; > + } > + > + nir_instr_rewrite_src(&tex->instr, > + &tex->src[i].src, > + nir_src_for_ssa(src)); > + } > +} > + > static bool > nir_lower_tex_projector_block(nir_block *block, void *void_state) > { > @@ -123,10 +182,24 @@ nir_lower_tex_projector_block(nir_block *block, void > *void_state) > > nir_tex_instr *tex = nir_instr_as_tex(instr); > bool lower_txp = !!(state->lower_txp & (1 << tex->sampler_dim)); > - > - if (lower_txp) > + /* mask of src coords to saturate (clamp): */ > + unsigned sat_mask = 0; > + > + if ((1 << tex->sampler_index) & state->saturate_r) > + sat_mask |= (1 << 2); /* .z */ > + if ((1 << tex->sampler_index) & state->saturate_t) > + sat_mask |= (1 << 1); /* .y */ > + if ((1 << tex->sampler_index) & state->saturate_s) > + sat_mask |= (1 << 0); /* .x */ > + > + /* If we are clamping any coords, we must lower projector first > + * as clamping happens *after* projection: > + */ > + if (lower_txp || sat_mask) > project_src(b, tex); > > + if (sat_mask) > + saturate_src(b, tex, sat_mask); > } > > return true; > @@ -147,12 +220,31 @@ nir_lower_tex_projector_impl(nir_function_impl *impl, > lower_tex_state *state) > * lower_txp: > * bitmask of (1 << GLSL_SAMPLER_DIM_x) to control for which > * sampler types a texture projector is lowered. > + * > + * saturate_s/t/r: > + * To emulate certain texture wrap modes, this can be used > + * to saturate the specified tex coord to [0.0, 1.0]. The > + * bits are according to sampler #, ie. if, for example: > + * > + * (conf->saturate_s & (1 << n)) > + * > + * is true, then the s coord for sampler n is saturated. > + * > + * Note that clamping must happen *after* projector lowering > + * so any projected texture sample instruction with a clamped > + * coordinate gets automatically lowered, regardless of the > + * 'lower_txp' setting. > */ > void > -nir_lower_tex_projector(nir_shader *shader, unsigned lower_txp) > +nir_lower_tex_projector(nir_shader *shader, unsigned lower_txp, > + unsigned saturate_s, unsigned saturate_t, > + unsigned saturate_r)
btw, I'd mentioned to add a note.. but I wonder if it would be appropriate to put these params in nir_shader_compiler_options? That seems a bit cleaner to me, in that they are things that need more than a one line @param comment tag to describe, plus then in the driver I'd just have one place to set params derived from shader key.. BR, -R > { > lower_tex_state state; > state.lower_txp = lower_txp; > + state.saturate_s = saturate_s; > + state.saturate_t = saturate_t; > + state.saturate_r = saturate_r; > nir_foreach_overload(shader, overload) { > if (overload->impl) > nir_lower_tex_projector_impl(overload->impl, &state); > diff --git a/src/mesa/drivers/dri/i965/brw_nir.c > b/src/mesa/drivers/dri/i965/brw_nir.c > index 2a924bb..31b24d6 100644 > --- a/src/mesa/drivers/dri/i965/brw_nir.c > +++ b/src/mesa/drivers/dri/i965/brw_nir.c > @@ -96,7 +96,7 @@ brw_create_nir(struct brw_context *brw, > nir_lower_global_vars_to_local(nir); > nir_validate_shader(nir); > > - nir_lower_tex_projector(nir, ~0); > + nir_lower_tex_projector(nir, ~0, 0, 0, 0); > nir_validate_shader(nir); > > nir_normalize_cubemap_coords(nir); > -- > 2.4.3 > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev