On Tue, Apr 19, 2016 at 6:58 AM, Rob Clark <robdcl...@gmail.com> wrote:
> From: Rob Clark <robcl...@freedesktop.org> > > Signed-off-by: Rob Clark <robcl...@freedesktop.org> > --- > src/compiler/nir/nir.h | 7 ++++++ > src/compiler/nir/nir_lower_tex.c | 46 > ++++++++++++++++++++++++++++++++++++++++ > 2 files changed, 53 insertions(+) > > diff --git a/src/compiler/nir/nir.h b/src/compiler/nir/nir.h > index bbbc208..2c0f705 100644 > --- a/src/compiler/nir/nir.h > +++ b/src/compiler/nir/nir.h > @@ -2301,6 +2301,13 @@ typedef struct nir_lower_tex_options { > * while 4 and 5 represent 0 and 1 respectively. > */ > uint8_t swizzles[32][4]; > + > + /** > + * Bitmap of textures that need srgb to linear conversion. If > + * (srgb_to_linear & (1 << texture_index)) then the rgb (xyz) > + * components of the texture are lowered to linear. > + */ > + unsigned lower_srgb; > You have lower_srgb here and srgb_to_linear in the comment. Please pick one. I think I prefer srgb_to_linear as it's more explicit. > } nir_lower_tex_options; > > bool nir_lower_tex(nir_shader *shader, > diff --git a/src/compiler/nir/nir_lower_tex.c > b/src/compiler/nir/nir_lower_tex.c > index 7740e58..6bae3b7 100644 > --- a/src/compiler/nir/nir_lower_tex.c > +++ b/src/compiler/nir/nir_lower_tex.c > @@ -275,6 +275,45 @@ swizzle_result(nir_builder *b, nir_tex_instr *tex, > const uint8_t swizzle[4]) > swizzled->parent_instr); > } > > +static void > +linearize_srgb_result(nir_builder *b, nir_tex_instr *tex) > +{ > + assert(tex->dest.is_ssa); > + assert(nir_tex_instr_dest_size(tex) == 4); > + assert(nir_alu_type_get_base_type(tex->dest_type) == nir_type_float); > + > + b->cursor = nir_after_instr(&tex->instr); > + > + nir_ssa_def *components[4]; > + > + /* first three channels are rgb: */ > + for (unsigned i = 0; i < 3; i++) { > Um... NIR is a vector IR. Why are we looping over channels? Just do a nir_swizzle to pick off the first three, do the sRGB conversion, and nir_vec them back together with the alpha channel. > + /* Formula is: > + * (comp <= 0.04045) ? > + * (comp / 12.92) : > + * pow((comp + 0.055) / 1.055, 2.4) > + */ > + nir_ssa_def *comp = nir_channel(b, &tex->dest.ssa, i); > + nir_ssa_def *low = nir_fmul(b, comp, nir_imm_float(b, 1.0 / > 12.92)); > + nir_ssa_def *high = nir_fpow(b, > + nir_fmul(b, > + nir_fadd(b, > + comp, > + nir_imm_float(b, > 0.055)), > + nir_imm_float(b, 1.0 / > 1.055)), > + nir_imm_float(b, 2.4)); > + nir_ssa_def *cond = nir_fge(b, nir_imm_float(b, 0.04045), comp); > + components[i] = nir_bcsel(b, cond, low, high); > + } > + > + /* alpha is untouched: */ > + components[3] = nir_channel(b, &tex->dest.ssa, 3); > + > + nir_ssa_def *linearized = nir_vec(b, components, 4); > + nir_ssa_def_rewrite_uses_after(&tex->dest.ssa, > nir_src_for_ssa(linearized), > + linearized->parent_instr); > +} > + > static bool > nir_lower_tex_block(nir_block *block, void *void_state) > { > @@ -323,6 +362,13 @@ nir_lower_tex_block(nir_block *block, void > *void_state) > swizzle_result(b, tex, options->swizzles[tex->texture_index]); > state->progress = true; > } > + > + /* should be after swizzle so we know which channels are rgb: */ > + if (((1 << tex->texture_index) & options->lower_srgb) && > + !nir_tex_instr_is_query(tex) && !tex->is_shadow) { > + linearize_srgb_result(b, tex); > + state->progress = true; > + } > } > > return true; > -- > 2.5.5 > >
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