On Friday, September 18, 2015 12:36:21 PM Rob Clark wrote: > On Fri, Sep 18, 2015 at 11:22 AM, Kenneth Graunke <[email protected]> > wrote: > > On Friday, September 18, 2015 10:55:07 AM Rob Clark wrote: > >> From: Rob Clark <[email protected]> > >> > >> v2: comments/suggestions from Ilia and Eric, split out get_texture_size() > >> helper so we can use it in the next commit for clamping RECT textures. > >> > >> Signed-off-by: Rob Clark <[email protected]> > >> --- > >> src/glsl/nir/nir.h | 7 +++++ > >> src/glsl/nir/nir_lower_tex.c | 62 > >> +++++++++++++++++++++++++++++++++++++++++--- > >> 2 files changed, 66 insertions(+), 3 deletions(-) > >> > >> diff --git a/src/glsl/nir/nir.h b/src/glsl/nir/nir.h > >> index 4600fb0..3c908b9 100644 > >> --- a/src/glsl/nir/nir.h > >> +++ b/src/glsl/nir/nir.h > >> @@ -1843,6 +1843,13 @@ typedef struct nir_lower_tex_options { > >> * sampler types a texture projector is lowered. > >> */ > >> unsigned lower_txp; > >> + > >> + /** > >> + * If true, lower rect textures to 2D, using txs to fetch the > >> + * texture dimensions and dividing the texture coords by the > >> + * texture dims to normalize. > >> + */ > >> + bool lower_rect; > >> } nir_lower_tex_options; > >> > >> void nir_lower_tex(nir_shader *shader, > >> diff --git a/src/glsl/nir/nir_lower_tex.c b/src/glsl/nir/nir_lower_tex.c > >> index 281fc9f..a71a5c5 100644 > >> --- a/src/glsl/nir/nir_lower_tex.c > >> +++ b/src/glsl/nir/nir_lower_tex.c > >> @@ -22,9 +22,13 @@ > >> */ > >> > >> /* > >> - * This lowering pass converts the coordinate division for texture > >> projection > >> - * to be done in ALU instructions instead of asking the texture operation > >> to > >> - * do so. > >> + * This lowering pass supports (as configured via nir_lower_tex_options) > >> + * various texture related conversions: > >> + * + texture projector lowering: converts the coordinate division for > >> + * texture projection to be done in ALU instructions instead of > >> + * asking the texture operation to do so. > >> + * + lowering RECT: converts the un-normalized RECT texture coordinates > >> + * to normalized coordinates with txs plus ALU instructions > >> */ > >> > >> #include "nir.h" > >> @@ -111,6 +115,55 @@ project_src(nir_builder *b, nir_tex_instr *tex) > >> tex->num_srcs--; > >> } > >> > >> +static nir_ssa_def * > >> +get_texture_size(nir_builder *b, nir_tex_instr *tex) > >> +{ > >> + b->cursor = nir_before_instr(&tex->instr); > >> + > >> + /* RECT textures should not be array: */ > >> + assert(!tex->is_array); > >> + > >> + nir_tex_instr *txs; > >> + > >> + txs = nir_tex_instr_create(b->shader, 1); > >> + txs->op = nir_texop_txs; > >> + txs->sampler_dim = GLSL_SAMPLER_DIM_RECT; > >> + txs->sampler_index = tex->sampler_index; > >> + > >> + /* only single src, the lod: */ > >> + txs->src[0].src = nir_src_for_ssa(nir_imm_int(b, 0)); > >> + txs->src[0].src_type = nir_tex_src_lod; > >> + > >> + nir_ssa_dest_init(&txs->instr, &txs->dest, 3, NULL); > > > > Shouldn't this be 2? textureSize of 2DRect returns an ivec2... > > yup > > >> + nir_builder_instr_insert(b, &txs->instr); > >> + > >> + return nir_i2f(b, &txs->dest.ssa); > >> +} > >> + > >> +static void > >> +lower_rect(nir_builder *b, nir_tex_instr *tex) > >> +{ > >> + nir_ssa_def *txs = get_texture_size(b, tex); > >> + > >> + nir_ssa_def *scalex = nir_frcp(b, nir_channel(b, txs, 0)); > >> + nir_ssa_def *scaley = nir_frcp(b, nir_channel(b, txs, 1)); > >> + nir_ssa_def *scale = nir_vec2(b, scalex, scaley); > > > > Why not just do 1 / txs.xy directly? > > I had assumed that frcp just operates on src.x (at least that it is > how it is in tgsi and hw that I have seen).. if it operates on each > component, then yes I could do it in one shot. And I guess since txs > is already a vec2, I could just: > > nir_ssa_def *scale = nir_frcp(b, txs); >
Good point, that's even nicer :) frcp and other operations should
operate per component and support up vec1..vec4, so you should be able
to do this.
> > unsigned swizzle[4] = { SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Y, SWIZZLE_Y };
> > nir_ssa_def *scale = nir_frcp(b, nir_swizzle(b, txs, swizzle, 2, false);
> >
> >> +
> >> + /* Walk through the sources normalizing the requested arguments. */
> >> + for (unsigned i = 0; i < tex->num_srcs; i++) {
> >> + if (tex->src[i].src_type != nir_tex_src_coord)
> >> + continue;
> >> +
> >> + nir_ssa_def *coords =
> >> + nir_ssa_for_src(b, tex->src[i].src, tex->coord_components);
> >> + nir_instr_rewrite_src(&tex->instr,
> >> + &tex->src[i].src,
> >> + nir_src_for_ssa(nir_fmul(b, coords, scale)));
> >> + }
> >> +
> >> + tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
> >> +}
> >> +
> >> static bool
> >> nir_lower_tex_block(nir_block *block, void *void_state)
> >> {
> >> @@ -127,6 +180,9 @@ nir_lower_tex_block(nir_block *block, void *void_state)
> >> if (lower_txp)
> >> project_src(b, tex);
> >>
> >> + if ((tex->sampler_dim == GLSL_SAMPLER_DIM_RECT) &&
> >
> > Please remove the bonus parens.
>
> hmm, I'm the only one who *likes* bonus parens? (Then again, I'd
> always liked lisp/scheme so maybe I have a paren fetish..)
>
> BR,
> -R
No, Ian likes them too. Ironically, my Lisp/Scheme/Racket background is
one of the reasons I dislike bonus parens...because in Scheme you have
to use exactly the right parens. :) Not a big deal though, keep them if
you prefer.
--Ken
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