mesa/src/glsl/nir/nir_lower_tex.c

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/*
* Copyright © 2015 Broadcom
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
/*
* 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
* + saturate s/t/r coords: to emulate certain texture clamp/wrap modes,
* inserts instructions to clamp specified coordinates to [0.0, 1.0].
* Note that this automatically triggers texture projector lowering if
* needed, since clamping must happen after projector lowering.
*/
#include "nir.h"
#include "nir_builder.h"
typedef struct {
nir_builder b;
const nir_lower_tex_options *options;
} lower_tex_state;
static void
project_src(nir_builder *b, nir_tex_instr *tex)
{
/* Find the projector in the srcs list, if present. */
unsigned proj_index;
for (proj_index = 0; proj_index < tex->num_srcs; proj_index++) {
if (tex->src[proj_index].src_type == nir_tex_src_projector)
break;
}
if (proj_index == tex->num_srcs)
return;
b->cursor = nir_before_instr(&tex->instr);
nir_ssa_def *inv_proj =
nir_frcp(b, nir_ssa_for_src(b, tex->src[proj_index].src, 1));
/* Walk through the sources projecting the arguments. */
for (unsigned i = 0; i < tex->num_srcs; i++) {
switch (tex->src[i].src_type) {
case nir_tex_src_coord:
case nir_tex_src_comparitor:
break;
default:
continue;
}
nir_ssa_def *unprojected =
nir_ssa_for_src(b, tex->src[i].src, nir_tex_instr_src_size(tex, i));
nir_ssa_def *projected = nir_fmul(b, unprojected, inv_proj);
/* Array indices don't get projected, so make an new vector with the
* coordinate's array index untouched.
*/
if (tex->is_array && tex->src[i].src_type == nir_tex_src_coord) {
switch (tex->coord_components) {
case 4:
projected = nir_vec4(b,
nir_channel(b, projected, 0),
nir_channel(b, projected, 1),
nir_channel(b, projected, 2),
nir_channel(b, unprojected, 3));
break;
case 3:
projected = nir_vec3(b,
nir_channel(b, projected, 0),
nir_channel(b, projected, 1),
nir_channel(b, unprojected, 2));
break;
case 2:
projected = nir_vec2(b,
nir_channel(b, projected, 0),
nir_channel(b, unprojected, 1));
break;
default:
unreachable("bad texture coord count for array");
break;
}
}
nir_instr_rewrite_src(&tex->instr,
&tex->src[i].src,
nir_src_for_ssa(projected));
}
/* Now move the later tex sources down the array so that the projector
* disappears.
*/
nir_instr_rewrite_src(&tex->instr, &tex->src[proj_index].src,
NIR_SRC_INIT);
for (unsigned i = proj_index + 1; i < tex->num_srcs; i++) {
tex->src[i-1].src_type = tex->src[i].src_type;
nir_instr_move_src(&tex->instr, &tex->src[i-1].src, &tex->src[i].src);
}
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, 2, NULL);
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 *scale = nir_frcp(b, txs);
/* 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 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++) {
if (tex->src[i].src_type != nir_tex_src_coord)
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) {
if (tex->sampler_dim == GLSL_SAMPLER_DIM_RECT) {
/* non-normalized texture coords, so clamp to texture
* size rather than [0.0, 1.0]
*/
nir_ssa_def *txs = get_texture_size(b, tex);
comp[j] = nir_fmax(b, comp[j], nir_imm_float(b, 0.0));
comp[j] = nir_fmin(b, comp[j], nir_channel(b, txs, j));
} else {
comp[j] = nir_fsat(b, comp[j]);
}
}
}
/* and move the result back into a single vecN: */
src = nir_vec(b, comp, tex->coord_components);
nir_instr_rewrite_src(&tex->instr,
&tex->src[i].src,
nir_src_for_ssa(src));
}
}
static bool
nir_lower_tex_block(nir_block *block, void *void_state)
{
lower_tex_state *state = void_state;
nir_builder *b = &state->b;
nir_foreach_instr_safe(block, instr) {
if (instr->type != nir_instr_type_tex)
continue;
nir_tex_instr *tex = nir_instr_as_tex(instr);
bool lower_txp = !!(state->options->lower_txp & (1 << tex->sampler_dim));
/* mask of src coords to saturate (clamp): */
unsigned sat_mask = 0;
if ((1 << tex->sampler_index) & state->options->saturate_r)
sat_mask |= (1 << 2); /* .z */
if ((1 << tex->sampler_index) & state->options->saturate_t)
sat_mask |= (1 << 1); /* .y */
if ((1 << tex->sampler_index) & state->options->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 ((tex->sampler_dim == GLSL_SAMPLER_DIM_RECT) &&
state->options->lower_rect)
lower_rect(b, tex);
if (sat_mask)
saturate_src(b, tex, sat_mask);
}
return true;
}
static void
nir_lower_tex_impl(nir_function_impl *impl, lower_tex_state *state)
{
nir_builder_init(&state->b, impl);
nir_foreach_block(impl, nir_lower_tex_block, state);
nir_metadata_preserve(impl, nir_metadata_block_index |
nir_metadata_dominance);
}
void
nir_lower_tex(nir_shader *shader, const nir_lower_tex_options *options)
{
lower_tex_state state;
state.options = options;
nir_foreach_overload(shader, overload) {
if (overload->impl)
nir_lower_tex_impl(overload->impl, &state);
}
}