glsl: lower samplers with highp coordinates correctly

Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5002>
This commit is contained in:
Marek Olšák 2020-05-10 18:00:55 -04:00 committed by Marge Bot
parent 0c0803c32f
commit 733bee57eb
2 changed files with 50 additions and 6 deletions

View File

@ -449,6 +449,24 @@ is_lowerable_builtin(ir_call *ir,
return desc->channel[i].size <= 10; /* unorm/snorm */
}
/* Handle special calls. */
if (ir->callee->is_builtin() && ir->actual_parameters.length()) {
ir_rvalue *param = (ir_rvalue*)ir->actual_parameters.get_head();
ir_variable *var = param->variable_referenced();
/* Handle builtin wrappers around ir_texture opcodes. These wrappers will
* be inlined by lower_precision() if we return true here, so that we can
* get to ir_texture later and do proper lowering.
*
* We should lower the type of the return value if the sampler type
* uses lower precision. The function parameters don't matter.
*/
if (var && var->type->without_array()->is_sampler()) {
return var->data.precision == GLSL_PRECISION_MEDIUM ||
var->data.precision == GLSL_PRECISION_LOW;
}
}
if (!ir->callee->is_builtin())
return false;

View File

@ -921,12 +921,33 @@ TESTS = [
}
""",
r'\(expression +uint +/'),
Test("f32 sampler array",
"""
#version 320 es
precision mediump float;
precision mediump int;
uniform sampler2D tex[2];
// highp shouldn't affect the return value of texture2D
uniform highp vec2 coord;
uniform float divisor;
uniform int index;
out highp vec4 color;
void main()
{
color = texture2D(tex[index], coord) / divisor;
}
""",
r'\(expression +f16vec4 +/.*\(tex +f16vec4 +'),
Test("f32 texture sample",
"""
precision mediump float;
uniform sampler2D tex;
uniform vec2 coord;
// highp shouldn't affect the return value of texture2D
uniform highp vec2 coord;
uniform float divisor;
void main()
@ -942,7 +963,8 @@ TESTS = [
precision mediump int;
uniform mediump isampler2D tex;
uniform vec2 coord;
// highp shouldn't affect the return value of texture
uniform highp vec2 coord;
uniform int divisor;
out highp ivec4 color;
@ -960,7 +982,8 @@ TESTS = [
precision mediump int;
uniform mediump usampler2D tex;
uniform vec2 coord;
// highp shouldn't affect the return value of texture
uniform highp vec2 coord;
uniform uint divisor;
out highp uvec4 color;
@ -996,7 +1019,8 @@ TESTS = [
precision mediump int;
layout(rgba16f) readonly uniform mediump image2D img;
uniform ivec2 coord;
// highp shouldn't affect the return value of imageLoad
uniform highp ivec2 coord;
uniform float divisor;
out highp vec4 color;
@ -1014,7 +1038,8 @@ TESTS = [
precision mediump int;
layout(rgba16i) readonly uniform mediump iimage2D img;
uniform ivec2 coord;
// highp shouldn't affect the return value of imageLoad
uniform highp ivec2 coord;
uniform int divisor;
out highp ivec4 color;
@ -1032,7 +1057,8 @@ TESTS = [
precision mediump int;
layout(rgba16ui) readonly uniform mediump uimage2D img;
uniform ivec2 coord;
// highp shouldn't affect the return value of imageLoad
uniform highp ivec2 coord;
uniform uint divisor;
out highp uvec4 color;