freedreno/a3xx: add support to emulate GL_CLAMP

Signed-off-by: Rob Clark <robclark@freedesktop.org>
This commit is contained in:
Rob Clark 2014-09-29 10:44:46 -04:00
parent 3541705816
commit 7cdd467994
8 changed files with 129 additions and 16 deletions

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@ -76,6 +76,16 @@ struct fd3_context {
struct u_upload_mgr *border_color_uploader;
struct pipe_resource *border_color_buf;
/* bitmask of sampler which needs coords clamped for vertex
* shader:
*/
unsigned vsaturate_s, vsaturate_t, vsaturate_r;
/* bitmask of sampler which needs coords clamped for frag
* shader:
*/
unsigned fsaturate_s, fsaturate_t, fsaturate_r;
};
static INLINE struct fd3_context *

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@ -100,6 +100,7 @@ static void
fd3_draw(struct fd_context *ctx, const struct pipe_draw_info *info)
{
unsigned dirty = ctx->dirty;
struct fd3_context *fd3_ctx = fd3_context(ctx);
struct ir3_shader_key key = {
/* do binning pass first: */
.binning_pass = true,
@ -108,7 +109,14 @@ fd3_draw(struct fd_context *ctx, const struct pipe_draw_info *info)
// TODO set .half_precision based on render target format,
// ie. float16 and smaller use half, float32 use full..
.half_precision = !!(fd_mesa_debug & FD_DBG_FRAGHALF),
.vsaturate_s = fd3_ctx->vsaturate_s,
.vsaturate_t = fd3_ctx->vsaturate_t,
.vsaturate_r = fd3_ctx->vsaturate_r,
.fsaturate_s = fd3_ctx->fsaturate_s,
.fsaturate_t = fd3_ctx->fsaturate_t,
.fsaturate_r = fd3_ctx->fsaturate_r,
};
draw_impl(ctx, info, ctx->binning_ring,
dirty & ~(FD_DIRTY_BLEND), key);
/* and now regular (non-binning) pass: */

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@ -36,30 +36,31 @@
#include "fd3_util.h"
static enum a3xx_tex_clamp
tex_clamp(unsigned wrap)
tex_clamp(unsigned wrap, bool clamp_to_edge)
{
/* hardware probably supports more, but we can't coax all the
* wrap/clamp modes out of the GLESv2 blob driver.
*
* TODO once we have basics working, go back and just try
* different values and see what happens
*/
/* Hardware does not support _CLAMP, but we emulate it: */
if (wrap == PIPE_TEX_WRAP_CLAMP) {
wrap = (clamp_to_edge) ?
PIPE_TEX_WRAP_CLAMP_TO_EDGE : PIPE_TEX_WRAP_CLAMP_TO_BORDER;
}
switch (wrap) {
case PIPE_TEX_WRAP_REPEAT:
return A3XX_TEX_REPEAT;
case PIPE_TEX_WRAP_CLAMP:
case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
return A3XX_TEX_CLAMP_TO_EDGE;
case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
return A3XX_TEX_CLAMP_TO_BORDER;
case PIPE_TEX_WRAP_MIRROR_CLAMP:
case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
/* these two we should emulate! */
case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
/* only works for PoT.. need to emulate otherwise! */
return A3XX_TEX_MIRROR_CLAMP;
case PIPE_TEX_WRAP_MIRROR_REPEAT:
return A3XX_TEX_MIRROR_REPEAT;
case PIPE_TEX_WRAP_MIRROR_CLAMP:
case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
/* these two we could perhaps emulate, but we currently
* just don't advertise PIPE_CAP_TEXTURE_MIRROR_CLAMP
*/
default:
DBG("invalid wrap: %u", wrap);
return 0;
@ -86,6 +87,7 @@ fd3_sampler_state_create(struct pipe_context *pctx,
{
struct fd3_sampler_stateobj *so = CALLOC_STRUCT(fd3_sampler_stateobj);
bool miplinear = false;
bool clamp_to_edge;
if (!so)
return NULL;
@ -95,14 +97,29 @@ fd3_sampler_state_create(struct pipe_context *pctx,
so->base = *cso;
/*
* For nearest filtering, _CLAMP means _CLAMP_TO_EDGE; for linear
* filtering, _CLAMP means _CLAMP_TO_BORDER while additionally
* clamping the texture coordinates to [0.0, 1.0].
*
* The clamping will be taken care of in the shaders. There are two
* filters here, but let the minification one has a say.
*/
clamp_to_edge = (cso->min_img_filter == PIPE_TEX_FILTER_NEAREST);
if (!clamp_to_edge) {
so->saturate_s = (cso->wrap_s == PIPE_TEX_WRAP_CLAMP);
so->saturate_t = (cso->wrap_t == PIPE_TEX_WRAP_CLAMP);
so->saturate_r = (cso->wrap_r == PIPE_TEX_WRAP_CLAMP);
}
so->texsamp0 =
COND(!cso->normalized_coords, A3XX_TEX_SAMP_0_UNNORM_COORDS) |
COND(miplinear, A3XX_TEX_SAMP_0_MIPFILTER_LINEAR) |
A3XX_TEX_SAMP_0_XY_MAG(tex_filter(cso->mag_img_filter)) |
A3XX_TEX_SAMP_0_XY_MIN(tex_filter(cso->min_img_filter)) |
A3XX_TEX_SAMP_0_WRAP_S(tex_clamp(cso->wrap_s)) |
A3XX_TEX_SAMP_0_WRAP_T(tex_clamp(cso->wrap_t)) |
A3XX_TEX_SAMP_0_WRAP_R(tex_clamp(cso->wrap_r));
A3XX_TEX_SAMP_0_WRAP_S(tex_clamp(cso->wrap_s, clamp_to_edge)) |
A3XX_TEX_SAMP_0_WRAP_T(tex_clamp(cso->wrap_t, clamp_to_edge)) |
A3XX_TEX_SAMP_0_WRAP_R(tex_clamp(cso->wrap_r, clamp_to_edge));
if (cso->compare_mode)
so->texsamp0 |= A3XX_TEX_SAMP_0_COMPARE_FUNC(cso->compare_func); /* maps 1:1 */
@ -124,7 +141,35 @@ fd3_sampler_states_bind(struct pipe_context *pctx,
unsigned shader, unsigned start,
unsigned nr, void **hwcso)
{
struct fd_context *ctx = fd_context(pctx);
struct fd3_context *fd3_ctx = fd3_context(ctx);
unsigned saturate_s = 0, saturate_t = 0, saturate_r = 0;
unsigned i;
for (i = 0; i < nr; i++) {
if (hwcso[i]) {
struct fd3_sampler_stateobj *sampler =
fd3_sampler_stateobj(hwcso[i]);
if (sampler->saturate_s)
saturate_s |= (1 << i);
if (sampler->saturate_t)
saturate_t |= (1 << i);
if (sampler->saturate_r)
saturate_r |= (1 << i);
}
}
fd_sampler_states_bind(pctx, shader, start, nr, hwcso);
if (shader == PIPE_SHADER_FRAGMENT) {
fd3_ctx->fsaturate_s = saturate_s;
fd3_ctx->fsaturate_t = saturate_t;
fd3_ctx->fsaturate_r = saturate_r;
} else if (shader == PIPE_SHADER_VERTEX) {
fd3_ctx->vsaturate_s = saturate_s;
fd3_ctx->vsaturate_t = saturate_t;
fd3_ctx->vsaturate_r = saturate_r;
}
}
static enum a3xx_tex_type

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@ -40,6 +40,7 @@
struct fd3_sampler_stateobj {
struct pipe_sampler_state base;
uint32_t texsamp0, texsamp1;
bool saturate_s, saturate_t, saturate_r;
};
static INLINE struct fd3_sampler_stateobj *

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@ -135,7 +135,7 @@ compile_init(struct ir3_compile_context *ctx, struct ir3_shader_variant *so,
{
unsigned ret;
struct tgsi_shader_info *info = &ctx->info;
const struct fd_lowering_config lconfig = {
struct fd_lowering_config lconfig = {
.color_two_side = so->key.color_two_side,
.lower_DST = true,
.lower_XPD = true,
@ -153,6 +153,20 @@ compile_init(struct ir3_compile_context *ctx, struct ir3_shader_variant *so,
.lower_DP2A = true,
};
switch (so->type) {
case SHADER_FRAGMENT:
case SHADER_COMPUTE:
lconfig.saturate_s = so->key.fsaturate_s;
lconfig.saturate_t = so->key.fsaturate_t;
lconfig.saturate_r = so->key.fsaturate_r;
break;
case SHADER_VERTEX:
lconfig.saturate_s = so->key.vsaturate_s;
lconfig.saturate_t = so->key.vsaturate_t;
lconfig.saturate_r = so->key.vsaturate_r;
break;
}
ctx->tokens = fd_transform_lowering(&lconfig, tokens, &ctx->info);
ctx->free_tokens = !!ctx->tokens;
if (!ctx->tokens) {

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@ -125,7 +125,7 @@ compile_init(struct ir3_compile_context *ctx, struct ir3_shader_variant *so,
{
unsigned ret, base = 0;
struct tgsi_shader_info *info = &ctx->info;
const struct fd_lowering_config lconfig = {
struct fd_lowering_config lconfig = {
.color_two_side = so->key.color_two_side,
.lower_DST = true,
.lower_XPD = true,
@ -143,6 +143,20 @@ compile_init(struct ir3_compile_context *ctx, struct ir3_shader_variant *so,
.lower_DP2A = true,
};
switch (so->type) {
case SHADER_FRAGMENT:
case SHADER_COMPUTE:
lconfig.saturate_s = so->key.fsaturate_s;
lconfig.saturate_t = so->key.fsaturate_t;
lconfig.saturate_r = so->key.fsaturate_r;
break;
case SHADER_VERTEX:
lconfig.saturate_s = so->key.vsaturate_s;
lconfig.saturate_t = so->key.vsaturate_t;
lconfig.saturate_r = so->key.vsaturate_r;
break;
}
ctx->tokens = fd_transform_lowering(&lconfig, tokens, &ctx->info);
ctx->free_tokens = !!ctx->tokens;
if (!ctx->tokens) {

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@ -185,11 +185,17 @@ ir3_shader_variant(struct ir3_shader *shader, struct ir3_shader_key key)
*/
if (shader->type == SHADER_FRAGMENT) {
key.binning_pass = false;
key.vsaturate_s = 0;
key.vsaturate_t = 0;
key.vsaturate_r = 0;
}
if (shader->type == SHADER_VERTEX) {
key.color_two_side = false;
key.half_precision = false;
key.alpha = false;
key.fsaturate_s = 0;
key.fsaturate_t = 0;
key.fsaturate_r = 0;
}
for (v = shader->variants; v; v = v->next)

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@ -52,8 +52,23 @@ static inline uint16_t sem2idx(ir3_semantic sem)
/* Configuration key used to identify a shader variant.. different
* shader variants can be used to implement features not supported
* in hw (two sided color), binning-pass vertex shader, etc.
*
* TODO since shader key is starting to get larger (than 32bit)
* we probably should pass it around by ptr rather than value more
* of the places.. but watch out in ir3_shader_variant() where the
* key gets normalized, we need to make a copy there.
*/
struct ir3_shader_key {
/* bitmask of sampler which needs coords clamped for vertex
* shader:
*/
unsigned vsaturate_s, vsaturate_t, vsaturate_r;
/* bitmask of sampler which needs coords clamped for frag
* shader:
*/
unsigned fsaturate_s, fsaturate_t, fsaturate_r;
/*
* Vertex shader variant parameters:
*/