freedreno/a3xx: add support to emulate GL_CLAMP
Signed-off-by: Rob Clark <robclark@freedesktop.org>
This commit is contained in:
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3541705816
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7cdd467994
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@ -76,6 +76,16 @@ struct fd3_context {
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struct u_upload_mgr *border_color_uploader;
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struct pipe_resource *border_color_buf;
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/* bitmask of sampler which needs coords clamped for vertex
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* shader:
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*/
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unsigned vsaturate_s, vsaturate_t, vsaturate_r;
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/* bitmask of sampler which needs coords clamped for frag
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* shader:
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*/
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unsigned fsaturate_s, fsaturate_t, fsaturate_r;
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};
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static INLINE struct fd3_context *
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@ -100,6 +100,7 @@ static void
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fd3_draw(struct fd_context *ctx, const struct pipe_draw_info *info)
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{
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unsigned dirty = ctx->dirty;
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struct fd3_context *fd3_ctx = fd3_context(ctx);
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struct ir3_shader_key key = {
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/* do binning pass first: */
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.binning_pass = true,
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@ -108,7 +109,14 @@ fd3_draw(struct fd_context *ctx, const struct pipe_draw_info *info)
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// TODO set .half_precision based on render target format,
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// ie. float16 and smaller use half, float32 use full..
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.half_precision = !!(fd_mesa_debug & FD_DBG_FRAGHALF),
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.vsaturate_s = fd3_ctx->vsaturate_s,
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.vsaturate_t = fd3_ctx->vsaturate_t,
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.vsaturate_r = fd3_ctx->vsaturate_r,
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.fsaturate_s = fd3_ctx->fsaturate_s,
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.fsaturate_t = fd3_ctx->fsaturate_t,
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.fsaturate_r = fd3_ctx->fsaturate_r,
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};
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draw_impl(ctx, info, ctx->binning_ring,
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dirty & ~(FD_DIRTY_BLEND), key);
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/* and now regular (non-binning) pass: */
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@ -36,30 +36,31 @@
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#include "fd3_util.h"
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static enum a3xx_tex_clamp
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tex_clamp(unsigned wrap)
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tex_clamp(unsigned wrap, bool clamp_to_edge)
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{
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/* hardware probably supports more, but we can't coax all the
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* wrap/clamp modes out of the GLESv2 blob driver.
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*
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* TODO once we have basics working, go back and just try
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* different values and see what happens
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*/
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/* Hardware does not support _CLAMP, but we emulate it: */
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if (wrap == PIPE_TEX_WRAP_CLAMP) {
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wrap = (clamp_to_edge) ?
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PIPE_TEX_WRAP_CLAMP_TO_EDGE : PIPE_TEX_WRAP_CLAMP_TO_BORDER;
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}
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switch (wrap) {
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case PIPE_TEX_WRAP_REPEAT:
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return A3XX_TEX_REPEAT;
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case PIPE_TEX_WRAP_CLAMP:
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case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
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return A3XX_TEX_CLAMP_TO_EDGE;
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case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
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return A3XX_TEX_CLAMP_TO_BORDER;
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case PIPE_TEX_WRAP_MIRROR_CLAMP:
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case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
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/* these two we should emulate! */
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case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
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/* only works for PoT.. need to emulate otherwise! */
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return A3XX_TEX_MIRROR_CLAMP;
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case PIPE_TEX_WRAP_MIRROR_REPEAT:
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return A3XX_TEX_MIRROR_REPEAT;
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case PIPE_TEX_WRAP_MIRROR_CLAMP:
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case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
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/* these two we could perhaps emulate, but we currently
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* just don't advertise PIPE_CAP_TEXTURE_MIRROR_CLAMP
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*/
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default:
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DBG("invalid wrap: %u", wrap);
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return 0;
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@ -86,6 +87,7 @@ fd3_sampler_state_create(struct pipe_context *pctx,
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{
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struct fd3_sampler_stateobj *so = CALLOC_STRUCT(fd3_sampler_stateobj);
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bool miplinear = false;
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bool clamp_to_edge;
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if (!so)
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return NULL;
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@ -95,14 +97,29 @@ fd3_sampler_state_create(struct pipe_context *pctx,
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so->base = *cso;
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/*
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* For nearest filtering, _CLAMP means _CLAMP_TO_EDGE; for linear
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* filtering, _CLAMP means _CLAMP_TO_BORDER while additionally
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* clamping the texture coordinates to [0.0, 1.0].
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*
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* The clamping will be taken care of in the shaders. There are two
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* filters here, but let the minification one has a say.
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*/
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clamp_to_edge = (cso->min_img_filter == PIPE_TEX_FILTER_NEAREST);
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if (!clamp_to_edge) {
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so->saturate_s = (cso->wrap_s == PIPE_TEX_WRAP_CLAMP);
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so->saturate_t = (cso->wrap_t == PIPE_TEX_WRAP_CLAMP);
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so->saturate_r = (cso->wrap_r == PIPE_TEX_WRAP_CLAMP);
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}
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so->texsamp0 =
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COND(!cso->normalized_coords, A3XX_TEX_SAMP_0_UNNORM_COORDS) |
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COND(miplinear, A3XX_TEX_SAMP_0_MIPFILTER_LINEAR) |
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A3XX_TEX_SAMP_0_XY_MAG(tex_filter(cso->mag_img_filter)) |
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A3XX_TEX_SAMP_0_XY_MIN(tex_filter(cso->min_img_filter)) |
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A3XX_TEX_SAMP_0_WRAP_S(tex_clamp(cso->wrap_s)) |
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A3XX_TEX_SAMP_0_WRAP_T(tex_clamp(cso->wrap_t)) |
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A3XX_TEX_SAMP_0_WRAP_R(tex_clamp(cso->wrap_r));
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A3XX_TEX_SAMP_0_WRAP_S(tex_clamp(cso->wrap_s, clamp_to_edge)) |
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A3XX_TEX_SAMP_0_WRAP_T(tex_clamp(cso->wrap_t, clamp_to_edge)) |
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A3XX_TEX_SAMP_0_WRAP_R(tex_clamp(cso->wrap_r, clamp_to_edge));
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if (cso->compare_mode)
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so->texsamp0 |= A3XX_TEX_SAMP_0_COMPARE_FUNC(cso->compare_func); /* maps 1:1 */
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@ -124,7 +141,35 @@ fd3_sampler_states_bind(struct pipe_context *pctx,
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unsigned shader, unsigned start,
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unsigned nr, void **hwcso)
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{
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struct fd_context *ctx = fd_context(pctx);
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struct fd3_context *fd3_ctx = fd3_context(ctx);
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unsigned saturate_s = 0, saturate_t = 0, saturate_r = 0;
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unsigned i;
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for (i = 0; i < nr; i++) {
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if (hwcso[i]) {
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struct fd3_sampler_stateobj *sampler =
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fd3_sampler_stateobj(hwcso[i]);
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if (sampler->saturate_s)
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saturate_s |= (1 << i);
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if (sampler->saturate_t)
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saturate_t |= (1 << i);
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if (sampler->saturate_r)
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saturate_r |= (1 << i);
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}
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}
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fd_sampler_states_bind(pctx, shader, start, nr, hwcso);
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if (shader == PIPE_SHADER_FRAGMENT) {
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fd3_ctx->fsaturate_s = saturate_s;
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fd3_ctx->fsaturate_t = saturate_t;
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fd3_ctx->fsaturate_r = saturate_r;
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} else if (shader == PIPE_SHADER_VERTEX) {
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fd3_ctx->vsaturate_s = saturate_s;
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fd3_ctx->vsaturate_t = saturate_t;
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fd3_ctx->vsaturate_r = saturate_r;
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}
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}
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static enum a3xx_tex_type
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@ -40,6 +40,7 @@
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struct fd3_sampler_stateobj {
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struct pipe_sampler_state base;
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uint32_t texsamp0, texsamp1;
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bool saturate_s, saturate_t, saturate_r;
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};
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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,
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{
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unsigned ret;
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struct tgsi_shader_info *info = &ctx->info;
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const struct fd_lowering_config lconfig = {
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struct fd_lowering_config lconfig = {
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.color_two_side = so->key.color_two_side,
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.lower_DST = true,
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.lower_XPD = true,
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@ -153,6 +153,20 @@ compile_init(struct ir3_compile_context *ctx, struct ir3_shader_variant *so,
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.lower_DP2A = true,
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};
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switch (so->type) {
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case SHADER_FRAGMENT:
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case SHADER_COMPUTE:
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lconfig.saturate_s = so->key.fsaturate_s;
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lconfig.saturate_t = so->key.fsaturate_t;
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lconfig.saturate_r = so->key.fsaturate_r;
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break;
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case SHADER_VERTEX:
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lconfig.saturate_s = so->key.vsaturate_s;
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lconfig.saturate_t = so->key.vsaturate_t;
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lconfig.saturate_r = so->key.vsaturate_r;
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break;
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}
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ctx->tokens = fd_transform_lowering(&lconfig, tokens, &ctx->info);
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ctx->free_tokens = !!ctx->tokens;
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if (!ctx->tokens) {
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@ -125,7 +125,7 @@ compile_init(struct ir3_compile_context *ctx, struct ir3_shader_variant *so,
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{
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unsigned ret, base = 0;
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struct tgsi_shader_info *info = &ctx->info;
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const struct fd_lowering_config lconfig = {
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struct fd_lowering_config lconfig = {
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.color_two_side = so->key.color_two_side,
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.lower_DST = true,
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.lower_XPD = true,
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@ -143,6 +143,20 @@ compile_init(struct ir3_compile_context *ctx, struct ir3_shader_variant *so,
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.lower_DP2A = true,
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};
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switch (so->type) {
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case SHADER_FRAGMENT:
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case SHADER_COMPUTE:
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lconfig.saturate_s = so->key.fsaturate_s;
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lconfig.saturate_t = so->key.fsaturate_t;
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lconfig.saturate_r = so->key.fsaturate_r;
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break;
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case SHADER_VERTEX:
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lconfig.saturate_s = so->key.vsaturate_s;
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lconfig.saturate_t = so->key.vsaturate_t;
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lconfig.saturate_r = so->key.vsaturate_r;
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break;
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}
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ctx->tokens = fd_transform_lowering(&lconfig, tokens, &ctx->info);
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ctx->free_tokens = !!ctx->tokens;
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if (!ctx->tokens) {
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@ -185,11 +185,17 @@ ir3_shader_variant(struct ir3_shader *shader, struct ir3_shader_key key)
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*/
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if (shader->type == SHADER_FRAGMENT) {
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key.binning_pass = false;
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key.vsaturate_s = 0;
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key.vsaturate_t = 0;
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key.vsaturate_r = 0;
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}
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if (shader->type == SHADER_VERTEX) {
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key.color_two_side = false;
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key.half_precision = false;
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key.alpha = false;
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key.fsaturate_s = 0;
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key.fsaturate_t = 0;
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key.fsaturate_r = 0;
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}
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for (v = shader->variants; v; v = v->next)
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@ -52,8 +52,23 @@ static inline uint16_t sem2idx(ir3_semantic sem)
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/* Configuration key used to identify a shader variant.. different
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* shader variants can be used to implement features not supported
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* in hw (two sided color), binning-pass vertex shader, etc.
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*
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* TODO since shader key is starting to get larger (than 32bit)
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* we probably should pass it around by ptr rather than value more
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* of the places.. but watch out in ir3_shader_variant() where the
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* key gets normalized, we need to make a copy there.
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*/
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struct ir3_shader_key {
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/* bitmask of sampler which needs coords clamped for vertex
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* shader:
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*/
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unsigned vsaturate_s, vsaturate_t, vsaturate_r;
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/* bitmask of sampler which needs coords clamped for frag
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* shader:
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*/
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unsigned fsaturate_s, fsaturate_t, fsaturate_r;
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/*
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* Vertex shader variant parameters:
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*/
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