gallium/vl: Simplify the matrix filter fragment shader

It looks like it was partly copied from the median filter fragment shader
and unnecessesarily saved a lot of temporary values.

Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
This commit is contained in:
Thomas Hellstrom 2016-09-23 13:23:05 +02:00
parent f1e5dfbe3c
commit ccc8720cf7
1 changed files with 16 additions and 40 deletions

View File

@ -81,15 +81,13 @@ create_frag_shader(struct vl_matrix_filter *filter, unsigned num_offsets,
struct ureg_program *shader;
struct ureg_src i_vtex;
struct ureg_src sampler;
struct ureg_dst *t_array = MALLOC(sizeof(struct ureg_dst) * num_offsets);
struct ureg_dst tmp;
struct ureg_dst t_sum;
struct ureg_dst o_fragment;
bool first;
unsigned i;
shader = ureg_create(PIPE_SHADER_FRAGMENT);
if (!shader) {
FREE(t_array);
return NULL;
}
@ -101,54 +99,32 @@ create_frag_shader(struct vl_matrix_filter *filter, unsigned num_offsets,
TGSI_RETURN_TYPE_FLOAT,
TGSI_RETURN_TYPE_FLOAT);
for (i = 0; i < num_offsets; ++i)
if (matrix_values[i] != 0.0f)
t_array[i] = ureg_DECL_temporary(shader);
tmp = ureg_DECL_temporary(shader);
t_sum = ureg_DECL_temporary(shader);
o_fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
/*
* t_array[0..*] = vtex + offset[0..*]
* t_array[0..*] = tex(t_array[0..*], sampler)
* o_fragment = sum(t_array[0..*] * matrix_values[0..*])
*/
ureg_MOV(shader, t_sum, ureg_imm1f(shader, 0.0f));
for (i = 0; i < num_offsets; ++i) {
if (matrix_values[i] != 0.0f && !is_vec_zero(offsets[i])) {
ureg_ADD(shader, ureg_writemask(t_array[i], TGSI_WRITEMASK_XY),
if (matrix_values[i] == 0.0f)
continue;
if (!is_vec_zero(offsets[i])) {
ureg_ADD(shader, ureg_writemask(tmp, TGSI_WRITEMASK_XY),
i_vtex, ureg_imm2f(shader, offsets[i].x, offsets[i].y));
ureg_MOV(shader, ureg_writemask(t_array[i], TGSI_WRITEMASK_ZW),
ureg_MOV(shader, ureg_writemask(tmp, TGSI_WRITEMASK_ZW),
ureg_imm1f(shader, 0.0f));
ureg_TEX(shader, tmp, TGSI_TEXTURE_2D, ureg_src(tmp), sampler);
} else {
ureg_TEX(shader, tmp, TGSI_TEXTURE_2D, i_vtex, sampler);
}
ureg_MAD(shader, t_sum, ureg_src(tmp), ureg_imm1f(shader, matrix_values[i]),
ureg_src(t_sum));
}
for (i = 0; i < num_offsets; ++i) {
if (matrix_values[i] != 0.0f) {
struct ureg_src src = is_vec_zero(offsets[i]) ? i_vtex : ureg_src(t_array[i]);
ureg_TEX(shader, t_array[i], TGSI_TEXTURE_2D, src, sampler);
}
}
for (i = 0, first = true; i < num_offsets; ++i) {
if (matrix_values[i] != 0.0f) {
if (first) {
t_sum = t_array[i];
ureg_MUL(shader, t_sum, ureg_src(t_array[i]),
ureg_imm1f(shader, matrix_values[i]));
first = false;
} else
ureg_MAD(shader, t_sum, ureg_src(t_array[i]),
ureg_imm1f(shader, matrix_values[i]), ureg_src(t_sum));
}
}
if (first)
ureg_MOV(shader, o_fragment, ureg_imm1f(shader, 0.0f));
else
ureg_MOV(shader, o_fragment, ureg_src(t_sum));
ureg_MOV(shader, o_fragment, ureg_src(t_sum));
ureg_END(shader);
FREE(t_array);
return ureg_create_shader_and_destroy(shader, filter->pipe);
}