mesa/src/compiler/nir/nir_normalize_cubemap_coords.c

75 lines
2.6 KiB
C

/*
* Copyright © 2015 Intel Corporation
*
* 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.
*/
#include "nir.h"
#include "nir_builtin_builder.h"
/*
* Lower cubemap coordinate to have normalized coordinates where the largest
* magnitude component is -1.0 or 1.0.
*/
static bool
normalize_cubemap_coords(nir_builder *b, nir_instr *instr, void *data)
{
if (instr->type != nir_instr_type_tex)
return false;
nir_tex_instr *tex = nir_instr_as_tex(instr);
if (tex->sampler_dim != GLSL_SAMPLER_DIM_CUBE)
return false;
b->cursor = nir_before_instr(instr);
int idx = nir_tex_instr_src_index(tex, nir_tex_src_coord);
if (idx < 0)
return false;
nir_def *orig_coord =
tex->src[idx].src.ssa;
assert(orig_coord->num_components >= 3);
nir_def *orig_xyz = nir_trim_vector(b, orig_coord, 3);
nir_def *norm = nir_fmax_abs_vec_comp(b, orig_xyz);
nir_def *normalized = nir_fmul(b, orig_coord, nir_frcp(b, norm));
/* Array indices don't have to be normalized, so make a new vector
* with the coordinate's array index untouched.
*/
if (tex->coord_components == 4) {
normalized = nir_vector_insert_imm(b, normalized,
nir_channel(b, orig_coord, 3), 3);
}
nir_src_rewrite(&tex->src[idx].src, normalized);
return true;
}
bool
nir_normalize_cubemap_coords(nir_shader *shader)
{
return nir_shader_instructions_pass(shader, normalize_cubemap_coords,
nir_metadata_block_index |
nir_metadata_dominance,
NULL);
}