nir/lower_tex: add support to clamp texture coords

Some hardware needs to clamp texture coordinates to [0.0, 1.0] in the
shader to emulate GL_CLAMP.  This is added to lower_tex_proj since, in
the case of projected coords, the clamping needs to happen *after*
projection.

v2: comments/suggestions from Ilia and Eric, use txs to get texture size
and clamp RECT textures to their dimensions rather than [0.0, 1.0] to
avoid having to lower RECT textures to 2D.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Rob Clark
2015-09-18 10:44:27 -04:00
parent 1ce8060c25
commit 3745c38425
2 changed files with 103 additions and 1 deletions
+18
View File
@@ -1850,6 +1850,24 @@ typedef struct nir_lower_tex_options {
* texture dims to normalize.
*/
bool lower_rect;
/**
* To emulate certain texture wrap modes, this can be used
* to saturate the specified tex coord to [0.0, 1.0]. The
* bits are according to sampler #, ie. if, for example:
*
* (conf->saturate_s & (1 << n))
*
* is true, then the s coord for sampler n is saturated.
*
* Note that clamping must happen *after* projector lowering
* so any projected texture sample instruction with a clamped
* coordinate gets automatically lowered, regardless of the
* 'lower_txp' setting.
*/
unsigned saturate_s;
unsigned saturate_t;
unsigned saturate_r;
} nir_lower_tex_options;
void nir_lower_tex(nir_shader *shader,
+85 -1
View File
@@ -29,6 +29,10 @@
* asking the texture operation to do so.
* + lowering RECT: converts the un-normalized RECT texture coordinates
* to normalized coordinates with txs plus ALU instructions
* + saturate s/t/r coords: to emulate certain texture clamp/wrap modes,
* inserts instructions to clamp specified coordinates to [0.0, 1.0].
* Note that this automatically triggers texture projector lowering if
* needed, since clamping must happen after projector lowering.
*/
#include "nir.h"
@@ -161,6 +165,70 @@ lower_rect(nir_builder *b, nir_tex_instr *tex)
tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
}
static void
saturate_src(nir_builder *b, nir_tex_instr *tex, unsigned sat_mask)
{
b->cursor = nir_before_instr(&tex->instr);
/* Walk through the sources saturating the requested arguments. */
for (unsigned i = 0; i < tex->num_srcs; i++) {
if (tex->src[i].src_type != nir_tex_src_coord)
continue;
nir_ssa_def *src =
nir_ssa_for_src(b, tex->src[i].src, tex->coord_components);
/* split src into components: */
nir_ssa_def *comp[4];
for (unsigned j = 0; j < tex->coord_components; j++)
comp[j] = nir_channel(b, src, j);
/* clamp requested components, array index does not get clamped: */
unsigned ncomp = tex->coord_components;
if (tex->is_array)
ncomp--;
for (unsigned j = 0; j < ncomp; j++) {
if ((1 << j) & sat_mask) {
if (tex->sampler_dim == GLSL_SAMPLER_DIM_RECT) {
/* non-normalized texture coords, so clamp to texture
* size rather than [0.0, 1.0]
*/
nir_ssa_def *txs = get_texture_size(b, tex);
comp[j] = nir_fmax(b, comp[j], nir_imm_float(b, 0.0));
comp[j] = nir_fmin(b, comp[j], nir_channel(b, txs, j));
} else {
comp[j] = nir_fsat(b, comp[j]);
}
}
}
/* and move the result back into a single vecN: */
switch (tex->coord_components) {
case 4:
src = nir_vec4(b, comp[0], comp[1], comp[2], comp[3]);
break;
case 3:
src = nir_vec3(b, comp[0], comp[1], comp[2]);
break;
case 2:
src = nir_vec2(b, comp[0], comp[1]);
break;
case 1:
src = comp[0];
break;
default:
unreachable("bad texture coord count");
break;
}
nir_instr_rewrite_src(&tex->instr,
&tex->src[i].src,
nir_src_for_ssa(src));
}
}
static bool
nir_lower_tex_block(nir_block *block, void *void_state)
{
@@ -174,12 +242,28 @@ nir_lower_tex_block(nir_block *block, void *void_state)
nir_tex_instr *tex = nir_instr_as_tex(instr);
bool lower_txp = !!(state->options->lower_txp & (1 << tex->sampler_dim));
if (lower_txp)
/* mask of src coords to saturate (clamp): */
unsigned sat_mask = 0;
if ((1 << tex->sampler_index) & state->options->saturate_r)
sat_mask |= (1 << 2); /* .z */
if ((1 << tex->sampler_index) & state->options->saturate_t)
sat_mask |= (1 << 1); /* .y */
if ((1 << tex->sampler_index) & state->options->saturate_s)
sat_mask |= (1 << 0); /* .x */
/* If we are clamping any coords, we must lower projector first
* as clamping happens *after* projection:
*/
if (lower_txp || sat_mask)
project_src(b, tex);
if ((tex->sampler_dim == GLSL_SAMPLER_DIM_RECT) &&
state->options->lower_rect)
lower_rect(b, tex);
if (sat_mask)
saturate_src(b, tex, sat_mask);
}
return true;