Mesa (master): gallivm: do clamping of border color correctly for all formats

Roland Scheidegger sroland at kemper.freedesktop.org
Tue Aug 20 21:00:44 UTC 2013


Module: Mesa
Branch: master
Commit: fe92d7fab4ee8293fc93ea97680db52342b3b464
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=fe92d7fab4ee8293fc93ea97680db52342b3b464

Author: Roland Scheidegger <sroland at vmware.com>
Date:   Tue Aug 20 04:11:02 2013 +0200

gallivm: do clamping of border color correctly for all formats

Turns out it is actually very complicated to figure out what a format really
is wrt range, as using channel information for determining unorm/snorm etc.
doesn't work for a bunch of cases - namely compressed, subsampled, other.
Also while here add clamping for uint/sint as well - d3d10 doesn't actually
need this (can only use ld with these formats hence no border) and we could
do this outside the shader for GL easily (due to the fixed texture/sampler
relation) do it here too just so I can forget about it.

v2: move border color clamping out of fetch texel. Also change it to clamp
the whole border vector at once (and use vectorized load of border color),
which saves a couple of instructions - needs some different handling of
mixed signed/unsigned formats so skip the per channel stuff and just derive
this from first channel except for special formats.

Reviewed-by: Jose Fonseca <jfonseca at vmware.com>

---

 src/gallium/auxiliary/gallivm/lp_bld_sample.h     |    2 +
 src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c |  300 +++++++++++++++++----
 2 files changed, 256 insertions(+), 46 deletions(-)

diff --git a/src/gallium/auxiliary/gallivm/lp_bld_sample.h b/src/gallium/auxiliary/gallivm/lp_bld_sample.h
index 6d17377..067a995 100644
--- a/src/gallium/auxiliary/gallivm/lp_bld_sample.h
+++ b/src/gallium/auxiliary/gallivm/lp_bld_sample.h
@@ -291,6 +291,8 @@ struct lp_build_sample_context
 
    /** Integer vector with texture width, height, depth */
    LLVMValueRef int_size;
+
+   LLVMValueRef border_color_clamped;
 };
 
 
diff --git a/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c b/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c
index 2ffe21f..9f781c5 100644
--- a/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c
+++ b/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c
@@ -42,6 +42,7 @@
 #include "util/u_math.h"
 #include "util/u_format.h"
 #include "util/u_cpu_detect.h"
+#include "util/u_format_rgb9e5.h"
 #include "lp_bld_debug.h"
 #include "lp_bld_type.h"
 #include "lp_bld_const.h"
@@ -180,17 +181,14 @@ lp_build_sample_texel_soa(struct lp_build_sample_context *bld,
 
    if (use_border) {
       /* select texel color or border color depending on use_border. */
-     LLVMValueRef border_color_ptr =
-         bld->dynamic_state->border_color(bld->dynamic_state,
-                                          bld->gallivm, sampler_unit);
-      const struct util_format_description *format_desc;
+      const struct util_format_description *format_desc = bld->format_desc;
       int chan;
-      format_desc = util_format_description(bld->static_texture_state->format);
+      struct lp_type border_type = bld->texel_type;
+      border_type.length = 4;
       /*
        * Only replace channels which are actually present. The others should
        * get optimized away eventually by sampler_view swizzle anyway but it's
-       * easier too as we'd need some extra logic for channels where we can't
-       * determine the format directly otherwise.
+       * easier too.
        */
       for (chan = 0; chan < 4; chan++) {
          unsigned chan_s;
@@ -201,41 +199,17 @@ lp_build_sample_texel_soa(struct lp_build_sample_context *bld,
             }
          }
          if (chan_s <= 3) {
-            LLVMValueRef border_chan =
-               lp_build_array_get(bld->gallivm, border_color_ptr,
-                                  lp_build_const_int32(bld->gallivm, chan));
-            LLVMValueRef border_chan_vec =
-               lp_build_broadcast_scalar(&bld->float_vec_bld, border_chan);
-
-            if (!bld->texel_type.floating) {
-               border_chan_vec = LLVMBuildBitCast(builder, border_chan_vec,
-                                                  bld->texel_bld.vec_type, "");
-            }
-            else {
-               /*
-                * For normalized format need to clamp border color (technically
-                * probably should also quantize the data). Really sucks doing this
-                * here but can't avoid at least for now since this is part of
-                * sampler state and texture format is part of sampler_view state.
-                */
-               unsigned chan_type = format_desc->channel[chan_s].type;
-               unsigned chan_norm = format_desc->channel[chan_s].normalized;
-               if (chan_type == UTIL_FORMAT_TYPE_SIGNED && chan_norm) {
-                  LLVMValueRef clamp_min;
-                  clamp_min = lp_build_const_vec(bld->gallivm, bld->texel_type, -1.0F);
-                  border_chan_vec = lp_build_clamp(&bld->texel_bld, border_chan_vec,
-                                                   clamp_min,
-                                                   bld->texel_bld.one);
-               }
-               else if (chan_type == UTIL_FORMAT_TYPE_UNSIGNED && chan_norm) {
-                  border_chan_vec = lp_build_clamp(&bld->texel_bld, border_chan_vec,
-                                                   bld->texel_bld.zero,
-                                                   bld->texel_bld.one);
-               }
-               /* not exactly sure about all others but I think should be ok? */
-            }
+            /* use the already clamped color */
+            LLVMValueRef idx = lp_build_const_int32(bld->gallivm, chan);
+            LLVMValueRef border_chan;
+
+            border_chan = lp_build_extract_broadcast(bld->gallivm,
+                                                     border_type,
+                                                     bld->texel_type,
+                                                     bld->border_color_clamped,
+                                                     idx);
             texel_out[chan] = lp_build_select(&bld->texel_bld, use_border,
-                                              border_chan_vec, texel_out[chan]);
+                                              border_chan, texel_out[chan]);
          }
       }
    }
@@ -1311,9 +1285,8 @@ lp_build_sample_common(struct lp_build_sample_context *bld,
        * and would have ugly interaction with border color, would need to convert
        * border color to that format too or do some other tricks to make it work).
        */
-      const struct util_format_description *format_desc;
+      const struct util_format_description *format_desc = bld->format_desc;
       unsigned chan_type;
-      format_desc = util_format_description(bld->static_texture_state->format);
       /* not entirely sure we couldn't end up with non-valid swizzle here */
       chan_type = format_desc->swizzle[0] <= UTIL_FORMAT_SWIZZLE_W ?
                      format_desc->channel[format_desc->swizzle[0]].type :
@@ -1379,6 +1352,224 @@ lp_build_sample_common(struct lp_build_sample_context *bld,
    }
 }
 
+static void
+lp_build_clamp_border_color(struct lp_build_sample_context *bld,
+                            unsigned sampler_unit)
+{
+   struct gallivm_state *gallivm = bld->gallivm;
+   LLVMBuilderRef builder = gallivm->builder;
+   LLVMValueRef border_color_ptr =
+      bld->dynamic_state->border_color(bld->dynamic_state,
+                                        gallivm, sampler_unit);
+   LLVMValueRef border_color;
+   const struct util_format_description *format_desc = bld->format_desc;
+   struct lp_type vec4_type = bld->texel_type;
+   struct lp_build_context vec4_bld;
+   LLVMValueRef min_clamp = NULL;
+   LLVMValueRef max_clamp = NULL;
+
+   /*
+    * For normalized format need to clamp border color (technically
+    * probably should also quantize the data). Really sucks doing this
+    * here but can't avoid at least for now since this is part of
+    * sampler state and texture format is part of sampler_view state.
+    * GL expects also expects clamping for uint/sint formats too so
+    * do that as well (d3d10 can't end up here with uint/sint since it
+    * only supports them with ld).
+    */
+   vec4_type.length = 4;
+   lp_build_context_init(&vec4_bld, gallivm, vec4_type);
+
+   /*
+    * Vectorized clamping of border color. Loading is a bit of a hack since
+    * we just cast the pointer to float array to pointer to vec4
+    * (int or float).
+    */
+   border_color_ptr = lp_build_array_get_ptr(gallivm, border_color_ptr,
+                                             lp_build_const_int32(gallivm, 0));
+   border_color_ptr = LLVMBuildBitCast(builder, border_color_ptr,
+                                       LLVMPointerType(vec4_bld.vec_type, 0), "");
+   border_color = LLVMBuildLoad(builder, border_color_ptr, "");
+   /* we don't have aligned type in the dynamic state unfortunately */
+   lp_set_load_alignment(border_color, 4);
+
+   /*
+    * Instead of having some incredibly complex logic which will try to figure out
+    * clamping necessary for each channel, simply use the first channel, and treat
+    * mixed signed/unsigned normalized formats specially.
+    * (Mixed non-normalized, which wouldn't work at all here, do not exist for a
+    * good reason.)
+    */
+   if (format_desc->layout == UTIL_FORMAT_LAYOUT_PLAIN) {
+      int chan;
+      /* d/s needs special handling because both present means just sampling depth */
+      if (util_format_is_depth_and_stencil(format_desc->format)) {
+         chan = format_desc->swizzle[0];
+      }
+      else {
+         chan = util_format_get_first_non_void_channel(format_desc->format);
+      }
+      if (chan >= 0 && chan <= UTIL_FORMAT_SWIZZLE_W) {
+         unsigned chan_type = format_desc->channel[chan].type;
+         unsigned chan_norm = format_desc->channel[chan].normalized;
+         unsigned chan_pure = format_desc->channel[chan].pure_integer;
+         if (chan_type == UTIL_FORMAT_TYPE_SIGNED) {
+            if (chan_norm) {
+               min_clamp = lp_build_const_vec(gallivm, vec4_type, -1.0F);
+               max_clamp = vec4_bld.one;
+            }
+            else if (chan_pure) {
+               /*
+                * Border color was stored as int, hence need min/max clamp
+                * only if chan has less than 32 bits..
+                */
+               unsigned chan_size = format_desc->channel[chan].size < 32;
+               if (chan_size < 32) {
+                  min_clamp = lp_build_const_int_vec(gallivm, vec4_type,
+                                                     0 - (1 << (chan_size - 1)));
+                  max_clamp = lp_build_const_int_vec(gallivm, vec4_type,
+                                                     (1 << (chan_size - 1)) - 1);
+               }
+            }
+            /* TODO: no idea about non-pure, non-normalized! */
+         }
+         else if (chan_type == UTIL_FORMAT_TYPE_UNSIGNED) {
+            if (chan_norm) {
+               min_clamp = vec4_bld.zero;
+               max_clamp = vec4_bld.one;
+            }
+            /*
+             * Need a ugly hack here, because we don't have Z32_FLOAT_X8X24
+             * we use Z32_FLOAT_S8X24 to imply sampling depth component
+             * and ignoring stencil, which will blow up here if we try to
+             * do a uint clamp in a float texel build...
+             * And even if we had that format, mesa st also thinks using z24s8
+             * means depth sampling ignoring stencil.
+             */
+            else if (chan_pure) {
+               /*
+                * Border color was stored as uint, hence never need min
+                * clamp, and only need max clamp if chan has less than 32 bits.
+                */
+               unsigned chan_size = format_desc->channel[chan].size < 32;
+               if (chan_size < 32) {
+                  max_clamp = lp_build_const_int_vec(gallivm, vec4_type,
+                                                     (1 << chan_size) - 1);
+               }
+               /* TODO: no idea about non-pure, non-normalized! */
+            }
+         }
+         else if (chan_type == UTIL_FORMAT_TYPE_FIXED) {
+            /* TODO: I have no idea what clamp this would need if any! */
+         }
+      }
+      /* mixed plain formats (or different pure size) */
+      switch (format_desc->format) {
+      case PIPE_FORMAT_B10G10R10A2_UINT:
+      {
+         unsigned max10 = (1 << 10) - 1;
+         max_clamp = lp_build_const_aos(gallivm, vec4_type, max10, max10,
+                                        max10, (1 << 2) - 1, NULL);
+      }
+         break;
+      case PIPE_FORMAT_R10SG10SB10SA2U_NORM:
+         min_clamp = lp_build_const_aos(gallivm, vec4_type, -1.0F, -1.0F,
+                                        -1.0F, 0.0F, NULL);
+         max_clamp = vec4_bld.one;
+         break;
+      case PIPE_FORMAT_R8SG8SB8UX8U_NORM:
+      case PIPE_FORMAT_R5SG5SB6U_NORM:
+         min_clamp = lp_build_const_aos(gallivm, vec4_type, -1.0F, -1.0F,
+                                        0.0F, 0.0F, NULL);
+         max_clamp = vec4_bld.one;
+         break;
+      default:
+         break;
+      }
+   }
+   else {
+      /* cannot figure this out from format description */
+      if (format_desc->layout == UTIL_FORMAT_LAYOUT_S3TC) {
+         /* s3tc formats are always unorm */
+         min_clamp = vec4_bld.zero;
+         max_clamp = vec4_bld.one;
+      }
+      else if (format_desc->layout == UTIL_FORMAT_LAYOUT_RGTC ||
+               format_desc->layout == UTIL_FORMAT_LAYOUT_ETC) {
+         switch (format_desc->format) {
+         case PIPE_FORMAT_RGTC1_UNORM:
+         case PIPE_FORMAT_RGTC2_UNORM:
+         case PIPE_FORMAT_LATC1_UNORM:
+         case PIPE_FORMAT_LATC2_UNORM:
+         case PIPE_FORMAT_ETC1_RGB8:
+            min_clamp = vec4_bld.zero;
+            max_clamp = vec4_bld.one;
+            break;
+         case PIPE_FORMAT_RGTC1_SNORM:
+         case PIPE_FORMAT_RGTC2_SNORM:
+         case PIPE_FORMAT_LATC1_SNORM:
+         case PIPE_FORMAT_LATC2_SNORM:
+            min_clamp = lp_build_const_vec(gallivm, vec4_type, -1.0F);
+            max_clamp = vec4_bld.one;
+            break;
+         default:
+            assert(0);
+            break;
+         }
+      }
+      /*
+       * all others from subsampled/other group, though we don't care
+       * about yuv (and should not have any from zs here)
+       */
+      else if (format_desc->colorspace != UTIL_FORMAT_COLORSPACE_YUV){
+         switch (format_desc->format) {
+         case PIPE_FORMAT_R8G8_B8G8_UNORM:
+         case PIPE_FORMAT_G8R8_G8B8_UNORM:
+         case PIPE_FORMAT_G8R8_B8R8_UNORM:
+         case PIPE_FORMAT_R8G8_R8B8_UNORM:
+         case PIPE_FORMAT_R1_UNORM: /* doesn't make sense but ah well */
+            min_clamp = vec4_bld.zero;
+            max_clamp = vec4_bld.one;
+            break;
+         case PIPE_FORMAT_R8G8Bx_SNORM:
+            min_clamp = lp_build_const_vec(gallivm, vec4_type, -1.0F);
+            max_clamp = vec4_bld.one;
+            break;
+            /*
+             * Note smallfloat formats usually don't need clamping
+             * (they still have infinite range) however this is not
+             * true for r11g11b10 and r9g9b9e5, which can't represent
+             * negative numbers (and additionally r9g9b9e5 can't represent
+             * very large numbers). d3d10 seems happy without clamping in
+             * this case, but gl spec is pretty clear: "for floating
+             * point and integer formats, border values are clamped to
+             * the representable range of the format" so do that here.
+             */
+         case PIPE_FORMAT_R11G11B10_FLOAT:
+            min_clamp = vec4_bld.zero;
+            break;
+         case PIPE_FORMAT_R9G9B9E5_FLOAT:
+            min_clamp = vec4_bld.zero;
+            max_clamp = lp_build_const_vec(gallivm, vec4_type, MAX_RGB9E5);
+            break;
+         default:
+            assert(0);
+            break;
+         }
+      }
+   }
+
+   if (min_clamp) {
+      border_color = lp_build_max(&vec4_bld, border_color, min_clamp);
+   }
+   if (max_clamp) {
+      border_color = lp_build_min(&vec4_bld, border_color, max_clamp);
+   }
+
+   bld->border_color_clamped = border_color;
+}
+
+
 /**
  * General texture sampling codegen.
  * This function handles texture sampling for all texture targets (1D,
@@ -1397,12 +1588,29 @@ lp_build_sample_general(struct lp_build_sample_context *bld,
 {
    struct lp_build_context *int_bld = &bld->int_bld;
    LLVMBuilderRef builder = bld->gallivm->builder;
-   const unsigned mip_filter = bld->static_sampler_state->min_mip_filter;
-   const unsigned min_filter = bld->static_sampler_state->min_img_filter;
-   const unsigned mag_filter = bld->static_sampler_state->mag_img_filter;
+   const struct lp_static_sampler_state *sampler_state = bld->static_sampler_state;
+   const unsigned mip_filter = sampler_state->min_mip_filter;
+   const unsigned min_filter = sampler_state->min_img_filter;
+   const unsigned mag_filter = sampler_state->mag_img_filter;
    LLVMValueRef texels[4];
    unsigned chan;
 
+   /* if we need border color, (potentially) clamp it now */
+   if (lp_sampler_wrap_mode_uses_border_color(sampler_state->wrap_s,
+                                              min_filter,
+                                              mag_filter) ||
+       (bld->dims > 1 &&
+           lp_sampler_wrap_mode_uses_border_color(sampler_state->wrap_t,
+                                                  min_filter,
+                                                  mag_filter)) ||
+       (bld->dims > 2 &&
+           lp_sampler_wrap_mode_uses_border_color(sampler_state->wrap_r,
+                                                  min_filter,
+                                                  mag_filter))) {
+      lp_build_clamp_border_color(bld, sampler_unit);
+   }
+
+
    /*
     * Get/interpolate texture colors.
     */




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