Mesa (master): vc4: Use the NIR cubemap normalization instead of our own.
Eric Anholt
anholt at kemper.freedesktop.org
Mon May 2 18:18:57 UTC 2016
Module: Mesa
Branch: master
Commit: e138716d8d96a8bd53d9403635777e33698bfd2c
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=e138716d8d96a8bd53d9403635777e33698bfd2c
Author: Eric Anholt <eric at anholt.net>
Date: Wed Apr 27 19:09:01 2016 -0700
vc4: Use the NIR cubemap normalization instead of our own.
This is one of two uses of the current QIR CSE pass according to
shader-db. The NIR pass means that we'll end up doing Newton-Raphson on
our RCP, which we weren't doing before, but that's probably actually a
good thing.
---
src/gallium/drivers/vc4/vc4_program.c | 7 +------
1 file changed, 1 insertion(+), 6 deletions(-)
diff --git a/src/gallium/drivers/vc4/vc4_program.c b/src/gallium/drivers/vc4/vc4_program.c
index b1c8b00..a1646d7 100644
--- a/src/gallium/drivers/vc4/vc4_program.c
+++ b/src/gallium/drivers/vc4/vc4_program.c
@@ -403,12 +403,6 @@ ntq_emit_tex(struct vc4_compile *c, nir_tex_instr *instr)
}
if (instr->sampler_dim == GLSL_SAMPLER_DIM_CUBE) {
- struct qreg ma = qir_FMAXABS(c, qir_FMAXABS(c, s, t), r);
- struct qreg rcp_ma = qir_RCP(c, ma);
- s = qir_FMUL(c, s, rcp_ma);
- t = qir_FMUL(c, t, rcp_ma);
- r = qir_FMUL(c, r, rcp_ma);
-
qir_TEX_R(c, r, texture_u[next_texture_u++]);
} else if (c->key->tex[unit].wrap_s == PIPE_TEX_WRAP_CLAMP_TO_BORDER ||
c->key->tex[unit].wrap_s == PIPE_TEX_WRAP_CLAMP ||
@@ -1893,6 +1887,7 @@ vc4_shader_ntq(struct vc4_context *vc4, enum qstage stage,
}
}
+ NIR_PASS_V(c->s, nir_normalize_cubemap_coords);
NIR_PASS_V(c->s, nir_lower_tex, &tex_options);
if (c->fs_key && c->fs_key->light_twoside)
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