Mesa (master): nir/lower_tex: Simplify lower_gradient logic

GitLab Mirror gitlab-mirror at kemper.freedesktop.org
Wed Dec 12 03:26:49 UTC 2018


Module: Mesa
Branch: master
Commit: 5a968ae473a11bd074281c5d1c4825a295e1dd13
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=5a968ae473a11bd074281c5d1c4825a295e1dd13

Author: Jason Ekstrand <jason.ekstrand at intel.com>
Date:   Thu Oct 11 12:56:21 2018 -0500

nir/lower_tex: Simplify lower_gradient logic

Instead of having to call two different lower_gradient functions based
on whether or not it's a cube, just make lower_gradient handle cubes.
This significantly simplifies some of the logic.

Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>

---

 src/compiler/nir/nir_lower_tex.c | 21 +++++++++------------
 1 file changed, 9 insertions(+), 12 deletions(-)

diff --git a/src/compiler/nir/nir_lower_tex.c b/src/compiler/nir/nir_lower_tex.c
index e10d4ea62f..86da6537d2 100644
--- a/src/compiler/nir/nir_lower_tex.c
+++ b/src/compiler/nir/nir_lower_tex.c
@@ -562,6 +562,12 @@ lower_gradient_cube_map(nir_builder *b, nir_tex_instr *tex)
 static void
 lower_gradient(nir_builder *b, nir_tex_instr *tex)
 {
+   /* Cubes are more complicated and have their own function */
+   if (tex->sampler_dim == GLSL_SAMPLER_DIM_CUBE) {
+      lower_gradient_cube_map(b, tex);
+      return;
+   }
+
    assert(tex->sampler_dim != GLSL_SAMPLER_DIM_CUBE);
    assert(tex->op == nir_texop_txd);
    assert(tex->dest.is_ssa);
@@ -832,19 +838,10 @@ nir_lower_tex_block(nir_block *block, nir_builder *b,
       }
 
       if (tex->op == nir_texop_txd &&
-          tex->sampler_dim == GLSL_SAMPLER_DIM_CUBE &&
-          (options->lower_txd ||
-           options->lower_txd_cube_map ||
-           (tex->is_shadow && options->lower_txd_shadow))) {
-         lower_gradient_cube_map(b, tex);
-         progress = true;
-         continue;
-      }
-
-      if (tex->op == nir_texop_txd &&
           (options->lower_txd ||
-           (options->lower_txd_shadow &&
-            tex->is_shadow && tex->sampler_dim != GLSL_SAMPLER_DIM_CUBE))) {
+           (options->lower_txd_shadow && tex->is_shadow) ||
+           (options->lower_txd_cube_map &&
+            tex->sampler_dim == GLSL_SAMPLER_DIM_CUBE))) {
          lower_gradient(b, tex);
          progress = true;
          continue;




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