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