[Mesa-dev] [PATCH] gallivm: do clamping of border color correctly for all formats
sroland at vmware.com
sroland at vmware.com
Fri Aug 16 17:21:20 PDT 2013
From: Roland Scheidegger <sroland at vmware.com>
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 do just so I can forget about it.
---
src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c | 162 ++++++++++++++++++---
1 file changed, 144 insertions(+), 18 deletions(-)
diff --git a/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c b/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c
index 76de006..f61c6c5 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"
@@ -206,33 +207,158 @@ lp_build_sample_texel_soa(struct lp_build_sample_context *bld,
lp_build_const_int32(bld->gallivm, chan));
LLVMValueRef border_chan_vec =
lp_build_broadcast_scalar(&bld->float_vec_bld, border_chan);
+ LLVMValueRef min_clamp = NULL;
+ LLVMValueRef max_clamp = NULL;
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.
- */
+ /*
+ * 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.
+ * (Could definitely do it outside per-sample loop but llvm should
+ * take care of that.)
+ * 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).
+ */
+ if (format_desc->layout == UTIL_FORMAT_LAYOUT_PLAIN) {
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);
+ unsigned pure_int = format_desc->channel[chan_s].pure_integer;
+ if (chan_type == UTIL_FORMAT_TYPE_SIGNED) {
+ if (chan_norm) {
+ min_clamp = lp_build_const_vec(bld->gallivm, bld->texel_type, -1.0F);
+ max_clamp = bld->texel_bld.one;
+ }
+ else if (pure_int) {
+ /*
+ * 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_s].size < 32;
+ if (chan_size < 32) {
+ min_clamp = lp_build_const_int_vec(bld->gallivm, bld->texel_type,
+ 0 - (1 << (chan_size - 1)));
+ max_clamp = lp_build_const_int_vec(bld->gallivm, bld->texel_type,
+ (1 << (chan_size - 1)) - 1);
+ }
+ }
+ /* TODO: no idea about non-pure, non-normalized! */
}
- 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);
+ else if (chan_type == UTIL_FORMAT_TYPE_UNSIGNED) {
+ if (chan_norm) {
+ min_clamp = bld->texel_bld.zero;
+ max_clamp = bld->texel_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 (pure_int &&
+ !util_format_is_depth_and_stencil(format_desc->format)) {
+ /*
+ * 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_s].size < 32;
+ if (chan_size < 32) {
+ max_clamp = lp_build_const_int_vec(bld->gallivm, bld->texel_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! */
}
- /* not exactly sure about all others but I think should be ok? */
+ }
+ else {
+ /* cannot figure this out from format description */
+ if (format_desc->layout == UTIL_FORMAT_LAYOUT_S3TC) {
+ /* s3tc is always unorm */
+ min_clamp = bld->texel_bld.zero;
+ max_clamp = bld->texel_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 = bld->texel_bld.zero;
+ max_clamp = bld->texel_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(bld->gallivm, bld->texel_type, -1.0F);
+ max_clamp = bld->texel_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 = bld->texel_bld.zero;
+ max_clamp = bld->texel_bld.one;
+ break;
+ case PIPE_FORMAT_R8G8Bx_SNORM:
+ min_clamp = lp_build_const_vec(bld->gallivm, bld->texel_type, -1.0F);
+ max_clamp = bld->texel_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 = bld->texel_bld.zero;
+ break;
+ case PIPE_FORMAT_R9G9B9E5_FLOAT:
+ min_clamp = bld->texel_bld.zero;
+ max_clamp = lp_build_const_vec(bld->gallivm, bld->texel_type,
+ MAX_RGB9E5);
+ break;
+ default:
+ assert(0);
+ break;
+ }
+ }
+ }
+ if (min_clamp) {
+ border_chan_vec = lp_build_max(&bld->texel_bld, border_chan_vec,
+ min_clamp);
+ }
+ if (max_clamp) {
+ border_chan_vec = lp_build_min(&bld->texel_bld, border_chan_vec,
+ max_clamp);
}
texel_out[chan] = lp_build_select(&bld->texel_bld, use_border,
border_chan_vec, texel_out[chan]);
--
1.7.9.5
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