[Mesa-dev] [PATCH 1/2] gallium: add texture gather support to gallium
Christoph Bumiller
e0425955 at student.tuwien.ac.at
Sat Feb 8 04:22:36 PST 2014
On 07.02.2014 23:25, Dave Airlie wrote:
>>> Doh, yes because GL has ARB_texture_gather then has stuff hidden away
>>> in ARB_gpu_shader5 I forgot to add the extra bits which I suppose we should do.
>>>
>>> So I've reposted with the component selection in src1 now.
>> Hmm seems a bit excessive to use an extra reg for that (gather4 but only
>> in d3d11 form uses a src_sel on the sampler reg, but that might not work).
>> I realize this is actually more messy than I thought, since the initial
>> ARB_texture_gather had the ability to query if multi-channel formats are
>> allowed, but had no way to select the channel (somewhat relying on
>> ARB_texture_swizzle to do it, though of course you can't issue multiple
>> gathers with the same texture to get different channels that way).
>> But glsl 4.00 version could select the channel.
>> Is the ARB_texture_gather version actually all that useful or could you
>> merge the two caps? That is, if you have the ability to fetch from
>> multi-channel textures, assume you can also select the channel. The sm4
>> version of gather4 also has the single-channel format restriction - I
>> guess though some hw really can do 4 channels without channel selection.
> Yeah I think I'll rethink this stuff, it looks like two caps, one for
> MAX_COMPONENTS for ARB_texture_gather4, and just one cap for
> TEXTURE_GATHER_SM5 support which would denote support for all the
> ARB_GPU_shader5 bits.
>
>> Other than that, what about shadow samplers? Gather4 of course can't do
>> it (because the d3d10-style opcodes have different opcodes for shadow
>> comparisons), but the GL style opcodes are usually the same if shadow
>> samplers or not are used. Maybe you don't want to handle that right now,
>> just saying that if you'd want to use the same opcode you'd be missing a
>> component in case of texture cube arrays... Since this can't be used for
>> fixed function though I'd guess nothing would stop you from using a
>> different opcode for shadow samplers.
>
> I've gotten shadow samplers to work with the current opcodes, though I
> have to see about cube arrays if we have the running out of space to
> put everything.
>
> Also the GPU_shader5 spec has a few more oddities, so you have
> textureGatherOffset which can take a non-constant set of offset values
> to apply to all 4 texels, then you have textureGatherOffsets which
> only takes constants again, but 4 of them, one per texel. Looking at
> radeon hw it appears fglrx decomposes textureGatherOffsets into
> multiple gather instructions at the hw level but using the
> non-constant hw support to do this. So I'm not sure if the gallium
> interface should just support non-constant for all offsets and just
> restrict the GL.
Fwiw Fermi+ support 4 different non-constant offsets, since they're
passed in a register anyway.
> I've reworked the state tracker code already,
> http://cgit.freedesktop.org/~airlied/mesa/commit/?h=r600g-texture-gather&id=444bc1c8118d51600a58af8a84088e94d0800b22
>
> but I suspect I've a bit further down the rabbit hole to go.
>
> Dave.
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