[Mesa-dev] [PATCH 3/4] nir/lower_tex_proj: add support to clamp texture coords

Rob Clark robdclark at gmail.com
Wed Sep 16 11:07:15 PDT 2015


From: Rob Clark <robclark at freedesktop.org>

Some hardware needs to clamp texture coordinates to [0.0, 1.0] in the
shader to emulate GL_CLAMP.  This is added to lower_tex_proj since, in
the case of projected coords, the clamping needs to happen *after*
projection.

Signed-off-by: Rob Clark <robclark at freedesktop.org>
---
 src/glsl/nir/nir.h                     |  4 +-
 src/glsl/nir/nir_lower_tex_projector.c | 98 ++++++++++++++++++++++++++++++++--
 src/mesa/drivers/dri/i965/brw_nir.c    |  2 +-
 3 files changed, 99 insertions(+), 5 deletions(-)

diff --git a/src/glsl/nir/nir.h b/src/glsl/nir/nir.h
index 9d47001..fba28f2 100644
--- a/src/glsl/nir/nir.h
+++ b/src/glsl/nir/nir.h
@@ -1830,7 +1830,9 @@ void nir_lower_samplers(nir_shader *shader,
                         const struct gl_shader_program *shader_program);
 
 void nir_lower_system_values(nir_shader *shader);
-void nir_lower_tex_projector(nir_shader *shader, unsigned lower_txp);
+void nir_lower_tex_projector(nir_shader *shader, unsigned lower_txp,
+                             unsigned saturate_s, unsigned saturate_t,
+                             unsigned saturate_r);
 void nir_lower_idiv(nir_shader *shader);
 
 void nir_lower_clip_vs(nir_shader *shader, unsigned ucp_enables);
diff --git a/src/glsl/nir/nir_lower_tex_projector.c b/src/glsl/nir/nir_lower_tex_projector.c
index ce20956..1a72fd0 100644
--- a/src/glsl/nir/nir_lower_tex_projector.c
+++ b/src/glsl/nir/nir_lower_tex_projector.c
@@ -33,6 +33,9 @@
 typedef struct {
    nir_builder b;
    unsigned lower_txp;
+   unsigned saturate_s;
+   unsigned saturate_t;
+   unsigned saturate_r;
 } lower_tex_state;
 
 static void
@@ -111,6 +114,62 @@ project_src(nir_builder *b, nir_tex_instr *tex)
    tex->num_srcs--;
 }
 
+static void
+saturate_src(nir_builder *b, nir_tex_instr *tex, unsigned sat_mask)
+{
+   b->cursor = nir_before_instr(&tex->instr);
+
+   /* Walk through the sources saturating the requested arguments. */
+   for (unsigned i = 0; i < tex->num_srcs; i++) {
+      switch (tex->src[i].src_type) {
+      case nir_tex_src_coord:
+         break;
+      default:
+         continue;
+      }
+      nir_ssa_def *src =
+         nir_ssa_for_src(b, tex->src[i].src, tex->coord_components);
+
+      /* split src into components: */
+      nir_ssa_def *comp[4];
+
+      for (unsigned j = 0; j < tex->coord_components; j++)
+         comp[j] = nir_channel(b, src, j);
+
+      /* clamp requested components, array index does not get clamped: */
+      unsigned ncomp = tex->coord_components;
+      if (tex->is_array)
+         ncomp--;
+
+      for (unsigned j = 0; j < ncomp; j++)
+         if ((1 << j) & sat_mask)
+            comp[j] = nir_fsat(b, comp[j]);
+
+      /* and move the result back into a single vecN: */
+      switch (tex->coord_components) {
+      case 4:
+         src = nir_vec4(b, comp[0], comp[1], comp[2], comp[3]);
+         break;
+      case 3:
+         src = nir_vec3(b, comp[0], comp[1], comp[2]);
+         break;
+      case 2:
+         src = nir_vec2(b, comp[0], comp[1]);
+         break;
+      case 1:
+         src = comp[0];
+         break;
+      default:
+         unreachable("bad texture coord count");
+         break;
+      }
+
+      nir_instr_rewrite_src(&tex->instr,
+                            &tex->src[i].src,
+                            nir_src_for_ssa(src));
+   }
+}
+
 static bool
 nir_lower_tex_projector_block(nir_block *block, void *void_state)
 {
@@ -123,10 +182,24 @@ nir_lower_tex_projector_block(nir_block *block, void *void_state)
 
       nir_tex_instr *tex = nir_instr_as_tex(instr);
       bool lower_txp = !!(state->lower_txp & (1 << tex->sampler_dim));
-
-      if (lower_txp)
+      /* mask of src coords to saturate (clamp): */
+      unsigned sat_mask = 0;
+
+      if ((1 << tex->sampler_index) & state->saturate_r)
+         sat_mask |= (1 << 2);    /* .z */
+      if ((1 << tex->sampler_index) & state->saturate_t)
+         sat_mask |= (1 << 1);    /* .y */
+      if ((1 << tex->sampler_index) & state->saturate_s)
+         sat_mask |= (1 << 0);    /* .x */
+
+      /* If we are clamping any coords, we must lower projector first
+       * as clamping happens *after* projection:
+       */
+      if (lower_txp || sat_mask)
          project_src(b, tex);
 
+      if (sat_mask)
+         saturate_src(b, tex, sat_mask);
    }
 
    return true;
@@ -147,12 +220,31 @@ nir_lower_tex_projector_impl(nir_function_impl *impl, lower_tex_state *state)
  * lower_txp:
  *    bitmask of (1 << GLSL_SAMPLER_DIM_x) to control for which
  *    sampler types a texture projector is lowered.
+ *
+ * saturate_s/t/r:
+ *    To emulate certain texture wrap modes, this can be used
+ *    to saturate the specified tex coord to [0.0, 1.0].  The
+ *    bits are according to sampler #, ie. if, for example:
+ *
+ *      (conf->saturate_s & (1 << n))
+ *
+ *    is true, then the s coord for sampler n is saturated.
+ *
+ *    Note that clamping must happen *after* projector lowering
+ *    so any projected texture sample instruction with a clamped
+ *    coordinate gets automatically lowered, regardless of the
+ *    'lower_txp' setting.
  */
 void
-nir_lower_tex_projector(nir_shader *shader, unsigned lower_txp)
+nir_lower_tex_projector(nir_shader *shader, unsigned lower_txp,
+                        unsigned saturate_s, unsigned saturate_t,
+                        unsigned saturate_r)
 {
    lower_tex_state state;
    state.lower_txp = lower_txp;
+   state.saturate_s = saturate_s;
+   state.saturate_t = saturate_t;
+   state.saturate_r = saturate_r;
    nir_foreach_overload(shader, overload) {
       if (overload->impl)
          nir_lower_tex_projector_impl(overload->impl, &state);
diff --git a/src/mesa/drivers/dri/i965/brw_nir.c b/src/mesa/drivers/dri/i965/brw_nir.c
index 2a924bb..31b24d6 100644
--- a/src/mesa/drivers/dri/i965/brw_nir.c
+++ b/src/mesa/drivers/dri/i965/brw_nir.c
@@ -96,7 +96,7 @@ brw_create_nir(struct brw_context *brw,
    nir_lower_global_vars_to_local(nir);
    nir_validate_shader(nir);
 
-   nir_lower_tex_projector(nir, ~0);
+   nir_lower_tex_projector(nir, ~0, 0, 0, 0);
    nir_validate_shader(nir);
 
    nir_normalize_cubemap_coords(nir);
-- 
2.4.3



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