[Mesa-dev] [PATCH 5/6] nir/lower_tex: add support to clamp texture coords
Kenneth Graunke
kenneth at whitecape.org
Fri Sep 18 08:55:50 PDT 2015
On Friday, September 18, 2015 10:55:08 AM Rob Clark wrote:
> 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.
>
> v2: comments/suggestions from Ilia and Eric, use txs to get texture size
> and clamp RECT textures to their dimensions rather than [0.0, 1.0] to
> avoid having to lower RECT textures to 2D.
>
> Signed-off-by: Rob Clark <robclark at freedesktop.org>
> ---
> src/glsl/nir/nir.h | 18 ++++++++++
> src/glsl/nir/nir_lower_tex.c | 86 +++++++++++++++++++++++++++++++++++++++++++-
> 2 files changed, 103 insertions(+), 1 deletion(-)
>
> diff --git a/src/glsl/nir/nir.h b/src/glsl/nir/nir.h
> index 3c908b9..255d455 100644
> --- a/src/glsl/nir/nir.h
> +++ b/src/glsl/nir/nir.h
> @@ -1850,6 +1850,24 @@ typedef struct nir_lower_tex_options {
> * texture dims to normalize.
> */
> bool lower_rect;
> +
> + /**
> + * 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.
> + */
> + unsigned saturate_s;
> + unsigned saturate_t;
> + unsigned saturate_r;
> } nir_lower_tex_options;
>
> void nir_lower_tex(nir_shader *shader,
> diff --git a/src/glsl/nir/nir_lower_tex.c b/src/glsl/nir/nir_lower_tex.c
> index a71a5c5..7c7a077 100644
> --- a/src/glsl/nir/nir_lower_tex.c
> +++ b/src/glsl/nir/nir_lower_tex.c
> @@ -29,6 +29,10 @@
> * asking the texture operation to do so.
> * + lowering RECT: converts the un-normalized RECT texture coordinates
> * to normalized coordinates with txs plus ALU instructions
> + * + saturate s/t/r coords: to emulate certain texture clamp/wrap modes,
> + * inserts instructions to clamp specified coordinates to [0.0, 1.0].
> + * Note that this automatically triggers texture projector lowering if
> + * needed, since clamping must happen after projector lowering.
> */
>
> #include "nir.h"
> @@ -164,6 +168,70 @@ lower_rect(nir_builder *b, nir_tex_instr *tex)
> tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
> }
>
> +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++) {
> + if (tex->src[i].src_type != nir_tex_src_coord)
> + 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) {
> + if (tex->sampler_dim == GLSL_SAMPLER_DIM_RECT) {
> + /* non-normalized texture coords, so clamp to texture
> + * size rather than [0.0, 1.0]
> + */
> + nir_ssa_def *txs = get_texture_size(b, tex);
> + comp[j] = nir_fmax(b, comp[j], nir_imm_float(b, 0.0));
> + comp[j] = nir_fmin(b, comp[j], nir_channel(b, txs, j));
> + } else {
> + comp[j] = nir_fsat(b, comp[j]);
> + }
> + }
> + }
You might be able to do this with vector operations instead of
scalarizing...but I'm not sure if it would actually be better. *shrug*
> +
> + /* 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;
> + }
A nir_vec() helper that takes the array and num_components would make a
nice addition to nir_builder. You could then do src = nir_vec4(b, comp,
tex->coord_components).
Without any changes, this is:
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
> +
> + nir_instr_rewrite_src(&tex->instr,
> + &tex->src[i].src,
> + nir_src_for_ssa(src));
> + }
> +}
> +
> static bool
> nir_lower_tex_block(nir_block *block, void *void_state)
> {
> @@ -177,12 +245,28 @@ nir_lower_tex_block(nir_block *block, void *void_state)
> nir_tex_instr *tex = nir_instr_as_tex(instr);
> bool lower_txp = !!(state->options->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->options->saturate_r)
> + sat_mask |= (1 << 2); /* .z */
> + if ((1 << tex->sampler_index) & state->options->saturate_t)
> + sat_mask |= (1 << 1); /* .y */
> + if ((1 << tex->sampler_index) & state->options->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 ((tex->sampler_dim == GLSL_SAMPLER_DIM_RECT) &&
> state->options->lower_rect)
> lower_rect(b, tex);
> +
> + if (sat_mask)
> + saturate_src(b, tex, sat_mask);
> }
>
> return true;
>
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