[Mesa-dev] [PATCH 2/3] nir/lower-tex: add srgb->linear lowering
Jason Ekstrand
jason at jlekstrand.net
Tue Apr 19 18:09:15 UTC 2016
On Tue, Apr 19, 2016 at 10:15 AM, Rob Clark <robdclark at gmail.com> wrote:
> On Tue, Apr 19, 2016 at 1:06 PM, Jason Ekstrand <jason at jlekstrand.net>
> wrote:
> >
> >
> > On Tue, Apr 19, 2016 at 6:58 AM, Rob Clark <robdclark at gmail.com> wrote:
> >>
> >> From: Rob Clark <robclark at freedesktop.org>
> >>
> >> Signed-off-by: Rob Clark <robclark at freedesktop.org>
> >> ---
> >> src/compiler/nir/nir.h | 7 ++++++
> >> src/compiler/nir/nir_lower_tex.c | 46
> >> ++++++++++++++++++++++++++++++++++++++++
> >> 2 files changed, 53 insertions(+)
> >>
> >> diff --git a/src/compiler/nir/nir.h b/src/compiler/nir/nir.h
> >> index bbbc208..2c0f705 100644
> >> --- a/src/compiler/nir/nir.h
> >> +++ b/src/compiler/nir/nir.h
> >> @@ -2301,6 +2301,13 @@ typedef struct nir_lower_tex_options {
> >> * while 4 and 5 represent 0 and 1 respectively.
> >> */
> >> uint8_t swizzles[32][4];
> >> +
> >> + /**
> >> + * Bitmap of textures that need srgb to linear conversion. If
> >> + * (srgb_to_linear & (1 << texture_index)) then the rgb (xyz)
> >> + * components of the texture are lowered to linear.
> >> + */
> >> + unsigned lower_srgb;
> >
> >
> > You have lower_srgb here and srgb_to_linear in the comment. Please pick
> > one. I think I prefer srgb_to_linear as it's more explicit.
>
> oh, forgot to update the comment.. started as srgb_to_linear until I
> realized that lower_srgb was same # of chars as saturate_s/t/r and
> made a bunch of code line up neatly
>
> (ok, perhaps not the best reason.. but a reason.. :-P)
>
Wow, that's sad... I guess I don't care too much beyond having it well
documented, but I do thing srgb_to_linear is more self-documenting. Do
what you'd like.
> >>
> >> } nir_lower_tex_options;
> >>
> >> bool nir_lower_tex(nir_shader *shader,
> >> diff --git a/src/compiler/nir/nir_lower_tex.c
> >> b/src/compiler/nir/nir_lower_tex.c
> >> index 7740e58..6bae3b7 100644
> >> --- a/src/compiler/nir/nir_lower_tex.c
> >> +++ b/src/compiler/nir/nir_lower_tex.c
> >> @@ -275,6 +275,45 @@ swizzle_result(nir_builder *b, nir_tex_instr *tex,
> >> const uint8_t swizzle[4])
> >> swizzled->parent_instr);
> >> }
> >>
> >> +static void
> >> +linearize_srgb_result(nir_builder *b, nir_tex_instr *tex)
> >> +{
> >> + assert(tex->dest.is_ssa);
> >> + assert(nir_tex_instr_dest_size(tex) == 4);
> >> + assert(nir_alu_type_get_base_type(tex->dest_type) ==
> nir_type_float);
> >> +
> >> + b->cursor = nir_after_instr(&tex->instr);
> >> +
> >> + nir_ssa_def *components[4];
> >> +
> >> + /* first three channels are rgb: */
> >> + for (unsigned i = 0; i < 3; i++) {
> >
> >
> > Um... NIR is a vector IR. Why are we looping over channels? Just do a
> > nir_swizzle to pick off the first three, do the sRGB conversion, and
> nir_vec
> > them back together with the alpha channel.
>
> oh, hmm, yeah.. used to thinking in scalar
>
> BR,
> -R
>
>
> >>
> >> + /* Formula is:
> >> + * (comp <= 0.04045) ?
> >> + * (comp / 12.92) :
> >> + * pow((comp + 0.055) / 1.055, 2.4)
> >> + */
> >> + nir_ssa_def *comp = nir_channel(b, &tex->dest.ssa, i);
> >> + nir_ssa_def *low = nir_fmul(b, comp, nir_imm_float(b, 1.0 /
> >> 12.92));
> >>
> >> + nir_ssa_def *high = nir_fpow(b,
> >> + nir_fmul(b,
> >> + nir_fadd(b,
> >> + comp,
> >> + nir_imm_float(b,
> >> 0.055)),
> >> + nir_imm_float(b, 1.0 /
> >> 1.055)),
> >> + nir_imm_float(b, 2.4));
> >> + nir_ssa_def *cond = nir_fge(b, nir_imm_float(b, 0.04045), comp);
> >> + components[i] = nir_bcsel(b, cond, low, high);
> >> + }
> >> +
> >> + /* alpha is untouched: */
> >> + components[3] = nir_channel(b, &tex->dest.ssa, 3);
> >> +
> >> + nir_ssa_def *linearized = nir_vec(b, components, 4);
> >> + nir_ssa_def_rewrite_uses_after(&tex->dest.ssa,
> >> nir_src_for_ssa(linearized),
> >> + linearized->parent_instr);
> >> +}
> >> +
> >> static bool
> >> nir_lower_tex_block(nir_block *block, void *void_state)
> >> {
> >> @@ -323,6 +362,13 @@ nir_lower_tex_block(nir_block *block, void
> >> *void_state)
> >> swizzle_result(b, tex, options->swizzles[tex->texture_index]);
> >> state->progress = true;
> >> }
> >> +
> >> + /* should be after swizzle so we know which channels are rgb: */
> >> + if (((1 << tex->texture_index) & options->lower_srgb) &&
> >> + !nir_tex_instr_is_query(tex) && !tex->is_shadow) {
> >> + linearize_srgb_result(b, tex);
> >> + state->progress = true;
> >> + }
> >> }
> >>
> >> return true;
> >> --
> >> 2.5.5
> >>
> >
>
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