[Mesa-dev] [PATCH v2 1/4] nir: set default lod to texture opcodes that needed it but don't provide it

Samuel Iglesias Gonsálvez siglesias at igalia.com
Wed Oct 11 08:00:25 UTC 2017


On Tuesday, October 10, 2017 4:40:47 PM CEST Lionel Landwerlin wrote:
> On 10/10/17 14:35, Samuel Iglesias Gonsálvez wrote:
> > Signed-off-by: Samuel Iglesias Gonsálvez <siglesias at igalia.com>
> > ---
> > 
> >   src/compiler/nir/nir_lower_tex.c | 68
> >   ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 68
> >   insertions(+)
> > 
> > diff --git a/src/compiler/nir/nir_lower_tex.c
> > b/src/compiler/nir/nir_lower_tex.c index 65681decb1c..d3380710405 100644
> > --- a/src/compiler/nir/nir_lower_tex.c
> > +++ b/src/compiler/nir/nir_lower_tex.c
> > @@ -717,6 +717,52 @@ linearize_srgb_result(nir_builder *b, nir_tex_instr
> > *tex)> 
> >                                     result->parent_instr);
> >   
> >   }
> > 
> > +static void
> > +set_default_lod(nir_builder *b, nir_tex_instr *tex)
> > +{
> > +   b->cursor = nir_before_instr(&tex->instr);
> > +
> > +   /* We are going to emit the same texture but adding a default LOD.
> > +    */
> > +   int num_srcs = tex->num_srcs + 1;
> > +   nir_tex_instr *new = nir_tex_instr_create(b->shader, num_srcs);
> > +
> > +   new->op = tex->op;
> > +   new->sampler_dim = tex->sampler_dim;
> > +   new->texture_index = tex->texture_index;
> > +   new->dest_type = tex->dest_type;
> > +   new->is_array = tex->is_array;
> > +   new->is_shadow = tex->is_shadow;
> > +   new->is_new_style_shadow = tex->is_new_style_shadow;
> > +   new->sampler_index = tex->sampler_index;
> > +   new->texture = nir_deref_var_clone(tex->texture, new);
> > +   new->sampler = nir_deref_var_clone(tex->sampler, new);
> > +   new->coord_components = tex->coord_components;
> 
> There are a couple of fields you're not copying : component &
> texture_array_size
> Not 100% sure whether they need to be.
> 

I added them locally.

> > +
> > +   nir_ssa_dest_init(&new->instr, &new->dest, 4, 32, NULL);
> > +
> > +   int src_num = 0;
> > +   for (int i = 0; i < tex->num_srcs; i++) {
> > +      nir_src_copy(&new->src[src_num].src, &tex->src[i].src, new);
> > +      new->src[src_num].src_type = tex->src[i].src_type;
> > +      src_num++;
> > +   }
> > +
> > +   new->src[src_num].src = nir_src_for_ssa(nir_imm_int(b, 0));
> > +   new->src[src_num].src_type = nir_tex_src_lod;
> 
> I think you could get rid of the src_num variable and just use
> (new->num_srcs - 1) to set the default lod src.
> 

Done.

Does it get your R-b?

Thanks,

Sam

> > +   src_num++;
> > +
> > +   assert(src_num == num_srcs);
> > +
> > +   nir_ssa_dest_init(&new->instr, &new->dest,
> > +                     tex->dest.ssa.num_components, 32, NULL);
> > +   nir_builder_instr_insert(b, &new->instr);
> > +
> > +   nir_ssa_def_rewrite_uses(&tex->dest.ssa,
> > nir_src_for_ssa(&new->dest.ssa)); +
> > +   nir_instr_remove(&tex->instr);
> > +}
> > +
> > 
> >   static bool
> >   nir_lower_tex_block(nir_block *block, nir_builder *b,
> >   
> >                       const nir_lower_tex_options *options)
> > 
> > @@ -813,6 +859,28 @@ nir_lower_tex_block(nir_block *block, nir_builder *b,
> > 
> >            progress = true;
> >            continue;
> >         
> >         }
> > 
> > +
> > +      /* TXF, TXS and TXL require a LOD but not everything we implement
> > using those +       * three opcodes provides one.  Provide a default LOD
> > of 0. +       */
> > +      if (tex->op == nir_texop_txf || tex->op == nir_texop_txs ||
> > +          tex->op == nir_texop_txl || tex->op == nir_texop_query_levels
> > ||
> > +          (tex->op == nir_texop_tex && b->shader->stage !=
> > MESA_SHADER_FRAGMENT)) { +         int i;
> > +         bool has_lod = false;
> > +         for (i = 0; i < tex->num_srcs; i++) {
> > +            if (tex->src[i].src_type == nir_tex_src_lod) {
> > +               has_lod = true;
> > +               break;
> > +            }
> > +         }
> > +
> > +         if (!has_lod) {
> > +            set_default_lod(b, tex);
> > +            progress = true;
> > +            continue;
> > +         }
> > +      }
> > 
> >      }
> >      
> >      return progress;

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