[virglrenderer-devel] [PATCH] vrend_shader: emit shadow mask and offset with sampler ranges

Dave Airlie airlied at gmail.com
Thu Jun 28 02:57:54 UTC 2018


On 27 June 2018 at 13:51, Gurchetan Singh <gurchetansingh at chromium.org> wrote:
> This patch refactors the sampler declaration so sampler ranges can work
> with shadow textures.
>
> Fixes a bunch of non-compute related dEQP-GLES31.functional.shaders.opaque_type_indexing.*
> tests.

Does it make sense to move the code in one patch, then fix the problem?

Dave.

>
> Example test cases:
>    dEQP-GLES31.functional.shaders.opaque_type_indexing.sampler.uniform.vertex.sampler2dshadow
>    dEQP-GLES31.functional.shaders.opaque_type_indexing.sampler.dynamically_uniform.tessellation_control.samplercubearrayshadow
>    dEQP-GLES31.functional.shaders.opaque_type_indexing.sampler.dynamically_uniform.tessellation_evaluation.samplercubearrayshadow
>    dEQP-GLES31.functional.shaders.opaque_type_indexing.sampler.uniform.geometry.sampler2dshadow
> ---
>  src/vrend_shader.c | 81 ++++++++++++++++++++++------------------------
>  1 file changed, 38 insertions(+), 43 deletions(-)
>
> diff --git a/src/vrend_shader.c b/src/vrend_shader.c
> index f1a20cf96f..3eb5b6b4b2 100644
> --- a/src/vrend_shader.c
> +++ b/src/vrend_shader.c
> @@ -3406,6 +3406,39 @@ static char get_return_type_prefix(enum tgsi_return_type type)
>     return ' ';
>  }
>
> +/* i represents the i-th sampler array or i-th sampler. */
> +static void emit_sampler_declaration(struct dump_ctx *ctx, char *glsl_hdr, uint32_t i,
> +                                     uint32_t range, uint32_t texture_type, uint32_t return_type)
> +{
> +   int shadow;
> +   char buf[255], ret_type;
> +   const char *sname, *precision, *tex_type;
> +
> +   sname = tgsi_proc_to_prefix(ctx->prog_type);
> +   precision = (ctx->cfg->use_gles) ? "highp " : " ";
> +
> +   tex_type = vrend_shader_samplertypeconv(texture_type, &shadow);
> +   ret_type = vrend_shader_samplerreturnconv(return_type);
> +
> +   /* GLES does not support 1D textures -- we use a 2D texture and set the parameter set to 0.5 */
> +   if (ctx->cfg->use_gles && texture_type == TGSI_TEXTURE_1D)
> +      snprintf(buf, 255, "uniform %csampler2D %ssamp%d;\n", ret_type, sname, i);
> +   else if (range)
> +      snprintf(buf, 255, "uniform %s%csampler%s %ssamp%d[%d];\n", precision, ret_type, tex_type, sname, i, range);
> +   else
> +      snprintf(buf, 255, "uniform %s%csampler%s %ssamp%d;\n", precision, ret_type, tex_type, sname, i);
> +
> +   strcat_realloc(glsl_hdr, buf);
> +
> +   if (shadow) {
> +      snprintf(buf, 255, "uniform %svec4 %sshadmask%d;\n", precision, sname, i);
> +      strcat_realloc(glsl_hdr, buf);
> +      snprintf(buf, 255, "uniform %svec4 %sshadadd%d;\n", precision, sname, i);
> +      strcat_realloc(glsl_hdr, buf);
> +      ctx->shadow_samp_mask |= (1 << i);
> +   }
> +}
> +
>  static char *emit_ios(struct dump_ctx *ctx, char *glsl_hdr)
>  {
>     uint32_t i;
> @@ -3787,57 +3820,19 @@ static char *emit_ios(struct dump_ctx *ctx, char *glsl_hdr)
>
>     if (ctx->info.indirect_files & (1 << TGSI_FILE_SAMPLER)) {
>        for (i = 0; i < ctx->num_sampler_arrays; i++) {
> -         int is_shad = 0;
> -         const char *stc;
> -         stc = vrend_shader_samplertypeconv(ctx->sampler_arrays[i].sview_type, &is_shad);
> -         if (!stc)
> -            continue;
> -         snprintf(buf, 255, "uniform %csampler%s %ssamp%d[%d];\n",
> -                  get_return_type_prefix(ctx->sampler_arrays[i].sview_rtype),
> -                  stc, sname, ctx->sampler_arrays[i].idx,
> -                  ctx->sampler_arrays[i].last - ctx->sampler_arrays[i].first);
> -         STRCAT_WITH_RET(glsl_hdr, buf);
> +         uint32_t range = ctx->sampler_arrays[i].last - ctx->sampler_arrays[i].first;
> +         emit_sampler_declaration(ctx, glsl_hdr, i, range, ctx->sampler_arrays[i].sview_type,
> +                                  ctx->sampler_arrays[i].sview_rtype);
>        }
>     } else {
>        nsamp = util_last_bit(ctx->samplers_used);
>        for (i = 0; i < nsamp; i++) {
> -         int is_shad = 0;
> -         const char *stc;
> -         char ptc;
>
>           if ((ctx->samplers_used & (1 << i)) == 0)
>              continue;
>
> -         const char *sname;
> -         const char *precision;
> -
> -         ptc = vrend_shader_samplerreturnconv(ctx->samplers[i].tgsi_sampler_return);
> -         stc = vrend_shader_samplertypeconv(ctx->samplers[i].tgsi_sampler_type, &is_shad);
> -
> -         sname = tgsi_proc_to_prefix(ctx->prog_type);
> -
> -         if (ctx->cfg->use_gles) {
> -            precision = "highp ";
> -         } else {
> -            precision = " ";
> -         }
> -
> -         /* OpenGL ES do not support 1D texture
> -          * so we use a 2D texture with a parameter set to 0.5
> -          */
> -         if (ctx->cfg->use_gles && !strcmp(stc, "1D"))
> -            snprintf(buf, 255, "uniform %csampler2D %ssamp%d;\n", ptc, sname, i);
> -         else
> -            snprintf(buf, 255, "uniform %s%csampler%s %ssamp%d;\n", precision,  ptc, stc, sname, i);
> -
> -         STRCAT_WITH_RET(glsl_hdr, buf);
> -         if (is_shad) {
> -            snprintf(buf, 255, "uniform %svec4 %sshadmask%d;\n", precision,  sname, i);
> -            STRCAT_WITH_RET(glsl_hdr, buf);
> -            snprintf(buf, 255, "uniform %svec4 %sshadadd%d;\n", precision,  sname, i);
> -            STRCAT_WITH_RET(glsl_hdr, buf);
> -            ctx->shadow_samp_mask |= (1 << i);
> -         }
> +         emit_sampler_declaration(ctx, glsl_hdr, i, 0, ctx->samplers[i].tgsi_sampler_type,
> +                                  ctx->samplers[i].tgsi_sampler_return);
>        }
>     }
>     if (ctx->prog_type == TGSI_PROCESSOR_FRAGMENT &&
> --
> 2.18.0.rc2.346.g013aa6912e-goog
>
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