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-rw-r--r--src/compiler/nir/nir_lower_tex.c355
1 files changed, 355 insertions, 0 deletions
diff --git a/src/compiler/nir/nir_lower_tex.c b/src/compiler/nir/nir_lower_tex.c
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+/*
+ * Copyright © 2015 Broadcom
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+/*
+ * This lowering pass supports (as configured via nir_lower_tex_options)
+ * various texture related conversions:
+ * + texture projector lowering: converts the coordinate division for
+ * texture projection to be done in ALU instructions instead of
+ * 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"
+#include "nir_builder.h"
+
+typedef struct {
+ nir_builder b;
+ const nir_lower_tex_options *options;
+ bool progress;
+} lower_tex_state;
+
+static void
+project_src(nir_builder *b, nir_tex_instr *tex)
+{
+ /* Find the projector in the srcs list, if present. */
+ unsigned proj_index;
+ for (proj_index = 0; proj_index < tex->num_srcs; proj_index++) {
+ if (tex->src[proj_index].src_type == nir_tex_src_projector)
+ break;
+ }
+ if (proj_index == tex->num_srcs)
+ return;
+
+ b->cursor = nir_before_instr(&tex->instr);
+
+ nir_ssa_def *inv_proj =
+ nir_frcp(b, nir_ssa_for_src(b, tex->src[proj_index].src, 1));
+
+ /* Walk through the sources projecting the arguments. */
+ for (unsigned i = 0; i < tex->num_srcs; i++) {
+ switch (tex->src[i].src_type) {
+ case nir_tex_src_coord:
+ case nir_tex_src_comparitor:
+ break;
+ default:
+ continue;
+ }
+ nir_ssa_def *unprojected =
+ nir_ssa_for_src(b, tex->src[i].src, nir_tex_instr_src_size(tex, i));
+ nir_ssa_def *projected = nir_fmul(b, unprojected, inv_proj);
+
+ /* Array indices don't get projected, so make an new vector with the
+ * coordinate's array index untouched.
+ */
+ if (tex->is_array && tex->src[i].src_type == nir_tex_src_coord) {
+ switch (tex->coord_components) {
+ case 4:
+ projected = nir_vec4(b,
+ nir_channel(b, projected, 0),
+ nir_channel(b, projected, 1),
+ nir_channel(b, projected, 2),
+ nir_channel(b, unprojected, 3));
+ break;
+ case 3:
+ projected = nir_vec3(b,
+ nir_channel(b, projected, 0),
+ nir_channel(b, projected, 1),
+ nir_channel(b, unprojected, 2));
+ break;
+ case 2:
+ projected = nir_vec2(b,
+ nir_channel(b, projected, 0),
+ nir_channel(b, unprojected, 1));
+ break;
+ default:
+ unreachable("bad texture coord count for array");
+ break;
+ }
+ }
+
+ nir_instr_rewrite_src(&tex->instr,
+ &tex->src[i].src,
+ nir_src_for_ssa(projected));
+ }
+
+ /* Now move the later tex sources down the array so that the projector
+ * disappears.
+ */
+ nir_instr_rewrite_src(&tex->instr, &tex->src[proj_index].src,
+ NIR_SRC_INIT);
+ for (unsigned i = proj_index + 1; i < tex->num_srcs; i++) {
+ tex->src[i-1].src_type = tex->src[i].src_type;
+ nir_instr_move_src(&tex->instr, &tex->src[i-1].src, &tex->src[i].src);
+ }
+ tex->num_srcs--;
+}
+
+static nir_ssa_def *
+get_texture_size(nir_builder *b, nir_tex_instr *tex)
+{
+ b->cursor = nir_before_instr(&tex->instr);
+
+ /* RECT textures should not be array: */
+ assert(!tex->is_array);
+
+ nir_tex_instr *txs;
+
+ txs = nir_tex_instr_create(b->shader, 1);
+ txs->op = nir_texop_txs;
+ txs->sampler_dim = GLSL_SAMPLER_DIM_RECT;
+ txs->sampler_index = tex->sampler_index;
+ txs->dest_type = nir_type_int;
+
+ /* only single src, the lod: */
+ txs->src[0].src = nir_src_for_ssa(nir_imm_int(b, 0));
+ txs->src[0].src_type = nir_tex_src_lod;
+
+ nir_ssa_dest_init(&txs->instr, &txs->dest, 2, NULL);
+ nir_builder_instr_insert(b, &txs->instr);
+
+ return nir_i2f(b, &txs->dest.ssa);
+}
+
+static void
+lower_rect(nir_builder *b, nir_tex_instr *tex)
+{
+ nir_ssa_def *txs = get_texture_size(b, tex);
+ nir_ssa_def *scale = nir_frcp(b, txs);
+
+ /* Walk through the sources normalizing 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 *coords =
+ nir_ssa_for_src(b, tex->src[i].src, tex->coord_components);
+ nir_instr_rewrite_src(&tex->instr,
+ &tex->src[i].src,
+ nir_src_for_ssa(nir_fmul(b, coords, scale)));
+ }
+
+ 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]);
+ }
+ }
+ }
+
+ /* and move the result back into a single vecN: */
+ src = nir_vec(b, comp, tex->coord_components);
+
+ nir_instr_rewrite_src(&tex->instr,
+ &tex->src[i].src,
+ nir_src_for_ssa(src));
+ }
+}
+
+static nir_ssa_def *
+get_zero_or_one(nir_builder *b, nir_alu_type type, uint8_t swizzle_val)
+{
+ nir_const_value v;
+
+ memset(&v, 0, sizeof(v));
+
+ if (swizzle_val == 4) {
+ v.u[0] = v.u[1] = v.u[2] = v.u[3] = 0;
+ } else {
+ assert(swizzle_val == 5);
+ if (type == nir_type_float)
+ v.f[0] = v.f[1] = v.f[2] = v.f[3] = 1.0;
+ else
+ v.u[0] = v.u[1] = v.u[2] = v.u[3] = 1;
+ }
+
+ return nir_build_imm(b, 4, v);
+}
+
+static void
+swizzle_result(nir_builder *b, nir_tex_instr *tex, const uint8_t swizzle[4])
+{
+ assert(tex->dest.is_ssa);
+
+ b->cursor = nir_after_instr(&tex->instr);
+
+ nir_ssa_def *swizzled;
+ if (tex->op == nir_texop_tg4) {
+ if (swizzle[tex->component] < 4) {
+ /* This one's easy */
+ tex->component = swizzle[tex->component];
+ return;
+ } else {
+ swizzled = get_zero_or_one(b, tex->dest_type, swizzle[tex->component]);
+ }
+ } else {
+ assert(nir_tex_instr_dest_size(tex) == 4);
+ if (swizzle[0] < 4 && swizzle[1] < 4 &&
+ swizzle[2] < 4 && swizzle[3] < 4) {
+ unsigned swiz[4] = { swizzle[0], swizzle[1], swizzle[2], swizzle[3] };
+ /* We have no 0's or 1's, just emit a swizzling MOV */
+ swizzled = nir_swizzle(b, &tex->dest.ssa, swiz, 4, false);
+ } else {
+ nir_ssa_def *srcs[4];
+ for (unsigned i = 0; i < 4; i++) {
+ if (swizzle[i] < 4) {
+ srcs[i] = nir_channel(b, &tex->dest.ssa, swizzle[i]);
+ } else {
+ srcs[i] = get_zero_or_one(b, tex->dest_type, swizzle[i]);
+ }
+ }
+ swizzled = nir_vec(b, srcs, 4);
+ }
+ }
+
+ nir_ssa_def_rewrite_uses_after(&tex->dest.ssa, nir_src_for_ssa(swizzled),
+ swizzled->parent_instr);
+}
+
+static bool
+nir_lower_tex_block(nir_block *block, void *void_state)
+{
+ lower_tex_state *state = void_state;
+ nir_builder *b = &state->b;
+
+ nir_foreach_instr_safe(block, instr) {
+ if (instr->type != nir_instr_type_tex)
+ continue;
+
+ nir_tex_instr *tex = nir_instr_as_tex(instr);
+ bool lower_txp = !!(state->options->lower_txp & (1 << tex->sampler_dim));
+
+ /* 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);
+ state->progress = true;
+ }
+
+ if ((tex->sampler_dim == GLSL_SAMPLER_DIM_RECT) &&
+ state->options->lower_rect) {
+ lower_rect(b, tex);
+ state->progress = true;
+ }
+
+ if (sat_mask) {
+ saturate_src(b, tex, sat_mask);
+ state->progress = true;
+ }
+
+ if (((1 << tex->sampler_index) & state->options->swizzle_result) &&
+ !nir_tex_instr_is_query(tex) &&
+ !(tex->is_shadow && tex->is_new_style_shadow)) {
+ swizzle_result(b, tex, state->options->swizzles[tex->sampler_index]);
+ state->progress = true;
+ }
+ }
+
+ return true;
+}
+
+static void
+nir_lower_tex_impl(nir_function_impl *impl, lower_tex_state *state)
+{
+ nir_builder_init(&state->b, impl);
+
+ nir_foreach_block(impl, nir_lower_tex_block, state);
+
+ nir_metadata_preserve(impl, nir_metadata_block_index |
+ nir_metadata_dominance);
+}
+
+bool
+nir_lower_tex(nir_shader *shader, const nir_lower_tex_options *options)
+{
+ lower_tex_state state;
+ state.options = options;
+ state.progress = false;
+
+ nir_foreach_function(shader, function) {
+ if (function->impl)
+ nir_lower_tex_impl(function->impl, &state);
+ }
+
+ return state.progress;
+}