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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/d3d12/d3d12_nir_lower_texcmp.c
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/*
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* Copyright © Microsoft Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* on the rights to use, copy, modify, merge, publish, distribute, sub
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* license, and/or sell copies of the Software, and to permit persons to whom
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* the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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* USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include "d3d12_nir_lower_texcmp.h"
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#include "nir_builder.h"
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#include "nir_builtin_builder.h"
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static bool
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lower_sample_tex_compare_filter(const nir_instr *instr,
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UNUSED const void *_options)
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{
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if (instr->type != nir_instr_type_tex)
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return false;
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/* To be consistent we also want to lower tex when we lower anything,
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* otherwise the differences in evaluating the shadow value might lead
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* to artifacts. */
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nir_tex_instr *tex = nir_instr_as_tex(instr);
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if (tex->op != nir_texop_txb &&
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tex->op != nir_texop_txl &&
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tex->op != nir_texop_txd &&
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tex->op != nir_texop_tex)
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return false;
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return tex->is_shadow;
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}
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static const struct glsl_type *
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strip_shadow(const struct glsl_type *type)
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{
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const struct glsl_type *new_type =
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glsl_sampler_type(
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glsl_get_sampler_dim(type),
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false, glsl_sampler_type_is_array(type),
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GLSL_TYPE_FLOAT);
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return new_type;
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}
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static const struct glsl_type *
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strip_shadow_with_array(const struct glsl_type *type)
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{
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if (glsl_type_is_array(type))
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return glsl_array_type(strip_shadow(glsl_without_array(type)),
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glsl_get_length(type), 0);
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return strip_shadow(type);
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}
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typedef struct {
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unsigned n_states;
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enum compare_func *compare_func;
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dxil_texture_swizzle_state *tex_swizzles;
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} sampler_state;
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static nir_ssa_def *
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lower_sample_tex_compare_impl(nir_builder *b, nir_instr *instr,
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void *options)
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{
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nir_tex_instr *tex = nir_instr_as_tex(instr);
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sampler_state *state = (sampler_state *)options;
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unsigned num_components = nir_tex_instr_result_size(tex);
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b->cursor = nir_after_instr(instr);
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tex->is_shadow = false;
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int comp_index = nir_tex_instr_src_index(tex, nir_tex_src_comparator);
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nir_deref_instr *sampler_deref = NULL;
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nir_variable *sampler = NULL;
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int sampler_index = nir_tex_instr_src_index(tex, nir_tex_src_sampler_deref);
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assert(sampler_index >= 0);
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sampler_deref = nir_instr_as_deref(tex->src[sampler_index].src.ssa->parent_instr);
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sampler = nir_deref_instr_get_variable(sampler_deref);
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/* NIR expects a vec4 result from the above texture instructions */
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nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
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nir_ssa_def *tex_r = nir_channel(b, &tex->dest.ssa, 0);
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nir_ssa_def *cmp = tex->src[comp_index].src.ssa;
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int proj_index = nir_tex_instr_src_index(tex, nir_tex_src_projector);
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if (proj_index >= 0)
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cmp = nir_fmul(b, cmp, nir_frcp(b, tex->src[proj_index].src.ssa));
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nir_ssa_def * result =
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nir_compare_func(b,
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sampler->data.binding < state->n_states ?
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state->compare_func[sampler->data.binding] : COMPARE_FUNC_ALWAYS,
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cmp, tex_r);
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result = nir_b2f32(b, result);
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nir_ssa_def *one = nir_imm_float(b, 1.0);
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nir_ssa_def *zero = nir_imm_float(b, 0.0);
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nir_ssa_def *lookup[6] = {result, NULL, NULL, NULL, zero, one};
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nir_ssa_def *r[4] = {lookup[state->tex_swizzles[sampler->data.binding].swizzle_r],
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lookup[state->tex_swizzles[sampler->data.binding].swizzle_g],
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lookup[state->tex_swizzles[sampler->data.binding].swizzle_b],
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lookup[state->tex_swizzles[sampler->data.binding].swizzle_a]
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};
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result = nir_vec(b, r, num_components);
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sampler->type = strip_shadow_with_array(sampler->type);
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sampler_deref->type = sampler->type;
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tex->is_shadow = false;
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nir_tex_instr_remove_src(tex, comp_index);
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return result;
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}
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bool
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d3d12_lower_sample_tex_compare(nir_shader *s,
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unsigned n_states,
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enum compare_func *compare_func,
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dxil_texture_swizzle_state *tex_swizzles)
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{
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sampler_state state = {n_states, compare_func, tex_swizzles};
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bool result =
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nir_shader_lower_instructions(s,
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lower_sample_tex_compare_filter,
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lower_sample_tex_compare_impl,
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&state);
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return result;
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}
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