vc4: Use the NIR cubemap normalization instead of our own.

This is one of two uses of the current QIR CSE pass according to
shader-db.  The NIR pass means that we'll end up doing Newton-Raphson on
our RCP, which we weren't doing before, but that's probably actually a
good thing.
This commit is contained in:
Eric Anholt 2016-04-27 19:09:01 -07:00
parent 3bee7581e6
commit e138716d8d

View file

@ -403,12 +403,6 @@ ntq_emit_tex(struct vc4_compile *c, nir_tex_instr *instr)
}
if (instr->sampler_dim == GLSL_SAMPLER_DIM_CUBE) {
struct qreg ma = qir_FMAXABS(c, qir_FMAXABS(c, s, t), r);
struct qreg rcp_ma = qir_RCP(c, ma);
s = qir_FMUL(c, s, rcp_ma);
t = qir_FMUL(c, t, rcp_ma);
r = qir_FMUL(c, r, rcp_ma);
qir_TEX_R(c, r, texture_u[next_texture_u++]);
} else if (c->key->tex[unit].wrap_s == PIPE_TEX_WRAP_CLAMP_TO_BORDER ||
c->key->tex[unit].wrap_s == PIPE_TEX_WRAP_CLAMP ||
@ -1893,6 +1887,7 @@ vc4_shader_ntq(struct vc4_context *vc4, enum qstage stage,
}
}
NIR_PASS_V(c->s, nir_normalize_cubemap_coords);
NIR_PASS_V(c->s, nir_lower_tex, &tex_options);
if (c->fs_key && c->fs_key->light_twoside)