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Fixes dEQP-GLES3.functional.shaders.texture_functions.textureoffset.sampler2d_fixed_fragment. Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com> Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3169>
170 lines
6.3 KiB
C
170 lines
6.3 KiB
C
/*
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* Copyright (C) 2019 Collabora, Ltd.
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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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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* 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 NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Authors (Collabora):
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* Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
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*/
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#include "compiler.h"
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/* Derivatives in Midgard are implemented on the texture pipe, rather than the
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* ALU pipe as suggested by NIR. The rationale is that normal texture
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* instructions require (implicit) derivatives to be calculated anyway, so it
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* makes sense to reuse the derivative logic. Thus, in addition to the usual
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* texturing ops that calculate derivatives, there are two explicit texture ops
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* dFdx/dFdy that perform differencing across helper invocations in either
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* horizontal or vertical directions.
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*
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* One major caveat is that derivatives can only be calculated on up to a vec2
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* at a time. This restriction presumably is to save some silicon, as 99% of
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* derivatives will be vec2 (autocalculating mip levels of 2D texture
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* coordinates). Admittedly I'm not sure why 3D textures can have their levels
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* calculated automatically, umm... Pressing on.
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*
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* This caveat is handled in two steps. During the first pass (code
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* generation), we generate texture ops 1:1 to the incoming NIR derivatives.
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* This works for float/vec2 but not for vec3/vec4. A later lowering pass will
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* scan for vec3/vec4 derivatives and lower (split) to multiple instructions.
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* This pass is separated as we'll have to rewrite th e destination into a
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* register (rather than SSA) and we'd rather do this after we have the whole
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* IR in front of us to do it at once.
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*/
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static unsigned
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mir_derivative_op(nir_op op)
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{
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switch (op) {
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case nir_op_fddx:
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case nir_op_fddx_fine:
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case nir_op_fddx_coarse:
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return TEXTURE_OP_DFDX;
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case nir_op_fddy:
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case nir_op_fddy_fine:
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case nir_op_fddy_coarse:
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return TEXTURE_OP_DFDY;
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default:
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unreachable("Invalid derivative op");
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}
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}
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/* Returns true if a texturing op computes derivatives either explicitly or
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* implicitly */
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bool
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mir_op_computes_derivatives(gl_shader_stage stage, unsigned op)
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{
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/* Only fragment shaders may compute derivatives, but the sense of
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* "normal" changes in vertex shaders on certain GPUs */
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if (op == TEXTURE_OP_NORMAL && stage != MESA_SHADER_FRAGMENT)
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return false;
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switch (op) {
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case TEXTURE_OP_NORMAL:
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case TEXTURE_OP_DFDX:
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case TEXTURE_OP_DFDY:
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assert(stage == MESA_SHADER_FRAGMENT);
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return true;
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default:
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return false;
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}
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}
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void
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midgard_emit_derivatives(compiler_context *ctx, nir_alu_instr *instr)
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{
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/* Create texture instructions */
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unsigned nr_components = nir_dest_num_components(instr->dest.dest);
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midgard_instruction ins = {
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.type = TAG_TEXTURE_4,
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.mask = mask_of(nr_components),
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.dest = nir_dest_index(ctx, &instr->dest.dest),
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.src = { nir_alu_src_index(ctx, &instr->src[0]), ~0, ~0, ~0 },
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.texture = {
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.op = mir_derivative_op(instr->op),
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.format = MALI_TEX_2D,
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.in_reg_full = 1,
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.out_full = 1,
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.sampler_type = MALI_SAMPLER_FLOAT,
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}
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};
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ins.swizzle[0][2] = ins.swizzle[0][3] = COMPONENT_X;
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ins.swizzle[1][2] = ins.swizzle[1][3] = COMPONENT_X;
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if (!instr->dest.dest.is_ssa)
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ins.mask &= instr->dest.write_mask;
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emit_mir_instruction(ctx, ins);
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/* TODO: Set .cont/.last automatically via dataflow analysis */
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ctx->texture_op_count++;
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}
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void
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midgard_lower_derivatives(compiler_context *ctx, midgard_block *block)
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{
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mir_foreach_instr_in_block_safe(block, ins) {
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if (ins->type != TAG_TEXTURE_4) continue;
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if (!OP_IS_DERIVATIVE(ins->texture.op)) continue;
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/* Check if we need to split */
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bool upper = ins->mask & 0b1100;
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bool lower = ins->mask & 0b0011;
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if (!(upper && lower)) continue;
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/* Duplicate for dedicated upper instruction */
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midgard_instruction dup;
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memcpy(&dup, ins, sizeof(dup));
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/* Fixup masks. Make original just lower and dupe just upper */
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ins->mask &= 0b0011;
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dup.mask &= 0b1100;
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/* Fixup swizzles */
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dup.swizzle[0][0] = dup.swizzle[0][1] = dup.swizzle[0][2] = COMPONENT_X;
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dup.swizzle[0][3] = COMPONENT_Y;
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dup.swizzle[1][0] = COMPONENT_Z;
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dup.swizzle[1][1] = dup.swizzle[1][2] = dup.swizzle[1][3] = COMPONENT_W;
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/* Insert the new instruction */
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mir_insert_instruction_before(ctx, mir_next_op(ins), dup);
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/* TODO: Set .cont/.last automatically via dataflow analysis */
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ctx->texture_op_count++;
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/* We'll need both instructions to write to the same index, so
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* rewrite to use a register */
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unsigned new = make_compiler_temp_reg(ctx);
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mir_rewrite_index(ctx, ins->dest, new);
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}
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}
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