nir: Add a new lowering option to lower all txd to txl.

VC5 requires that all txd are lowered in the shader.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Eric Anholt
2017-11-21 16:21:36 -08:00
parent b08b628994
commit 0bead224fe
2 changed files with 14 additions and 6 deletions

View File

@@ -2619,6 +2619,12 @@ typedef struct nir_lower_tex_options {
* with lower_txd_cube_map. * with lower_txd_cube_map.
*/ */
bool lower_txd_shadow; bool lower_txd_shadow;
/**
* If true, lower nir_texop_txd on all samplers to a nir_texop_txl.
* Implies lower_txd_cube_map and lower_txd_shadow.
*/
bool lower_txd;
} nir_lower_tex_options; } nir_lower_tex_options;
bool nir_lower_tex(nir_shader *shader, bool nir_lower_tex(nir_shader *shader,

View File

@@ -524,10 +524,9 @@ lower_gradient_cube_map(nir_builder *b, nir_tex_instr *tex)
} }
static void static void
lower_gradient_shadow(nir_builder *b, nir_tex_instr *tex) lower_gradient(nir_builder *b, nir_tex_instr *tex)
{ {
assert(tex->sampler_dim != GLSL_SAMPLER_DIM_CUBE); assert(tex->sampler_dim != GLSL_SAMPLER_DIM_CUBE);
assert(tex->is_shadow);
assert(tex->op == nir_texop_txd); assert(tex->op == nir_texop_txd);
assert(tex->dest.is_ssa); assert(tex->dest.is_ssa);
@@ -809,16 +808,19 @@ nir_lower_tex_block(nir_block *block, nir_builder *b,
if (tex->op == nir_texop_txd && if (tex->op == nir_texop_txd &&
tex->sampler_dim == GLSL_SAMPLER_DIM_CUBE && tex->sampler_dim == GLSL_SAMPLER_DIM_CUBE &&
(options->lower_txd_cube_map || (options->lower_txd ||
options->lower_txd_cube_map ||
(tex->is_shadow && options->lower_txd_shadow))) { (tex->is_shadow && options->lower_txd_shadow))) {
lower_gradient_cube_map(b, tex); lower_gradient_cube_map(b, tex);
progress = true; progress = true;
continue; continue;
} }
if (tex->op == nir_texop_txd && options->lower_txd_shadow && if (tex->op == nir_texop_txd &&
tex->is_shadow && tex->sampler_dim != GLSL_SAMPLER_DIM_CUBE) { (options->lower_txd ||
lower_gradient_shadow(b, tex); (options->lower_txd_shadow &&
tex->is_shadow && tex->sampler_dim != GLSL_SAMPLER_DIM_CUBE))) {
lower_gradient(b, tex);
progress = true; progress = true;
continue; continue;
} }