ac/nir: add pass for lowering 1d/cube coordinates
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com> Reviewed-by: Georg Lehmann <dadschoorse@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22636>
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@@ -309,6 +309,13 @@ typedef struct {
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void
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ac_nir_lower_ps(nir_shader *nir, const ac_nir_lower_ps_options *options);
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typedef struct {
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enum amd_gfx_level gfx_level;
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} ac_nir_lower_tex_options;
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bool
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ac_nir_lower_tex(nir_shader *nir, const ac_nir_lower_tex_options *options);
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#ifdef __cplusplus
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}
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#endif
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233
src/amd/common/ac_nir_lower_tex.c
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233
src/amd/common/ac_nir_lower_tex.c
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@@ -0,0 +1,233 @@
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/*
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* Copyright © 2023 Valve 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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* 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
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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*/
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#include "ac_nir.h"
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#include "nir_builder.h"
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/**
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* Build a manual selection sequence for cube face sc/tc coordinates and
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* major axis vector (multiplied by 2 for consistency) for the given
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* vec3 \p coords, for the face implied by \p selcoords.
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*
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* For the major axis, we always adjust the sign to be in the direction of
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* selcoords.ma; i.e., a positive out_ma means that coords is pointed towards
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* the selcoords major axis.
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*/
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static void
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build_cube_select(nir_builder *b, nir_ssa_def *ma, nir_ssa_def *id, nir_ssa_def *deriv,
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nir_ssa_def **out_ma, nir_ssa_def **out_sc, nir_ssa_def **out_tc)
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{
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nir_ssa_def *deriv_x = nir_channel(b, deriv, 0);
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nir_ssa_def *deriv_y = nir_channel(b, deriv, 1);
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nir_ssa_def *deriv_z = nir_channel(b, deriv, 2);
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nir_ssa_def *is_ma_positive = nir_fge(b, ma, nir_imm_float(b, 0.0));
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nir_ssa_def *sgn_ma =
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nir_bcsel(b, is_ma_positive, nir_imm_float(b, 1.0), nir_imm_float(b, -1.0));
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nir_ssa_def *neg_sgn_ma = nir_fneg(b, sgn_ma);
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nir_ssa_def *is_ma_z = nir_fge(b, id, nir_imm_float(b, 4.0));
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nir_ssa_def *is_ma_y = nir_fge(b, id, nir_imm_float(b, 2.0));
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is_ma_y = nir_iand(b, is_ma_y, nir_inot(b, is_ma_z));
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nir_ssa_def *is_not_ma_x = nir_ior(b, is_ma_z, is_ma_y);
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/* Select sc */
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nir_ssa_def *tmp = nir_bcsel(b, is_not_ma_x, deriv_x, deriv_z);
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nir_ssa_def *sgn =
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nir_bcsel(b, is_ma_y, nir_imm_float(b, 1.0), nir_bcsel(b, is_ma_z, sgn_ma, neg_sgn_ma));
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*out_sc = nir_fmul(b, tmp, sgn);
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/* Select tc */
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tmp = nir_bcsel(b, is_ma_y, deriv_z, deriv_y);
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sgn = nir_bcsel(b, is_ma_y, sgn_ma, nir_imm_float(b, -1.0));
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*out_tc = nir_fmul(b, tmp, sgn);
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/* Select ma */
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tmp = nir_bcsel(b, is_ma_z, deriv_z, nir_bcsel(b, is_ma_y, deriv_y, deriv_x));
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*out_ma = nir_fmul_imm(b, nir_fabs(b, tmp), 2.0);
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}
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static void
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prepare_cube_coords(nir_builder *b, nir_tex_instr *tex, nir_ssa_def **coord, nir_src *ddx,
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nir_src *ddy, const ac_nir_lower_tex_options *options)
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{
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nir_ssa_def *coords[NIR_MAX_VEC_COMPONENTS] = {0};
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for (unsigned i = 0; i < (*coord)->num_components; i++)
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coords[i] = nir_channel(b, *coord, i);
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/* Section 8.9 (Texture Functions) of the GLSL 4.50 spec says:
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*
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* "For Array forms, the array layer used will be
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*
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* max(0, min(d−1, floor(layer+0.5)))
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*
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* where d is the depth of the texture array and layer
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* comes from the component indicated in the tables below.
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* Workaroudn for an issue where the layer is taken from a
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* helper invocation which happens to fall on a different
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* layer due to extrapolation."
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*
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* GFX8 and earlier attempt to implement this in hardware by
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* clamping the value of coords[2] = (8 * layer) + face.
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* Unfortunately, this means that the we end up with the wrong
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* face when clamping occurs.
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*
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* Clamp the layer earlier to work around the issue.
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*/
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if (tex->is_array && options->gfx_level <= GFX8 && coords[3])
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coords[3] = nir_fmax(b, coords[3], nir_imm_float(b, 0.0));
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nir_ssa_def *cube_coords = nir_cube_face_coord_amd(b, nir_vec(b, coords, 3));
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nir_ssa_def *sc = nir_channel(b, cube_coords, 0);
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nir_ssa_def *tc = nir_channel(b, cube_coords, 1);
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nir_ssa_def *ma = nir_channel(b, cube_coords, 2);
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nir_ssa_def *invma = nir_frcp(b, nir_fabs(b, ma));
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nir_ssa_def *id = nir_cube_face_index_amd(b, nir_vec(b, coords, 3));
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if (ddx || ddy) {
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sc = nir_fmul(b, sc, invma);
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tc = nir_fmul(b, tc, invma);
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/* Convert cube derivatives to 2D derivatives. */
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for (unsigned i = 0; i < 2; i++) {
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/* Transform the derivative alongside the texture
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* coordinate. Mathematically, the correct formula is
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* as follows. Assume we're projecting onto the +Z face
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* and denote by dx/dh the derivative of the (original)
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* X texture coordinate with respect to horizontal
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* window coordinates. The projection onto the +Z face
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* plane is:
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*
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* f(x,z) = x/z
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*
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* Then df/dh = df/dx * dx/dh + df/dz * dz/dh
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* = 1/z * dx/dh - x/z * 1/z * dz/dh.
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*
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* This motivatives the implementation below.
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*
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* Whether this actually gives the expected results for
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* apps that might feed in derivatives obtained via
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* finite differences is anyone's guess. The OpenGL spec
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* seems awfully quiet about how textureGrad for cube
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* maps should be handled.
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*/
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nir_ssa_def *deriv_ma, *deriv_sc, *deriv_tc;
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build_cube_select(b, ma, id, i ? ddy->ssa : ddx->ssa, &deriv_ma, &deriv_sc, &deriv_tc);
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deriv_ma = nir_fmul(b, deriv_ma, invma);
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nir_ssa_def *x = nir_fsub(b, nir_fmul(b, deriv_sc, invma), nir_fmul(b, deriv_ma, sc));
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nir_ssa_def *y = nir_fsub(b, nir_fmul(b, deriv_tc, invma), nir_fmul(b, deriv_ma, tc));
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nir_instr_rewrite_src_ssa(&tex->instr, i ? ddy : ddx, nir_vec2(b, x, y));
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}
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sc = nir_fadd_imm(b, sc, 1.5);
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tc = nir_fadd_imm(b, tc, 1.5);
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} else {
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sc = nir_ffma_imm2(b, sc, invma, 1.5);
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tc = nir_ffma_imm2(b, tc, invma, 1.5);
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}
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if (tex->is_array && coords[3])
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id = nir_ffma_imm1(b, coords[3], 8.0, id);
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*coord = nir_vec3(b, sc, tc, id);
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tex->is_array = true;
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}
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static bool
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lower_tex_coords(nir_builder *b, nir_tex_instr *tex, nir_ssa_def **coords,
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const ac_nir_lower_tex_options *options)
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{
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if (tex->sampler_dim != GLSL_SAMPLER_DIM_CUBE &&
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!(tex->sampler_dim == GLSL_SAMPLER_DIM_1D && options->gfx_level == GFX9))
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return false;
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int ddx_idx = nir_tex_instr_src_index(tex, nir_tex_src_ddx);
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int ddy_idx = nir_tex_instr_src_index(tex, nir_tex_src_ddy);
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nir_src *ddx = ddx_idx >= 0 ? &tex->src[ddx_idx].src : NULL;
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nir_src *ddy = ddy_idx >= 0 ? &tex->src[ddy_idx].src : NULL;
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if (tex->sampler_dim == GLSL_SAMPLER_DIM_1D) {
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nir_ssa_def *y =
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nir_imm_floatN_t(b, tex->op == nir_texop_txf ? 0.0 : 0.5, (*coords)->bit_size);
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if (tex->is_array && (*coords)->num_components > 1) {
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nir_ssa_def *x = nir_channel(b, *coords, 0);
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nir_ssa_def *idx = nir_channel(b, *coords, 1);
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*coords = nir_vec3(b, x, y, idx);
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} else {
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*coords = nir_vec2(b, *coords, y);
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}
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int offset_src = nir_tex_instr_src_index(tex, nir_tex_src_offset);
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if (offset_src >= 0) {
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nir_src *offset = &tex->src[offset_src].src;
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nir_ssa_def *zero = nir_imm_intN_t(b, 0, offset->ssa->bit_size);
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nir_instr_rewrite_src_ssa(&tex->instr, offset, nir_vec2(b, offset->ssa, zero));
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}
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if (ddx || ddy) {
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nir_ssa_def *def = nir_vec2(b, ddx->ssa, nir_imm_floatN_t(b, 0.0, ddx->ssa->bit_size));
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nir_instr_rewrite_src_ssa(&tex->instr, ddx, def);
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def = nir_vec2(b, ddy->ssa, nir_imm_floatN_t(b, 0.0, ddy->ssa->bit_size));
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nir_instr_rewrite_src_ssa(&tex->instr, ddy, def);
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}
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} else if (tex->sampler_dim == GLSL_SAMPLER_DIM_CUBE) {
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prepare_cube_coords(b, tex, coords, ddx, ddy, options);
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}
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return true;
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}
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static bool
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lower_tex(nir_builder *b, nir_instr *instr, void *options_)
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{
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const ac_nir_lower_tex_options *options = options_;
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if (instr->type != nir_instr_type_tex)
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return false;
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nir_tex_instr *tex = nir_instr_as_tex(instr);
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int coord_idx = nir_tex_instr_src_index(tex, nir_tex_src_coord);
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if (coord_idx < 0 || nir_tex_instr_src_index(tex, nir_tex_src_backend1) >= 0)
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return false;
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b->cursor = nir_before_instr(instr);
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nir_ssa_def *coords = tex->src[coord_idx].src.ssa;
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if (lower_tex_coords(b, tex, &coords, options)) {
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tex->coord_components = coords->num_components;
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nir_instr_rewrite_src_ssa(&tex->instr, &tex->src[coord_idx].src, coords);
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return true;
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}
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return false;
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}
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bool
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ac_nir_lower_tex(nir_shader *nir, const ac_nir_lower_tex_options *options)
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{
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return nir_shader_instructions_pass(
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nir, lower_tex, nir_metadata_block_index | nir_metadata_dominance, (void *)options);
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}
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@@ -99,6 +99,7 @@ amd_common_files = files(
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'ac_nir_lower_subdword_loads.c',
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'ac_nir_lower_taskmesh_io_to_mem.c',
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'ac_nir_lower_tess_io_to_mem.c',
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'ac_nir_lower_tex.c',
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'ac_nir_lower_ngg.c',
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'ac_nir_lower_ps.c',
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'amd_family.c',
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