nir: add a pass to lower sampler instructions
This commit is contained in:

committed by
Jason Ekstrand

parent
370e875b32
commit
8cdcfce5ce
@@ -18,6 +18,7 @@ NIR_FILES = \
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$(GLSL_SRCDIR)/nir/nir.h \
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$(GLSL_SRCDIR)/nir/nir_intrinsics.c \
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$(GLSL_SRCDIR)/nir/nir_intrinsics.h \
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$(GLSL_SRCDIR)/nir/nir_lower_samplers.cpp \
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$(GLSL_SRCDIR)/nir/nir_lower_variables_scalar.c \
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$(GLSL_SRCDIR)/nir/nir_opcodes.c \
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$(GLSL_SRCDIR)/nir/nir_opcodes.h \
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@@ -32,6 +32,7 @@
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#include "../list.h"
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#include "GL/gl.h" /* GLenum */
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#include "util/ralloc.h"
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#include "main/mtypes.h"
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#include "nir_types.h"
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#include <stdio.h>
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@@ -1254,6 +1255,10 @@ void nir_lower_variables_scalar(nir_shader *shader, bool lower_globals,
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void nir_remove_dead_variables(nir_shader *shader);
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void nir_lower_samplers(nir_shader *shader,
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struct gl_shader_program *shader_program,
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struct gl_program *prog);
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#ifdef __cplusplus
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} /* extern "C" */
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#endif
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170
src/glsl/nir/nir_lower_samplers.cpp
Normal file
170
src/glsl/nir/nir_lower_samplers.cpp
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@@ -0,0 +1,170 @@
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/*
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* Copyright (C) 2005-2007 Brian Paul All Rights Reserved.
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* Copyright (C) 2008 VMware, Inc. All Rights Reserved.
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* Copyright © 2014 Intel 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
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* DEALINGS IN THE SOFTWARE.
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*/
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#include "nir.h"
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#include "../program.h"
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#include "program/hash_table.h"
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#include "ir_uniform.h"
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extern "C" {
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#include "main/compiler.h"
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#include "main/mtypes.h"
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#include "program/prog_parameter.h"
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#include "program/program.h"
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}
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static unsigned
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get_deref_name_offset(nir_deref_var *deref_var,
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gl_shader_program *shader_program, char **name,
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void *mem_ctx)
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{
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nir_deref *deref = &deref_var->deref;
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nir_deref_array *deref_array;
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nir_deref_struct *deref_struct;
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*name = ralloc_strdup(mem_ctx, deref_var->var->name);
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while (deref->child != NULL) {
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deref = deref->child;
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switch (deref->deref_type) {
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case nir_deref_type_array:
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deref_array = nir_deref_as_array(deref);
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if (deref_array->has_indirect) {
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/* GLSL 1.10 and 1.20 allowed variable sampler array indices,
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* while GLSL 1.30 requires that the array indices be
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* constant integer expressions. We don't expect any driver
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* to actually work with a really variable array index, so
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* all that would work would be an unrolled loop counter that
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* ends up being constant.
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*/
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ralloc_strcat(&shader_program->InfoLog,
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"warning: Variable sampler array index unsupported.\n"
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"This feature of the language was removed in GLSL 1.20 "
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"and is unlikely to be supported for 1.10 in Mesa.\n");
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}
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if (deref->child == NULL) {
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return deref_array->base_offset;
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}
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ralloc_asprintf_append(name, "[%u]", deref_array->base_offset);
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break;
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case nir_deref_type_struct:
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deref_struct = nir_deref_as_struct(deref);
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ralloc_asprintf_append(name, ".%s", deref_struct->elem);
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break;
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default:
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assert(0);
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break;
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}
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}
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return 0;
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}
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static unsigned
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get_sampler_index(nir_deref_var *sampler,
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struct gl_shader_program *shader_program,
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const struct gl_program *prog)
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{
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void *mem_ctx = ralloc_context(NULL);
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char *name;
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unsigned offset = get_deref_name_offset(sampler, shader_program, &name,
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mem_ctx);
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GLuint shader = _mesa_program_enum_to_shader_stage(prog->Target);
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unsigned location;
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if (!shader_program->UniformHash->get(location, name)) {
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linker_error(shader_program,
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"failed to find sampler named %s.\n", name);
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return 0;
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}
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if (!shader_program->UniformStorage[location].sampler[shader].active) {
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assert(0 && "cannot return a sampler");
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linker_error(shader_program,
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"cannot return a sampler named %s, because it is not "
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"used in this shader stage. This is a driver bug.\n",
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name);
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return 0;
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}
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ralloc_free(mem_ctx);
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return shader_program->UniformStorage[location].sampler[shader].index +
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offset;
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}
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static void
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lower_sampler(nir_tex_instr *instr, struct gl_shader_program *shader_program,
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const struct gl_program *prog)
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{
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if (instr->sampler) {
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instr->sampler_index = get_sampler_index(instr->sampler, shader_program,
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prog);
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instr->sampler = NULL;
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}
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}
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typedef struct {
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struct gl_shader_program *shader_program;
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struct gl_program *prog;
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} lower_state;
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static bool
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lower_block_cb(nir_block *block, void *_state)
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{
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lower_state *state = (lower_state *) _state;
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nir_foreach_instr(block, instr) {
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if (instr->type == nir_instr_type_texture) {
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nir_tex_instr *tex_instr = nir_instr_as_texture(instr);
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lower_sampler(tex_instr, state->shader_program, state->prog);
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}
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}
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return true;
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}
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static void
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lower_impl(nir_function_impl *impl, struct gl_shader_program *shader_program,
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struct gl_program *prog)
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{
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lower_state state;
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state.shader_program = shader_program;
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state.prog = prog;
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nir_foreach_block(impl, lower_block_cb, &state);
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}
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extern "C" void
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nir_lower_samplers(nir_shader *shader, struct gl_shader_program *shader_program,
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struct gl_program *prog)
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{
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nir_foreach_overload(shader, overload) {
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if (overload->impl)
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lower_impl(overload->impl, shader_program, prog);
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}
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}
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