nir/lower_samplers: don't assume a deref for both texture and sampler srcs
After commit "nir: Use derefs in nir_lower_samplers"
(75286c2d08
) assumes one deref for both
the texture and the sampler. However there are cases (on OpenGL, using
ARB_gl_spirv) where SPIR-V is not providing a sampler, like for
texture query levels ops. Although we could make spirv_to_nir to
provide a sampler deref for those cases, it is not really needed, and
wrong from the Vulkan point of view.
This patch fixes the following (borrowed) tests run on SPIR-V mode:
arb_compute_shader/execution/basic-texelFetch.shader_test
arb_gpu_shader5/execution/sampler_array_indexing/fs-simple-texture-size.shader_test
arb_texture_query_levels/execution/fs-baselevel.shader_test
arb_texture_query_levels/execution/fs-maxlevel.shader_test
arb_texture_query_levels/execution/fs-miptree.shader_test
arb_texture_query_levels/execution/fs-nomips.shader_test
arb_texture_query_levels/execution/vs-baselevel.shader_test
arb_texture_query_levels/execution/vs-maxlevel.shader_test
arb_texture_query_levels/execution/vs-miptree.shader_test
arb_texture_query_levels/execution/vs-nomips.shader_test
glsl-1.30/execution/fs-textureSize-compare.shader_test
v2: merge lower_tex_src_to_offset and calc_sampler_offsets together,
update texture/sampler index and texture_array_size directly on
lower_tex_src_to_offset (Jason)
v3: clarify one comment (Jason)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit is contained in:
@@ -31,21 +31,20 @@
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#include "main/compiler.h"
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#include "main/mtypes.h"
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/* Calculate the sampler index based on array indicies and also
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* calculate the base uniform location for struct members.
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*/
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static void
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calc_sampler_offsets(nir_builder *b, nir_ssa_def *ptr,
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const struct gl_shader_program *shader_program,
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unsigned *base_index, nir_ssa_def **index,
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unsigned *array_elements)
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lower_tex_src_to_offset(nir_builder *b,
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nir_tex_instr *instr, unsigned src_idx,
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const struct gl_shader_program *shader_program)
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{
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*base_index = 0;
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*index = NULL;
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*array_elements = 1;
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nir_ssa_def *index = NULL;
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unsigned base_index = 0;
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unsigned array_elements = 1;
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nir_tex_src *src = &instr->src[src_idx];
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bool is_sampler = src->src_type == nir_tex_src_sampler_deref;
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unsigned location = 0;
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nir_deref_instr *deref = nir_instr_as_deref(ptr->parent_instr);
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/* We compute first the offsets */
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nir_deref_instr *deref = nir_instr_as_deref(src->src.ssa->parent_instr);
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while (deref->deref_type != nir_deref_type_var) {
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assert(deref->parent.is_ssa);
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nir_deref_instr *parent =
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@@ -61,22 +60,22 @@ calc_sampler_offsets(nir_builder *b, nir_ssa_def *ptr,
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nir_const_value *const_deref_index =
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nir_src_as_const_value(deref->arr.index);
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if (const_deref_index && *index == NULL) {
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if (const_deref_index && index == NULL) {
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/* We're still building a direct index */
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*base_index += const_deref_index->u32[0] * *array_elements;
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base_index += const_deref_index->u32[0] * array_elements;
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} else {
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if (*index == NULL) {
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if (index == NULL) {
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/* We used to be direct but not anymore */
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*index = nir_imm_int(b, *base_index);
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*base_index = 0;
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index = nir_imm_int(b, base_index);
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base_index = 0;
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}
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*index = nir_iadd(b, *index,
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nir_imul(b, nir_imm_int(b, *array_elements),
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nir_ssa_for_src(b, deref->arr.index, 1)));
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index = nir_iadd(b, index,
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nir_imul(b, nir_imm_int(b, array_elements),
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nir_ssa_for_src(b, deref->arr.index, 1)));
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}
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*array_elements *= glsl_get_length(parent->type);
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array_elements *= glsl_get_length(parent->type);
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break;
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}
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@@ -87,8 +86,8 @@ calc_sampler_offsets(nir_builder *b, nir_ssa_def *ptr,
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deref = parent;
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}
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if (*index)
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*index = nir_umin(b, *index, nir_imm_int(b, *array_elements - 1));
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if (index)
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index = nir_umin(b, index, nir_imm_int(b, array_elements - 1));
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/* We hit the deref_var. This is the end of the line */
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assert(deref->deref_type == nir_deref_type_var);
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@@ -99,8 +98,31 @@ calc_sampler_offsets(nir_builder *b, nir_ssa_def *ptr,
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assert(location < shader_program->data->NumUniformStorage &&
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shader_program->data->UniformStorage[location].opaque[stage].active);
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*base_index +=
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base_index +=
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shader_program->data->UniformStorage[location].opaque[stage].index;
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/* We have the offsets, we apply them, rewriting the source or removing
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* instr if needed
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*/
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if (index) {
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nir_instr_rewrite_src(&instr->instr, &src->src,
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nir_src_for_ssa(index));
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src->src_type = is_sampler ?
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nir_tex_src_sampler_offset :
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nir_tex_src_texture_offset;
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instr->texture_array_size = array_elements;
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} else {
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nir_tex_instr_remove_src(instr, src_idx);
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}
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if (is_sampler) {
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instr->sampler_index = base_index;
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} else {
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instr->texture_index = base_index;
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instr->texture_array_size = array_elements;
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}
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}
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static bool
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@@ -109,42 +131,25 @@ lower_sampler(nir_builder *b, nir_tex_instr *instr,
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{
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int texture_idx =
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nir_tex_instr_src_index(instr, nir_tex_src_texture_deref);
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if (texture_idx >= 0) {
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b->cursor = nir_before_instr(&instr->instr);
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lower_tex_src_to_offset(b, instr, texture_idx,
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shader_program);
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}
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int sampler_idx =
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nir_tex_instr_src_index(instr, nir_tex_src_sampler_deref);
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if (texture_idx < 0)
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return false;
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assert(texture_idx >= 0 && sampler_idx >= 0);
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assert(instr->src[texture_idx].src.is_ssa);
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assert(instr->src[sampler_idx].src.is_ssa);
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assert(instr->src[texture_idx].src.ssa == instr->src[sampler_idx].src.ssa);
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b->cursor = nir_before_instr(&instr->instr);
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unsigned base_offset, array_elements;
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nir_ssa_def *indirect;
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calc_sampler_offsets(b, instr->src[texture_idx].src.ssa, shader_program,
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&base_offset, &indirect, &array_elements);
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instr->texture_index = base_offset;
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instr->sampler_index = base_offset;
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if (indirect) {
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nir_instr_rewrite_src(&instr->instr, &instr->src[texture_idx].src,
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nir_src_for_ssa(indirect));
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instr->src[texture_idx].src_type = nir_tex_src_texture_offset;
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nir_instr_rewrite_src(&instr->instr, &instr->src[sampler_idx].src,
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nir_src_for_ssa(indirect));
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instr->src[sampler_idx].src_type = nir_tex_src_sampler_offset;
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instr->texture_array_size = array_elements;
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} else {
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nir_tex_instr_remove_src(instr, texture_idx);
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/* The sampler index may have changed */
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sampler_idx = nir_tex_instr_src_index(instr, nir_tex_src_sampler_deref);
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nir_tex_instr_remove_src(instr, sampler_idx);
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if (sampler_idx >= 0) {
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lower_tex_src_to_offset(b, instr, sampler_idx,
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shader_program);
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}
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if (texture_idx < 0 && sampler_idx < 0)
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return false;
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return true;
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}
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