typedef struct {
nir_builder b;
const nir_lower_tex_options *options;
+ bool progress;
} lower_tex_state;
static void
txs->op = nir_texop_txs;
txs->sampler_dim = GLSL_SAMPLER_DIM_RECT;
txs->sampler_index = tex->sampler_index;
+ txs->dest_type = nir_type_int;
/* only single src, the lod: */
txs->src[0].src = nir_src_for_ssa(nir_imm_int(b, 0));
}
/* and move the result back into a single vecN: */
- switch (tex->coord_components) {
- case 4:
- src = nir_vec4(b, comp[0], comp[1], comp[2], comp[3]);
- break;
- case 3:
- src = nir_vec3(b, comp[0], comp[1], comp[2]);
- break;
- case 2:
- src = nir_vec2(b, comp[0], comp[1]);
- break;
- case 1:
- src = comp[0];
- break;
- default:
- unreachable("bad texture coord count");
- break;
- }
+ src = nir_vec(b, comp, tex->coord_components);
nir_instr_rewrite_src(&tex->instr,
&tex->src[i].src,
}
}
+static nir_ssa_def *
+get_zero_or_one(nir_builder *b, nir_alu_type type, uint8_t swizzle_val)
+{
+ nir_const_value v;
+
+ memset(&v, 0, sizeof(v));
+
+ if (swizzle_val == 4) {
+ v.u[0] = v.u[1] = v.u[2] = v.u[3] = 0;
+ } else {
+ assert(swizzle_val == 5);
+ if (type == nir_type_float)
+ v.f[0] = v.f[1] = v.f[2] = v.f[3] = 1.0;
+ else
+ v.u[0] = v.u[1] = v.u[2] = v.u[3] = 1;
+ }
+
+ return nir_build_imm(b, 4, v);
+}
+
+static void
+swizzle_result(nir_builder *b, nir_tex_instr *tex, const uint8_t swizzle[4])
+{
+ assert(tex->dest.is_ssa);
+
+ b->cursor = nir_after_instr(&tex->instr);
+
+ nir_ssa_def *swizzled;
+ if (tex->op == nir_texop_tg4) {
+ if (swizzle[tex->component] < 4) {
+ /* This one's easy */
+ tex->component = swizzle[tex->component];
+ return;
+ } else {
+ swizzled = get_zero_or_one(b, tex->dest_type, swizzle[tex->component]);
+ }
+ } else {
+ assert(nir_tex_instr_dest_size(tex) == 4);
+ if (swizzle[0] < 4 && swizzle[1] < 4 &&
+ swizzle[2] < 4 && swizzle[3] < 4) {
+ unsigned swiz[4] = { swizzle[0], swizzle[1], swizzle[2], swizzle[3] };
+ /* We have no 0's or 1's, just emit a swizzling MOV */
+ swizzled = nir_swizzle(b, &tex->dest.ssa, swiz, 4, false);
+ } else {
+ nir_ssa_def *srcs[4];
+ for (unsigned i = 0; i < 4; i++) {
+ if (swizzle[i] < 4) {
+ srcs[i] = nir_channel(b, &tex->dest.ssa, swizzle[i]);
+ } else {
+ srcs[i] = get_zero_or_one(b, tex->dest_type, swizzle[i]);
+ }
+ }
+ swizzled = nir_vec(b, srcs, 4);
+ }
+ }
+
+ nir_ssa_def_rewrite_uses_after(&tex->dest.ssa, nir_src_for_ssa(swizzled),
+ swizzled->parent_instr);
+}
+
static bool
nir_lower_tex_block(nir_block *block, void *void_state)
{
/* If we are clamping any coords, we must lower projector first
* as clamping happens *after* projection:
*/
- if (lower_txp || sat_mask)
+ if (lower_txp || sat_mask) {
project_src(b, tex);
+ state->progress = true;
+ }
if ((tex->sampler_dim == GLSL_SAMPLER_DIM_RECT) &&
- state->options->lower_rect)
+ state->options->lower_rect) {
lower_rect(b, tex);
+ state->progress = true;
+ }
- if (sat_mask)
+ if (sat_mask) {
saturate_src(b, tex, sat_mask);
+ state->progress = true;
+ }
+
+ if (((1 << tex->sampler_index) & state->options->swizzle_result) &&
+ !nir_tex_instr_is_query(tex) &&
+ !(tex->is_shadow && tex->is_new_style_shadow)) {
+ swizzle_result(b, tex, state->options->swizzles[tex->sampler_index]);
+ state->progress = true;
+ }
}
return true;
nir_metadata_dominance);
}
-void
+bool
nir_lower_tex(nir_shader *shader, const nir_lower_tex_options *options)
{
lower_tex_state state;
state.options = options;
+ state.progress = false;
+
nir_foreach_overload(shader, overload) {
if (overload->impl)
nir_lower_tex_impl(overload->impl, &state);
}
+
+ return state.progress;
}