* texture dims to normalize.
*/
bool lower_rect;
+
+ /**
+ * To emulate certain texture wrap modes, this can be used
+ * to saturate the specified tex coord to [0.0, 1.0]. The
+ * bits are according to sampler #, ie. if, for example:
+ *
+ * (conf->saturate_s & (1 << n))
+ *
+ * is true, then the s coord for sampler n is saturated.
+ *
+ * Note that clamping must happen *after* projector lowering
+ * so any projected texture sample instruction with a clamped
+ * coordinate gets automatically lowered, regardless of the
+ * 'lower_txp' setting.
+ */
+ unsigned saturate_s;
+ unsigned saturate_t;
+ unsigned saturate_r;
} nir_lower_tex_options;
void nir_lower_tex(nir_shader *shader,
* asking the texture operation to do so.
* + lowering RECT: converts the un-normalized RECT texture coordinates
* to normalized coordinates with txs plus ALU instructions
+ * + saturate s/t/r coords: to emulate certain texture clamp/wrap modes,
+ * inserts instructions to clamp specified coordinates to [0.0, 1.0].
+ * Note that this automatically triggers texture projector lowering if
+ * needed, since clamping must happen after projector lowering.
*/
#include "nir.h"
tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
}
+static void
+saturate_src(nir_builder *b, nir_tex_instr *tex, unsigned sat_mask)
+{
+ b->cursor = nir_before_instr(&tex->instr);
+
+ /* Walk through the sources saturating the requested arguments. */
+ for (unsigned i = 0; i < tex->num_srcs; i++) {
+ if (tex->src[i].src_type != nir_tex_src_coord)
+ continue;
+
+ nir_ssa_def *src =
+ nir_ssa_for_src(b, tex->src[i].src, tex->coord_components);
+
+ /* split src into components: */
+ nir_ssa_def *comp[4];
+
+ for (unsigned j = 0; j < tex->coord_components; j++)
+ comp[j] = nir_channel(b, src, j);
+
+ /* clamp requested components, array index does not get clamped: */
+ unsigned ncomp = tex->coord_components;
+ if (tex->is_array)
+ ncomp--;
+
+ for (unsigned j = 0; j < ncomp; j++) {
+ if ((1 << j) & sat_mask) {
+ if (tex->sampler_dim == GLSL_SAMPLER_DIM_RECT) {
+ /* non-normalized texture coords, so clamp to texture
+ * size rather than [0.0, 1.0]
+ */
+ nir_ssa_def *txs = get_texture_size(b, tex);
+ comp[j] = nir_fmax(b, comp[j], nir_imm_float(b, 0.0));
+ comp[j] = nir_fmin(b, comp[j], nir_channel(b, txs, j));
+ } else {
+ comp[j] = nir_fsat(b, comp[j]);
+ }
+ }
+ }
+
+ /* 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;
+ }
+
+ nir_instr_rewrite_src(&tex->instr,
+ &tex->src[i].src,
+ nir_src_for_ssa(src));
+ }
+}
+
static bool
nir_lower_tex_block(nir_block *block, void *void_state)
{
nir_tex_instr *tex = nir_instr_as_tex(instr);
bool lower_txp = !!(state->options->lower_txp & (1 << tex->sampler_dim));
- if (lower_txp)
+ /* mask of src coords to saturate (clamp): */
+ unsigned sat_mask = 0;
+
+ if ((1 << tex->sampler_index) & state->options->saturate_r)
+ sat_mask |= (1 << 2); /* .z */
+ if ((1 << tex->sampler_index) & state->options->saturate_t)
+ sat_mask |= (1 << 1); /* .y */
+ if ((1 << tex->sampler_index) & state->options->saturate_s)
+ sat_mask |= (1 << 0); /* .x */
+
+ /* If we are clamping any coords, we must lower projector first
+ * as clamping happens *after* projection:
+ */
+ if (lower_txp || sat_mask)
project_src(b, tex);
if ((tex->sampler_dim == GLSL_SAMPLER_DIM_RECT) &&
state->options->lower_rect)
lower_rect(b, tex);
+
+ if (sat_mask)
+ saturate_src(b, tex, sat_mask);
}
return true;