nir_channel(b, xuxv, 3));
}
+/*
+ * Emits a textureLod operation used to replace an existing
+ * textureGrad instruction.
+ */
+static void
+replace_gradient_with_lod(nir_builder *b, nir_ssa_def *lod, nir_tex_instr *tex)
+{
+ /* We are going to emit a textureLod() with the same parameters except that
+ * we replace ddx/ddy with lod.
+ */
+ int num_srcs = tex->num_srcs - 1;
+ nir_tex_instr *txl = nir_tex_instr_create(b->shader, num_srcs);
+
+ txl->op = nir_texop_txl;
+ txl->sampler_dim = tex->sampler_dim;
+ txl->texture_index = tex->texture_index;
+ txl->dest_type = tex->dest_type;
+ txl->is_array = tex->is_array;
+ txl->is_shadow = tex->is_shadow;
+ txl->is_new_style_shadow = tex->is_new_style_shadow;
+ txl->sampler_index = tex->sampler_index;
+ txl->texture = (nir_deref_var *)
+ nir_copy_deref(txl, &tex->texture->deref);
+ txl->sampler = (nir_deref_var *)
+ nir_copy_deref(txl, &tex->sampler->deref);
+ txl->coord_components = tex->coord_components;
+
+ nir_ssa_dest_init(&txl->instr, &txl->dest, 4, 32, NULL);
+
+ int src_num = 0;
+ for (int i = 0; i < tex->num_srcs; i++) {
+ if (tex->src[i].src_type == nir_tex_src_ddx ||
+ tex->src[i].src_type == nir_tex_src_ddy)
+ continue;
+ nir_src_copy(&txl->src[src_num].src, &tex->src[i].src, txl);
+ txl->src[src_num].src_type = tex->src[i].src_type;
+ src_num++;
+ }
+
+ txl->src[src_num].src = nir_src_for_ssa(lod);
+ txl->src[src_num].src_type = nir_tex_src_lod;
+ src_num++;
+
+ assert(src_num == num_srcs);
+
+ nir_ssa_dest_init(&txl->instr, &txl->dest, 4, 32, NULL);
+ nir_builder_instr_insert(b, &txl->instr);
+
+ nir_ssa_def_rewrite_uses(&tex->dest.ssa, nir_src_for_ssa(&txl->dest.ssa));
+
+ nir_instr_remove(&tex->instr);
+}
+
+static void
+lower_gradient_cube_map(nir_builder *b, nir_tex_instr *tex)
+{
+ assert(tex->sampler_dim == GLSL_SAMPLER_DIM_CUBE);
+ assert(tex->op == nir_texop_txd);
+ assert(tex->dest.is_ssa);
+
+ /* Use textureSize() to get the width and height of LOD 0 */
+ nir_ssa_def *size = get_texture_size(b, tex);
+
+ /* Cubemap texture lookups first generate a texture coordinate normalized
+ * to [-1, 1] on the appropiate face. The appropiate face is determined
+ * by which component has largest magnitude and its sign. The texture
+ * coordinate is the quotient of the remaining texture coordinates against
+ * that absolute value of the component of largest magnitude. This
+ * division requires that the computing of the derivative of the texel
+ * coordinate must use the quotient rule. The high level GLSL code is as
+ * follows:
+ *
+ * Step 1: selection
+ *
+ * vec3 abs_p, Q, dQdx, dQdy;
+ * abs_p = abs(ir->coordinate);
+ * if (abs_p.x >= max(abs_p.y, abs_p.z)) {
+ * Q = ir->coordinate.yzx;
+ * dQdx = ir->lod_info.grad.dPdx.yzx;
+ * dQdy = ir->lod_info.grad.dPdy.yzx;
+ * }
+ * if (abs_p.y >= max(abs_p.x, abs_p.z)) {
+ * Q = ir->coordinate.xzy;
+ * dQdx = ir->lod_info.grad.dPdx.xzy;
+ * dQdy = ir->lod_info.grad.dPdy.xzy;
+ * }
+ * if (abs_p.z >= max(abs_p.x, abs_p.y)) {
+ * Q = ir->coordinate;
+ * dQdx = ir->lod_info.grad.dPdx;
+ * dQdy = ir->lod_info.grad.dPdy;
+ * }
+ *
+ * Step 2: use quotient rule to compute derivative. The normalized to
+ * [-1, 1] texel coordinate is given by Q.xy / (sign(Q.z) * Q.z). We are
+ * only concerned with the magnitudes of the derivatives whose values are
+ * not affected by the sign. We drop the sign from the computation.
+ *
+ * vec2 dx, dy;
+ * float recip;
+ *
+ * recip = 1.0 / Q.z;
+ * dx = recip * ( dQdx.xy - Q.xy * (dQdx.z * recip) );
+ * dy = recip * ( dQdy.xy - Q.xy * (dQdy.z * recip) );
+ *
+ * Step 3: compute LOD. At this point we have the derivatives of the
+ * texture coordinates normalized to [-1,1]. We take the LOD to be
+ * result = log2(max(sqrt(dot(dx, dx)), sqrt(dy, dy)) * 0.5 * L)
+ * = -1.0 + log2(max(sqrt(dot(dx, dx)), sqrt(dy, dy)) * L)
+ * = -1.0 + log2(sqrt(max(dot(dx, dx), dot(dy,dy))) * L)
+ * = -1.0 + log2(sqrt(L * L * max(dot(dx, dx), dot(dy,dy))))
+ * = -1.0 + 0.5 * log2(L * L * max(dot(dx, dx), dot(dy,dy)))
+ * where L is the dimension of the cubemap. The code is:
+ *
+ * float M, result;
+ * M = max(dot(dx, dx), dot(dy, dy));
+ * L = textureSize(sampler, 0).x;
+ * result = -1.0 + 0.5 * log2(L * L * M);
+ */
+
+ /* coordinate */
+ nir_ssa_def *p =
+ tex->src[nir_tex_instr_src_index(tex, nir_tex_src_coord)].src.ssa;
+
+ /* unmodified dPdx, dPdy values */
+ nir_ssa_def *dPdx =
+ tex->src[nir_tex_instr_src_index(tex, nir_tex_src_ddx)].src.ssa;
+ nir_ssa_def *dPdy =
+ tex->src[nir_tex_instr_src_index(tex, nir_tex_src_ddy)].src.ssa;
+
+ nir_ssa_def *abs_p = nir_fabs(b, p);
+ nir_ssa_def *abs_p_x = nir_channel(b, abs_p, 0);
+ nir_ssa_def *abs_p_y = nir_channel(b, abs_p, 1);
+ nir_ssa_def *abs_p_z = nir_channel(b, abs_p, 2);
+
+ /* 1. compute selector */
+ nir_ssa_def *Q, *dQdx, *dQdy;
+
+ nir_ssa_def *cond_z = nir_fge(b, abs_p_z, nir_fmax(b, abs_p_x, abs_p_y));
+ nir_ssa_def *cond_y = nir_fge(b, abs_p_y, nir_fmax(b, abs_p_x, abs_p_z));
+
+ unsigned yzx[4] = { 1, 2, 0, 0 };
+ unsigned xzy[4] = { 0, 2, 1, 0 };
+
+ Q = nir_bcsel(b, cond_z,
+ p,
+ nir_bcsel(b, cond_y,
+ nir_swizzle(b, p, xzy, 3, false),
+ nir_swizzle(b, p, yzx, 3, false)));
+
+ dQdx = nir_bcsel(b, cond_z,
+ dPdx,
+ nir_bcsel(b, cond_y,
+ nir_swizzle(b, dPdx, xzy, 3, false),
+ nir_swizzle(b, dPdx, yzx, 3, false)));
+
+ dQdy = nir_bcsel(b, cond_z,
+ dPdy,
+ nir_bcsel(b, cond_y,
+ nir_swizzle(b, dPdy, xzy, 3, false),
+ nir_swizzle(b, dPdy, yzx, 3, false)));
+
+ /* 2. quotient rule */
+
+ /* tmp = Q.xy * recip;
+ * dx = recip * ( dQdx.xy - (tmp * dQdx.z) );
+ * dy = recip * ( dQdy.xy - (tmp * dQdy.z) );
+ */
+ nir_ssa_def *rcp_Q_z = nir_frcp(b, nir_channel(b, Q, 2));
+
+ unsigned xy[4] = { 0, 1, 0, 0 };
+ nir_ssa_def *Q_xy = nir_swizzle(b, Q, xy, 2, false);
+ nir_ssa_def *tmp = nir_fmul(b, Q_xy, rcp_Q_z);
+
+ nir_ssa_def *dQdx_xy = nir_swizzle(b, dQdx, xy, 2, false);
+ nir_ssa_def *dQdx_z = nir_channel(b, dQdx, 2);
+ nir_ssa_def *dx =
+ nir_fmul(b, rcp_Q_z, nir_fsub(b, dQdx_xy, nir_fmul(b, tmp, dQdx_z)));
+
+ nir_ssa_def *dQdy_xy = nir_swizzle(b, dQdy, xy, 2, false);
+ nir_ssa_def *dQdy_z = nir_channel(b, dQdy, 2);
+ nir_ssa_def *dy =
+ nir_fmul(b, rcp_Q_z, nir_fsub(b, dQdy_xy, nir_fmul(b, tmp, dQdy_z)));
+
+ /* M = max(dot(dx, dx), dot(dy, dy)); */
+ nir_ssa_def *M = nir_fmax(b, nir_fdot(b, dx, dx), nir_fdot(b, dy, dy));
+
+ /* size has textureSize() of LOD 0 */
+ nir_ssa_def *L = nir_channel(b, size, 0);
+
+ /* lod = -1.0 + 0.5 * log2(L * L * M); */
+ nir_ssa_def *lod =
+ nir_fadd(b,
+ nir_imm_float(b, -1.0f),
+ nir_fmul(b,
+ nir_imm_float(b, 0.5f),
+ nir_flog2(b, nir_fmul(b, L, nir_fmul(b, L, M)))));
+
+ /* 3. Replace the gradient instruction with an equivalent lod instruction */
+ replace_gradient_with_lod(b, lod, tex);
+}
+
static void
saturate_src(nir_builder *b, nir_tex_instr *tex, unsigned sat_mask)
{
linearize_srgb_result(b, tex);
progress = true;
}
+
+ if (tex->op == nir_texop_txd && options->lower_txd_cube_map &&
+ tex->sampler_dim == GLSL_SAMPLER_DIM_CUBE) {
+ lower_gradient_cube_map(b, tex);
+ progress = true;
+ continue;
+ }
}
return progress;