From: Marek Olšák Date: Sun, 10 May 2020 22:00:55 +0000 (-0400) Subject: glsl: lower samplers with highp coordinates correctly X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=733bee57eb80c92736f3ef1e1267e68ee6cfade6;p=mesa.git glsl: lower samplers with highp coordinates correctly Reviewed-by: Alyssa Rosenzweig Reviewed-by: Rob Clark Part-of: --- diff --git a/src/compiler/glsl/lower_precision.cpp b/src/compiler/glsl/lower_precision.cpp index faa990703e6..11ae598920c 100644 --- a/src/compiler/glsl/lower_precision.cpp +++ b/src/compiler/glsl/lower_precision.cpp @@ -449,6 +449,24 @@ is_lowerable_builtin(ir_call *ir, return desc->channel[i].size <= 10; /* unorm/snorm */ } + /* Handle special calls. */ + if (ir->callee->is_builtin() && ir->actual_parameters.length()) { + ir_rvalue *param = (ir_rvalue*)ir->actual_parameters.get_head(); + ir_variable *var = param->variable_referenced(); + + /* Handle builtin wrappers around ir_texture opcodes. These wrappers will + * be inlined by lower_precision() if we return true here, so that we can + * get to ir_texture later and do proper lowering. + * + * We should lower the type of the return value if the sampler type + * uses lower precision. The function parameters don't matter. + */ + if (var && var->type->without_array()->is_sampler()) { + return var->data.precision == GLSL_PRECISION_MEDIUM || + var->data.precision == GLSL_PRECISION_LOW; + } + } + if (!ir->callee->is_builtin()) return false; diff --git a/src/compiler/glsl/tests/lower_precision_test.py b/src/compiler/glsl/tests/lower_precision_test.py index 45175262878..65f3e25b0d7 100644 --- a/src/compiler/glsl/tests/lower_precision_test.py +++ b/src/compiler/glsl/tests/lower_precision_test.py @@ -921,12 +921,33 @@ TESTS = [ } """, r'\(expression +uint +/'), + Test("f32 sampler array", + """ + #version 320 es + precision mediump float; + precision mediump int; + + uniform sampler2D tex[2]; + // highp shouldn't affect the return value of texture2D + uniform highp vec2 coord; + uniform float divisor; + uniform int index; + + out highp vec4 color; + + void main() + { + color = texture2D(tex[index], coord) / divisor; + } + """, + r'\(expression +f16vec4 +/.*\(tex +f16vec4 +'), Test("f32 texture sample", """ precision mediump float; uniform sampler2D tex; - uniform vec2 coord; + // highp shouldn't affect the return value of texture2D + uniform highp vec2 coord; uniform float divisor; void main() @@ -942,7 +963,8 @@ TESTS = [ precision mediump int; uniform mediump isampler2D tex; - uniform vec2 coord; + // highp shouldn't affect the return value of texture + uniform highp vec2 coord; uniform int divisor; out highp ivec4 color; @@ -960,7 +982,8 @@ TESTS = [ precision mediump int; uniform mediump usampler2D tex; - uniform vec2 coord; + // highp shouldn't affect the return value of texture + uniform highp vec2 coord; uniform uint divisor; out highp uvec4 color; @@ -996,7 +1019,8 @@ TESTS = [ precision mediump int; layout(rgba16f) readonly uniform mediump image2D img; - uniform ivec2 coord; + // highp shouldn't affect the return value of imageLoad + uniform highp ivec2 coord; uniform float divisor; out highp vec4 color; @@ -1014,7 +1038,8 @@ TESTS = [ precision mediump int; layout(rgba16i) readonly uniform mediump iimage2D img; - uniform ivec2 coord; + // highp shouldn't affect the return value of imageLoad + uniform highp ivec2 coord; uniform int divisor; out highp ivec4 color; @@ -1032,7 +1057,8 @@ TESTS = [ precision mediump int; layout(rgba16ui) readonly uniform mediump uimage2D img; - uniform ivec2 coord; + // highp shouldn't affect the return value of imageLoad + uniform highp ivec2 coord; uniform uint divisor; out highp uvec4 color;