From 5626a84a002cb8565b527ebc1fca73a8497019db Mon Sep 17 00:00:00 2001 From: Roland Scheidegger Date: Thu, 15 Aug 2013 18:40:32 +0200 Subject: [PATCH] gallivm: do per-sample depth comparison instead of doing it post-filter Doing the comparisons pre-filter is highly recommended by OpenGL (and d3d9) and definitely required by d3d10. This actually doesn't do it pre-filter but more "in-filter" as otherwise need to push the comparisons even further down into fetch code and this also trivially allows using a somewhat cheaper lerp. Doing it pre-filter would actually have some performance advantage for UNORM formats (because the comparisons should be done in texture format, we'd only need to convert the shadow ref coord to texture format once, but in turn would save converting the per-sample texture values to floats) but this gets a bit messy as this has implications for border color handling as well (which needs to be done prior to depth comparisons, hence would also need to convert border color to texture format too or use some other tricks like doing separate border color / shadow ref comparison and simply using that result directly when doing border replacement). Should make no difference for nearest filtering, and performance for linear filtering should be mostly the same too (essentially have one more comparison instruction per sample, and replace the sub/mul/add lerp with a sub/and/and/add special "lerp" which all in all shouldn't be much of a difference). v2: get rid of old code completely Reviewed-by: Zack Rusin --- src/gallium/auxiliary/gallivm/lp_bld_arit.c | 13 +- .../auxiliary/gallivm/lp_bld_sample_soa.c | 288 +++++++++++------- 2 files changed, 195 insertions(+), 106 deletions(-) diff --git a/src/gallium/auxiliary/gallivm/lp_bld_arit.c b/src/gallium/auxiliary/gallivm/lp_bld_arit.c index 98409c3be86..ee30a02d78c 100644 --- a/src/gallium/auxiliary/gallivm/lp_bld_arit.c +++ b/src/gallium/auxiliary/gallivm/lp_bld_arit.c @@ -1411,8 +1411,19 @@ lp_build_clamp(struct lp_build_context *bld, assert(lp_check_value(bld->type, min)); assert(lp_check_value(bld->type, max)); - a = lp_build_min(bld, a, max); + /* + * XXX dark magic warning: The order of min/max here matters (!). + * The reason is a typical use case is clamp(a, 0.0, 1.0) + * (for example for float->unorm conversion) and on x86 sse2 + * this will give 0.0 for NaNs, whereas doing min first will + * give 1.0 for NaN which makes d3d10 angry... + * This is very much not guaranteed behavior though which just + * happens to work x86 sse2 (and up), and obviously won't do anything + * for other non-zero clamps (say -1.0/1.0 in a SNORM conversion) neither, + * so need to fix this for real... + */ a = lp_build_max(bld, a, min); + a = lp_build_min(bld, a, max); return a; } diff --git a/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c b/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c index 15632bcf448..20a08cbb7a0 100644 --- a/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c +++ b/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c @@ -681,6 +681,41 @@ lp_build_sample_wrap_nearest(struct lp_build_sample_context *bld, } +/** + * Do shadow test/comparison. + * \param p shadow ref value + * \param texel the texel to compare against + */ +static LLVMValueRef +lp_build_sample_comparefunc(struct lp_build_sample_context *bld, + LLVMValueRef p, + LLVMValueRef texel) +{ + struct lp_build_context *texel_bld = &bld->texel_bld; + LLVMValueRef res; + + if (0) { + //lp_build_print_value(bld->gallivm, "shadow cmp coord", p); + lp_build_print_value(bld->gallivm, "shadow cmp texel", texel); + } + + /* result = (p FUNC texel) ? 1 : 0 */ + /* + * honor d3d10 floating point rules here, which state that comparisons + * are ordered except NOT_EQUAL which is unordered. + */ + if (bld->static_sampler_state->compare_func != PIPE_FUNC_NOTEQUAL) { + res = lp_build_cmp_ordered(texel_bld, bld->static_sampler_state->compare_func, + p, texel); + } + else { + res = lp_build_cmp(texel_bld, bld->static_sampler_state->compare_func, + p, texel); + } + return res; +} + + /** * Generate code to sample a mipmap level with nearest filtering. * If sampling a cube texture, r = cube face in [0,5]. @@ -760,8 +795,60 @@ lp_build_sample_image_nearest(struct lp_build_sample_context *bld, x, y, z, row_stride_vec, img_stride_vec, data_ptr, mipoffsets, colors_out); + + if (bld->static_sampler_state->compare_mode != PIPE_TEX_COMPARE_NONE) { + LLVMValueRef cmpval; + cmpval = lp_build_sample_comparefunc(bld, coords[4], colors_out[0]); + /* this is really just a AND 1.0, cmpval but llvm is clever enough */ + colors_out[0] = lp_build_select(&bld->texel_bld, cmpval, + bld->texel_bld.one, bld->texel_bld.zero); + colors_out[1] = colors_out[2] = colors_out[3] = colors_out[0]; + } + +} + + +/** + * Like a lerp, but inputs are 0/~0 masks, so can simplify slightly. + */ +static LLVMValueRef +lp_build_masklerp(struct lp_build_context *bld, + LLVMValueRef weight, + LLVMValueRef mask0, + LLVMValueRef mask1) +{ + struct gallivm_state *gallivm = bld->gallivm; + LLVMBuilderRef builder = gallivm->builder; + LLVMValueRef weight2; + + weight2 = lp_build_sub(bld, bld->one, weight); + weight = LLVMBuildBitCast(builder, weight, + lp_build_int_vec_type(gallivm, bld->type), ""); + weight2 = LLVMBuildBitCast(builder, weight2, + lp_build_int_vec_type(gallivm, bld->type), ""); + weight = LLVMBuildAnd(builder, weight, mask1, ""); + weight2 = LLVMBuildAnd(builder, weight2, mask0, ""); + weight = LLVMBuildBitCast(builder, weight, bld->vec_type, ""); + weight2 = LLVMBuildBitCast(builder, weight2, bld->vec_type, ""); + return lp_build_add(bld, weight, weight2); } +/** + * Like a 2d lerp, but inputs are 0/~0 masks, so can simplify slightly. + */ +static LLVMValueRef +lp_build_masklerp2d(struct lp_build_context *bld, + LLVMValueRef weight0, + LLVMValueRef weight1, + LLVMValueRef mask00, + LLVMValueRef mask01, + LLVMValueRef mask10, + LLVMValueRef mask11) +{ + LLVMValueRef val0 = lp_build_masklerp(bld, weight0, mask00, mask01); + LLVMValueRef val1 = lp_build_masklerp(bld, weight0, mask10, mask11); + return lp_build_lerp(bld, weight1, val0, val1, 0); +} /** * Generate code to sample a mipmap level with linear filtering. @@ -861,12 +948,23 @@ lp_build_sample_image_linear(struct lp_build_sample_context *bld, data_ptr, mipoffsets, neighbors[0][1]); if (dims == 1) { - /* Interpolate two samples from 1D image to produce one color */ - for (chan = 0; chan < 4; chan++) { - colors_out[chan] = lp_build_lerp(&bld->texel_bld, s_fpart, - neighbors[0][0][chan], - neighbors[0][1][chan], - 0); + if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) { + /* Interpolate two samples from 1D image to produce one color */ + for (chan = 0; chan < 4; chan++) { + colors_out[chan] = lp_build_lerp(&bld->texel_bld, s_fpart, + neighbors[0][0][chan], + neighbors[0][1][chan], + 0); + } + } + else { + LLVMValueRef cmpval0, cmpval1; + cmpval0 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][0][0]); + cmpval1 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][1][0]); + /* simplified lerp, AND mask with weight and add */ + colors_out[0] = lp_build_masklerp(&bld->texel_bld, s_fpart, + cmpval0, cmpval1); + colors_out[1] = colors_out[2] = colors_out[3] = colors_out[0]; } } else { @@ -885,15 +983,27 @@ lp_build_sample_image_linear(struct lp_build_sample_context *bld, row_stride_vec, img_stride_vec, data_ptr, mipoffsets, neighbors[1][1]); - /* Bilinear interpolate the four samples from the 2D image / 3D slice */ - for (chan = 0; chan < 4; chan++) { - colors0[chan] = lp_build_lerp_2d(&bld->texel_bld, - s_fpart, t_fpart, - neighbors[0][0][chan], - neighbors[0][1][chan], - neighbors[1][0][chan], - neighbors[1][1][chan], - 0); + if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) { + /* Bilinear interpolate the four samples from the 2D image / 3D slice */ + for (chan = 0; chan < 4; chan++) { + colors0[chan] = lp_build_lerp_2d(&bld->texel_bld, + s_fpart, t_fpart, + neighbors[0][0][chan], + neighbors[0][1][chan], + neighbors[1][0][chan], + neighbors[1][1][chan], + 0); + } + } + else { + LLVMValueRef cmpval00, cmpval01, cmpval10, cmpval11; + cmpval00 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][0][0]); + cmpval01 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][1][0]); + cmpval10 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][0][0]); + cmpval11 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][1][0]); + colors0[0] = lp_build_masklerp2d(&bld->texel_bld, s_fpart, t_fpart, + cmpval00, cmpval01, cmpval10, cmpval11); + colors0[1] = colors0[2] = colors0[3] = colors0[0]; } if (dims == 3) { @@ -922,23 +1032,39 @@ lp_build_sample_image_linear(struct lp_build_sample_context *bld, row_stride_vec, img_stride_vec, data_ptr, mipoffsets, neighbors1[1][1]); - /* Bilinear interpolate the four samples from the second Z slice */ - for (chan = 0; chan < 4; chan++) { - colors1[chan] = lp_build_lerp_2d(&bld->texel_bld, - s_fpart, t_fpart, - neighbors1[0][0][chan], - neighbors1[0][1][chan], - neighbors1[1][0][chan], - neighbors1[1][1][chan], - 0); + if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) { + /* Bilinear interpolate the four samples from the second Z slice */ + for (chan = 0; chan < 4; chan++) { + colors1[chan] = lp_build_lerp_2d(&bld->texel_bld, + s_fpart, t_fpart, + neighbors1[0][0][chan], + neighbors1[0][1][chan], + neighbors1[1][0][chan], + neighbors1[1][1][chan], + 0); + } + /* Linearly interpolate the two samples from the two 3D slices */ + for (chan = 0; chan < 4; chan++) { + colors_out[chan] = lp_build_lerp(&bld->texel_bld, + r_fpart, + colors0[chan], colors1[chan], + 0); + } } - - /* Linearly interpolate the two samples from the two 3D slices */ - for (chan = 0; chan < 4; chan++) { - colors_out[chan] = lp_build_lerp(&bld->texel_bld, + else { + LLVMValueRef cmpval00, cmpval01, cmpval10, cmpval11; + cmpval00 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][0][0]); + cmpval01 = lp_build_sample_comparefunc(bld, coords[4], neighbors[0][1][0]); + cmpval10 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][0][0]); + cmpval11 = lp_build_sample_comparefunc(bld, coords[4], neighbors[1][1][0]); + colors1[0] = lp_build_masklerp2d(&bld->texel_bld, s_fpart, t_fpart, + cmpval00, cmpval01, cmpval10, cmpval11); + /* Linearly interpolate the two samples from the two 3D slices */ + colors_out[0] = lp_build_lerp(&bld->texel_bld, r_fpart, - colors0[chan], colors1[chan], + colors0[0], colors1[0], 0); + colors_out[1] = colors_out[2] = colors_out[3] = colors_out[0]; } } else { @@ -1173,6 +1299,31 @@ lp_build_sample_common(struct lp_build_sample_context *bld, coords[2] = lp_build_layer_coord(bld, texture_index, coords[2], NULL); } + if (bld->static_sampler_state->compare_mode != PIPE_TEX_COMPARE_NONE) { + /* + * Clamp p coords to [0,1] for fixed function depth texture format here. + * Technically this is not entirely correct for unorm depth as the ref value + * should be converted to the depth format (quantization!) and comparison + * then done in texture format. This would actually help performance (since + * only need to do it once and could save the per-sample conversion of texels + * to floats instead), but it would need more messy code (would need to push + * at least some bits down to actual fetch so conversion could be skipped, + * and would have ugly interaction with border color, would need to convert + * border color to that format too or do some other tricks to make it work). + */ + const struct util_format_description *format_desc; + unsigned chan_type; + format_desc = util_format_description(bld->static_texture_state->format); + /* not entirely sure we couldn't end up with non-valid swizzle here */ + chan_type = format_desc->swizzle[0] <= UTIL_FORMAT_SWIZZLE_W ? + format_desc->channel[format_desc->swizzle[0]].type : + UTIL_FORMAT_TYPE_FLOAT; + if (chan_type != UTIL_FORMAT_TYPE_FLOAT) { + coords[4] = lp_build_clamp(&bld->coord_bld, coords[4], + bld->coord_bld.zero, bld->coord_bld.one); + } + } + /* * Compute the level of detail (float). */ @@ -1454,79 +1605,6 @@ lp_build_fetch_texel(struct lp_build_sample_context *bld, } -/** - * Do shadow test/comparison. - * \param coords incoming texcoords - * \param texel the texel to compare against (use the X channel) - * Ideally this should really be done per-sample. - */ -static void -lp_build_sample_compare(struct lp_build_sample_context *bld, - LLVMValueRef p, - LLVMValueRef texel[4]) -{ - struct lp_build_context *texel_bld = &bld->texel_bld; - LLVMBuilderRef builder = bld->gallivm->builder; - LLVMValueRef res; - const unsigned chan = 0; - unsigned chan_type; - const struct util_format_description *format_desc; - - if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) - return; - - /* debug code */ - if (0) { - LLVMValueRef indx = lp_build_const_int32(bld->gallivm, 0); - LLVMValueRef coord = LLVMBuildExtractElement(builder, p, indx, ""); - LLVMValueRef tex = LLVMBuildExtractElement(builder, texel[chan], indx, ""); - lp_build_printf(bld->gallivm, "shadow compare coord %f to texture %f\n", - coord, tex); - } - - /* Clamp p coords to [0,1] for fixed function depth texture format */ - format_desc = util_format_description(bld->static_texture_state->format); - /* not entirely sure we couldn't end up with non-valid swizzle here */ - chan_type = format_desc->swizzle[0] <= UTIL_FORMAT_SWIZZLE_W ? - format_desc->channel[format_desc->swizzle[0]].type : - UTIL_FORMAT_TYPE_FLOAT; - if (chan_type != UTIL_FORMAT_TYPE_FLOAT) { - p = lp_build_clamp(&bld->coord_bld, p, - bld->coord_bld.zero, bld->coord_bld.one); - } - - /* - * technically this is not entirely correct for unorm depth as the ref value - * should be converted to the depth format (quantization!) and comparison - * then done in texture format. - */ - - /* result = (p FUNC texel) ? 1 : 0 */ - /* - * honor d3d10 floating point rules here, which state that comparisons - * are ordered except NOT_EQUAL which is unordered. - */ - if (bld->static_sampler_state->compare_func != PIPE_FUNC_NOTEQUAL) { - res = lp_build_cmp_ordered(texel_bld, bld->static_sampler_state->compare_func, - p, texel[chan]); - } - else { - res = lp_build_cmp(texel_bld, bld->static_sampler_state->compare_func, - p, texel[chan]); - } - res = lp_build_select(texel_bld, res, texel_bld->one, texel_bld->zero); - - /* - * returning result for default GL_DEPTH_TEXTURE_MODE = GL_LUMINANCE. - * This should be ok because sampler swizzle is applied on top of it. - */ - texel[0] = - texel[1] = - texel[2] = res; - texel[3] = texel_bld->one; -} - - /** * Just set texels to white instead of actually sampling the texture. * For debugging. @@ -1749,7 +1827,9 @@ lp_build_sample_soa(struct gallivm_state *gallivm, LLVMValueRef ilevel0 = NULL, ilevel1 = NULL; boolean use_aos = util_format_fits_8unorm(bld.format_desc) && lp_is_simple_wrap_mode(static_sampler_state->wrap_s) && - lp_is_simple_wrap_mode(static_sampler_state->wrap_t); + lp_is_simple_wrap_mode(static_sampler_state->wrap_t) && + /* not sure this is strictly needed or simply impossible */ + static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE; if ((gallivm_debug & GALLIVM_DEBUG_PERF) && !use_aos && util_format_fits_8unorm(bld.format_desc)) { @@ -1939,8 +2019,6 @@ lp_build_sample_soa(struct gallivm_state *gallivm, texel_out[j] = lp_build_concat(gallivm, texelouttmp[j], type4, num_quads); } } - - lp_build_sample_compare(&bld, newcoords[4], texel_out); } if (target != PIPE_BUFFER) { -- 2.30.2