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authorRoland Scheidegger <[email protected]>2017-12-13 03:33:07 +0100
committerRoland Scheidegger <[email protected]>2017-12-14 22:59:55 +0100
commit1ae48963f7648bb4e98faacfa3dd63906b26a518 (patch)
treeaf63fbb0a206fb87e836131d521fdd5e61c630ef /src/gallium/auxiliary
parenta485ad0bcdcab865e14a54133a271198c86e41ab (diff)
gallivm: implement accurate corner behavior for textureGather with cube maps
The spec says the missing texel (when we wrap around both x and y axis) should be synthesized as the average of the 3 other texels. For bilinear filtering however we instead adjusted the filter weights (because, while the complexity looks similar, there would be 4 times as many color values to fix up than weights). Obviously this could not work for gather (hence accurate corner filtering was disabled with gather). Implement this by just doing it as the spec implies - calculate the 4th texel as the average of the other 3. With gather of course there's only one color to worry about, so it's not all that many instructions neither (albeit surely the whole cube map filtering is hilariously complex). Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Jose Fonseca <[email protected]>
Diffstat (limited to 'src/gallium/auxiliary')
-rw-r--r--src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c304
1 files changed, 201 insertions, 103 deletions
diff --git a/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c b/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c
index 6b1509c7cfa..ff8cbf604c0 100644
--- a/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c
+++ b/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c
@@ -1030,20 +1030,13 @@ lp_build_sample_image_linear(struct lp_build_sample_context *bld,
LLVMValueRef neighbors[2][2][4];
int chan, texel_index;
boolean seamless_cube_filter, accurate_cube_corners;
+ unsigned chan_swiz = bld->static_texture_state->swizzle_r;
seamless_cube_filter = (bld->static_texture_state->target == PIPE_TEXTURE_CUBE ||
bld->static_texture_state->target == PIPE_TEXTURE_CUBE_ARRAY) &&
bld->static_sampler_state->seamless_cube_map;
- /*
- * XXX I don't know how this is really supposed to work with gather. From GL
- * spec wording (not gather specific) it sounds like the 4th missing texel
- * should be an average of the other 3, hence for gather could return this.
- * This is however NOT how the code here works, which just fixes up the
- * weights used for filtering instead. And of course for gather there is
- * no filter to tweak...
- */
- accurate_cube_corners = ACCURATE_CUBE_CORNERS && seamless_cube_filter &&
- !is_gather;
+
+ accurate_cube_corners = ACCURATE_CUBE_CORNERS && seamless_cube_filter;
lp_build_extract_image_sizes(bld,
&bld->int_size_bld,
@@ -1382,94 +1375,191 @@ lp_build_sample_image_linear(struct lp_build_sample_context *bld,
* as well) here.
*/
if (accurate_cube_corners) {
- LLVMValueRef w00, w01, w10, w11, wx0, wy0;
- LLVMValueRef c_weight, c00, c01, c10, c11;
- LLVMValueRef have_corner, one_third, tmp;
+ LLVMValueRef c00, c01, c10, c11, c00f, c01f, c10f, c11f;
+ LLVMValueRef have_corner, one_third;
- colorss[0] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs");
- colorss[1] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs");
- colorss[2] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs");
- colorss[3] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs");
+ colorss[0] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs0");
+ colorss[1] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs1");
+ colorss[2] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs2");
+ colorss[3] = lp_build_alloca(bld->gallivm, coord_bld->vec_type, "cs3");
have_corner = LLVMBuildLoad(builder, have_corners, "");
lp_build_if(&corner_if, bld->gallivm, have_corner);
- /*
- * we can't use standard 2d lerp as we need per-element weight
- * in case of corners, so just calculate bilinear result as
- * w00*s00 + w01*s01 + w10*s10 + w11*s11.
- * (This is actually less work than using 2d lerp, 7 vs. 9 instructions,
- * however calculating the weights needs another 6, so actually probably
- * not slower than 2d lerp only for 4 channels as weights only need
- * to be calculated once - of course fixing the weights has additional cost.)
- */
- wx0 = lp_build_sub(coord_bld, coord_bld->one, s_fpart);
- wy0 = lp_build_sub(coord_bld, coord_bld->one, t_fpart);
- w00 = lp_build_mul(coord_bld, wx0, wy0);
- w01 = lp_build_mul(coord_bld, s_fpart, wy0);
- w10 = lp_build_mul(coord_bld, wx0, t_fpart);
- w11 = lp_build_mul(coord_bld, s_fpart, t_fpart);
-
- /* find corner weight */
+ one_third = lp_build_const_vec(bld->gallivm, coord_bld->type,
+ 1.0f/3.0f);
+
+ /* find corner */
c00 = lp_build_and(ivec_bld, fall_off[0], fall_off[2]);
- c_weight = lp_build_select(coord_bld, c00, w00, coord_bld->zero);
+ c00f = LLVMBuildBitCast(builder, c00, coord_bld->vec_type, "");
c01 = lp_build_and(ivec_bld, fall_off[1], fall_off[2]);
- c_weight = lp_build_select(coord_bld, c01, w01, c_weight);
+ c01f = LLVMBuildBitCast(builder, c01, coord_bld->vec_type, "");
c10 = lp_build_and(ivec_bld, fall_off[0], fall_off[3]);
- c_weight = lp_build_select(coord_bld, c10, w10, c_weight);
+ c10f = LLVMBuildBitCast(builder, c10, coord_bld->vec_type, "");
c11 = lp_build_and(ivec_bld, fall_off[1], fall_off[3]);
- c_weight = lp_build_select(coord_bld, c11, w11, c_weight);
+ c11f = LLVMBuildBitCast(builder, c11, coord_bld->vec_type, "");
- /*
- * add 1/3 of the corner weight to each of the 3 other samples
- * and null out corner weight
- */
- one_third = lp_build_const_vec(bld->gallivm, coord_bld->type, 1.0f/3.0f);
- c_weight = lp_build_mul(coord_bld, c_weight, one_third);
- w00 = lp_build_add(coord_bld, w00, c_weight);
- c00 = LLVMBuildBitCast(builder, c00, coord_bld->vec_type, "");
- w00 = lp_build_andnot(coord_bld, w00, c00);
- w01 = lp_build_add(coord_bld, w01, c_weight);
- c01 = LLVMBuildBitCast(builder, c01, coord_bld->vec_type, "");
- w01 = lp_build_andnot(coord_bld, w01, c01);
- w10 = lp_build_add(coord_bld, w10, c_weight);
- c10 = LLVMBuildBitCast(builder, c10, coord_bld->vec_type, "");
- w10 = lp_build_andnot(coord_bld, w10, c10);
- w11 = lp_build_add(coord_bld, w11, c_weight);
- c11 = LLVMBuildBitCast(builder, c11, coord_bld->vec_type, "");
- w11 = lp_build_andnot(coord_bld, w11, c11);
+ if (!is_gather) {
+ /*
+ * we can't use standard 2d lerp as we need per-element weight
+ * in case of corners, so just calculate bilinear result as
+ * w00*s00 + w01*s01 + w10*s10 + w11*s11.
+ * (This is actually less work than using 2d lerp, 7 vs. 9
+ * instructions, however calculating the weights needs another 6,
+ * so actually probably not slower than 2d lerp only for 4 channels
+ * as weights only need to be calculated once - of course fixing
+ * the weights has additional cost.)
+ */
+ LLVMValueRef w00, w01, w10, w11, wx0, wy0, c_weight, tmp;
+ wx0 = lp_build_sub(coord_bld, coord_bld->one, s_fpart);
+ wy0 = lp_build_sub(coord_bld, coord_bld->one, t_fpart);
+ w00 = lp_build_mul(coord_bld, wx0, wy0);
+ w01 = lp_build_mul(coord_bld, s_fpart, wy0);
+ w10 = lp_build_mul(coord_bld, wx0, t_fpart);
+ w11 = lp_build_mul(coord_bld, s_fpart, t_fpart);
+
+ /* find corner weight */
+ c_weight = lp_build_select(coord_bld, c00, w00, coord_bld->zero);
+ c_weight = lp_build_select(coord_bld, c01, w01, c_weight);
+ c_weight = lp_build_select(coord_bld, c10, w10, c_weight);
+ c_weight = lp_build_select(coord_bld, c11, w11, c_weight);
- if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE) {
- for (chan = 0; chan < 4; chan++) {
- colors0[chan] = lp_build_mul(coord_bld, w00, neighbors[0][0][chan]);
- tmp = lp_build_mul(coord_bld, w01, neighbors[0][1][chan]);
- colors0[chan] = lp_build_add(coord_bld, tmp, colors0[chan]);
- tmp = lp_build_mul(coord_bld, w10, neighbors[1][0][chan]);
- colors0[chan] = lp_build_add(coord_bld, tmp, colors0[chan]);
- tmp = lp_build_mul(coord_bld, w11, neighbors[1][1][chan]);
- colors0[chan] = lp_build_add(coord_bld, tmp, colors0[chan]);
+ /*
+ * add 1/3 of the corner weight to the weight of the 3 other
+ * samples and null out corner weight.
+ */
+ c_weight = lp_build_mul(coord_bld, c_weight, one_third);
+ w00 = lp_build_add(coord_bld, w00, c_weight);
+ w00 = lp_build_andnot(coord_bld, w00, c00f);
+ w01 = lp_build_add(coord_bld, w01, c_weight);
+ w01 = lp_build_andnot(coord_bld, w01, c01f);
+ w10 = lp_build_add(coord_bld, w10, c_weight);
+ w10 = lp_build_andnot(coord_bld, w10, c10f);
+ w11 = lp_build_add(coord_bld, w11, c_weight);
+ w11 = lp_build_andnot(coord_bld, w11, c11f);
+
+ if (bld->static_sampler_state->compare_mode ==
+ PIPE_TEX_COMPARE_NONE) {
+ for (chan = 0; chan < 4; chan++) {
+ colors0[chan] = lp_build_mul(coord_bld, w00,
+ neighbors[0][0][chan]);
+ tmp = lp_build_mul(coord_bld, w01, neighbors[0][1][chan]);
+ colors0[chan] = lp_build_add(coord_bld, tmp, colors0[chan]);
+ tmp = lp_build_mul(coord_bld, w10, neighbors[1][0][chan]);
+ colors0[chan] = lp_build_add(coord_bld, tmp, colors0[chan]);
+ tmp = lp_build_mul(coord_bld, w11, neighbors[1][1][chan]);
+ colors0[chan] = lp_build_add(coord_bld, tmp, colors0[chan]);
+ }
+ }
+ 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]);
+ /*
+ * inputs to interpolation are just masks so just add
+ * masked weights together
+ */
+ cmpval00 = LLVMBuildBitCast(builder, cmpval00,
+ coord_bld->vec_type, "");
+ cmpval01 = LLVMBuildBitCast(builder, cmpval01,
+ coord_bld->vec_type, "");
+ cmpval10 = LLVMBuildBitCast(builder, cmpval10,
+ coord_bld->vec_type, "");
+ cmpval11 = LLVMBuildBitCast(builder, cmpval11,
+ coord_bld->vec_type, "");
+ colors0[0] = lp_build_and(coord_bld, w00, cmpval00);
+ tmp = lp_build_and(coord_bld, w01, cmpval01);
+ colors0[0] = lp_build_add(coord_bld, tmp, colors0[0]);
+ tmp = lp_build_and(coord_bld, w10, cmpval10);
+ colors0[0] = lp_build_add(coord_bld, tmp, colors0[0]);
+ tmp = lp_build_and(coord_bld, w11, cmpval11);
+ colors0[0] = lp_build_add(coord_bld, tmp, colors0[0]);
+ colors0[1] = colors0[2] = colors0[3] = colors0[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]);
- /* inputs to interpolation are just masks so just add masked weights together */
- cmpval00 = LLVMBuildBitCast(builder, cmpval00, coord_bld->vec_type, "");
- cmpval01 = LLVMBuildBitCast(builder, cmpval01, coord_bld->vec_type, "");
- cmpval10 = LLVMBuildBitCast(builder, cmpval10, coord_bld->vec_type, "");
- cmpval11 = LLVMBuildBitCast(builder, cmpval11, coord_bld->vec_type, "");
- colors0[0] = lp_build_and(coord_bld, w00, cmpval00);
- tmp = lp_build_and(coord_bld, w01, cmpval01);
- colors0[0] = lp_build_add(coord_bld, tmp, colors0[0]);
- tmp = lp_build_and(coord_bld, w10, cmpval10);
- colors0[0] = lp_build_add(coord_bld, tmp, colors0[0]);
- tmp = lp_build_and(coord_bld, w11, cmpval11);
- colors0[0] = lp_build_add(coord_bld, tmp, colors0[0]);
- colors0[1] = colors0[2] = colors0[3] = colors0[0];
+ /*
+ * We don't have any weights to adjust, so instead calculate
+ * the fourth texel as simply the average of the other 3.
+ * (This would work for non-gather too, however we'd have
+ * a boatload more of the select stuff due to there being
+ * 4 times as many colors as weights.)
+ */
+ LLVMValueRef col00, col01, col10, col11;
+ LLVMValueRef colc, colc0, colc1;
+ col10 = lp_build_swizzle_soa_channel(texel_bld,
+ neighbors[1][0], chan_swiz);
+ col11 = lp_build_swizzle_soa_channel(texel_bld,
+ neighbors[1][1], chan_swiz);
+ col01 = lp_build_swizzle_soa_channel(texel_bld,
+ neighbors[0][1], chan_swiz);
+ col00 = lp_build_swizzle_soa_channel(texel_bld,
+ neighbors[0][0], chan_swiz);
+
+ /*
+ * The spec says for comparison filtering, the comparison
+ * must happen before synthesizing the new value.
+ * This means all gathered values are always 0 or 1,
+ * except for the non-existing texel, which can be 0,1/3,2/3,1...
+ * Seems like we'd be allowed to just return 0 or 1 too, so we
+ * could simplify and pass down the compare mask values to the
+ * end (using int arithmetic/compare on the mask values to
+ * construct the fourth texel) and only there convert to floats
+ * but it's probably not worth it (it might be easier for the cpu
+ * but not for the code)...
+ */
+ if (bld->static_sampler_state->compare_mode !=
+ PIPE_TEX_COMPARE_NONE) {
+ LLVMValueRef cmpval00, cmpval01, cmpval10, cmpval11;
+ cmpval00 = lp_build_sample_comparefunc(bld, coords[4], col00);
+ cmpval01 = lp_build_sample_comparefunc(bld, coords[4], col01);
+ cmpval10 = lp_build_sample_comparefunc(bld, coords[4], col10);
+ cmpval11 = lp_build_sample_comparefunc(bld, coords[4], col11);
+ col00 = lp_build_select(texel_bld, cmpval00,
+ texel_bld->one, texel_bld->zero);
+ col01 = lp_build_select(texel_bld, cmpval01,
+ texel_bld->one, texel_bld->zero);
+ col10 = lp_build_select(texel_bld, cmpval10,
+ texel_bld->one, texel_bld->zero);
+ col11 = lp_build_select(texel_bld, cmpval11,
+ texel_bld->one, texel_bld->zero);
+ }
+
+ /*
+ * Null out corner color.
+ */
+ col00 = lp_build_andnot(coord_bld, col00, c00f);
+ col01 = lp_build_andnot(coord_bld, col01, c01f);
+ col10 = lp_build_andnot(coord_bld, col10, c10f);
+ col11 = lp_build_andnot(coord_bld, col11, c11f);
+
+ /*
+ * New corner texel color is all colors added / 3.
+ */
+ colc0 = lp_build_add(coord_bld, col00, col01);
+ colc1 = lp_build_add(coord_bld, col10, col11);
+ colc = lp_build_add(coord_bld, colc0, colc1);
+ colc = lp_build_mul(coord_bld, one_third, colc);
+
+ /*
+ * Replace the corner texel color with the new value.
+ */
+ col00 = lp_build_select(coord_bld, c00, colc, col00);
+ col01 = lp_build_select(coord_bld, c01, colc, col01);
+ col10 = lp_build_select(coord_bld, c10, colc, col10);
+ col11 = lp_build_select(coord_bld, c11, colc, col11);
+
+ colors0[0] = col10;
+ colors0[1] = col11;
+ colors0[2] = col01;
+ colors0[3] = col00;
}
LLVMBuildStore(builder, colors0[0], colorss[0]);
@@ -1488,7 +1578,6 @@ lp_build_sample_image_linear(struct lp_build_sample_context *bld,
* end of sampling (much less values to swizzle), but this
* obviously cannot work when using gather.
*/
- unsigned chan_swiz = bld->static_texture_state->swizzle_r;
colors0[0] = lp_build_swizzle_soa_channel(texel_bld,
neighbors[1][0],
chan_swiz);
@@ -1524,25 +1613,14 @@ lp_build_sample_image_linear(struct lp_build_sample_context *bld,
if (is_gather) {
/* more hacks for swizzling, should be X, ONE or ZERO... */
- unsigned chan_swiz = bld->static_texture_state->swizzle_r;
- if (chan_swiz <= PIPE_SWIZZLE_W) {
- colors0[0] = lp_build_select(texel_bld, cmpval10,
- texel_bld->one, texel_bld->zero);
- colors0[1] = lp_build_select(texel_bld, cmpval11,
- texel_bld->one, texel_bld->zero);
- colors0[2] = lp_build_select(texel_bld, cmpval01,
- texel_bld->one, texel_bld->zero);
- colors0[3] = lp_build_select(texel_bld, cmpval00,
- texel_bld->one, texel_bld->zero);
- }
- else if (chan_swiz == PIPE_SWIZZLE_0) {
- colors0[0] = colors0[1] = colors0[2] = colors0[3] =
- texel_bld->zero;
- }
- else {
- colors0[0] = colors0[1] = colors0[2] = colors0[3] =
- texel_bld->one;
- }
+ colors0[0] = lp_build_select(texel_bld, cmpval10,
+ texel_bld->one, texel_bld->zero);
+ colors0[1] = lp_build_select(texel_bld, cmpval11,
+ texel_bld->one, texel_bld->zero);
+ colors0[2] = lp_build_select(texel_bld, cmpval01,
+ texel_bld->one, texel_bld->zero);
+ colors0[3] = lp_build_select(texel_bld, cmpval00,
+ texel_bld->one, texel_bld->zero);
}
else {
colors0[0] = lp_build_masklerp2d(texel_bld, s_fpart, t_fpart,
@@ -1635,6 +1713,26 @@ lp_build_sample_image_linear(struct lp_build_sample_context *bld,
}
}
}
+ if (is_gather) {
+ /*
+ * For gather, we can't do our usual channel swizzling done later,
+ * so do it here. It only really matters for 0/1 swizzles in case
+ * of comparison filtering, since in this case the results would be
+ * wrong, without comparison it should all work out alright but it
+ * can't hurt to do that here, since it will instantly drop all
+ * calculations above, though it's a rather stupid idea to do
+ * gather on a channel which will always return 0 or 1 in any case...
+ */
+ if (chan_swiz == PIPE_SWIZZLE_1) {
+ for (chan = 0; chan < 4; chan++) {
+ colors_out[chan] = texel_bld->one;
+ }
+ } else if (chan_swiz == PIPE_SWIZZLE_0) {
+ for (chan = 0; chan < 4; chan++) {
+ colors_out[chan] = texel_bld->zero;
+ }
+ }
+ }
}