| Commit message (Collapse) | Author | Age | Files | Lines |
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Acked-by: Rob Clark <[email protected]>
Acked-by: Bas Nieuwenhuizen <[email protected]>
Acked-by: Dave Airlie <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Acked-by: Rob Clark <[email protected]>
Acked-by: Bas Nieuwenhuizen <[email protected]>
Acked-by: Dave Airlie <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This should make nir_lower_tex properly handle deref instructions as
well as make it more correct when texture arrays are used and it's
called after lowering samplers to binding table indices.
Acked-by: Rob Clark <[email protected]>
Acked-by: Bas Nieuwenhuizen <[email protected]>
Acked-by: Dave Airlie <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This will be removed at the end of the transition, but add some tracking
plus asserts to help ensure that lowering passes are called at the
correct point (pre or post deref instruction lowering) as passes are
converted and the point where lower_deref_instrs() is called is moved.
Signed-off-by: Rob Clark <[email protected]>
Acked-by: Rob Clark <[email protected]>
Acked-by: Bas Nieuwenhuizen <[email protected]>
Acked-by: Dave Airlie <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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VC5 requires that all txd are lowered in the shader.
Reviewed-by: Ian Romanick <[email protected]>
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We want the clamping of the coordinate to apply after the offset, so we
need to do math to lower the offset out of the instruction. Fixes texwrap
offset cases for GL_CLAMP with GL_NEAREST on vc5.
Note: I moved the get_texture_size() verbatim, so that it was defined
before use.
Reviewed-by: Ian Romanick <[email protected]>
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It's redundant with nir_shader::info::stage.
Acked-by: Timothy Arceri <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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v2:
- Use helper to add a new source to the texture instruction.
v3:
- Use nir_tex_instr_src_index() to simplify the patch (Jason).
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Similar with support for YUYV but with byte order difference in sampler
Reviewed-by: Kristian H. Kristensen <[email protected]>
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The matrix used for YCbCr to RGB is listed in:
https://en.wikipedia.org/wiki/YCbCr
There was an error in converting the offsets from integers to unorm
values: 0.0625=16/256 should be 16.0/255,and 0.5=128.0/256 should be
128.0/255. With this fix, the CSC result is bit aligned with wikipedia's
conversion result and FFMPeg's result.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100854
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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Reviewed-by: Dylan Baker <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The NIR story on conversion opcodes is a mess. We've had way too many
of them, naming is inconsistent, and which ones have explicit sizes was
sort-of random. This commit re-organizes things and makes them all
consistent:
- All non-bool conversion opcodes now have the explicit size in the
destination and are named <src_type>2<dst_type><size>.
- Integer <-> integer conversion opcodes now only come in i2i and u2u
forms (i2u and u2i have been removed) since the only difference
between the different integer conversions is whether or not they
sign-extend when up-converting.
- Boolean conversion opcodes all have the explicit size on the bool and
are named <src_type>2<dst_type>.
Making things consistent also allows nir_type_conversion_op to be moved
to nir_opcodes.c and auto-generated using mako. This will make adding
int8, int16, and float16 versions much easier when the time comes.
Reviewed-by: Eric Anholt <[email protected]>
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Using coord_components of the source texture is correct for everything
except cube maps where it's off by one.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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We rename it to nir_deref_clone, re-order the sources to match the other
clone functions, and expose nir_deref_var_clone. This past part, in
particular, lets us get rid of quite a few lines since we no longer have
to call nir_copy_deref and wrap it in deref_as_var.
Reviewed-by: Jordan Justen <[email protected]>
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We should make the dest in the textureLod() operation have the same number
of components as the destination in the original textureGrad()
Fixes regression in ES3-CTS.gtf.GL3Tests.shadow
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99072
Reviewed-by: Kenneth Graunke <[email protected]>
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Even if lower_txd_cube_map isn't. Suggested by Ken to make the flag more
consistent with its name.
Reviewed-by: Kenneth Graunke <[email protected]>
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This is ported from the Intel lowering pass that we use with GLSL IR.
This takes care of lowering texture gradients on shadow samplers other
than cube maps. Intel hardware requires this for gen < 8.
v2 (Ken):
- Use the helper function to retrieve ddx/ddy
- Swizzle away size components we are not interested in
v3:
- Get rid of the ddx/ddy helper and use nir_tex_instr_src_index
instead (Ken, Eric)
v4:
- Add a 'continue' statement if the lowering makes progress because it
replaces the original texture instruction
Reviewed-by: Kenneth Graunke <[email protected]> (v3)
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This is ported from the Intel lowering pass that we use with GLSL IR.
The NIR pass only handles cube maps, not shadow samplers, which are
also lowered for gen < 8 on Intel hardware. We will add support for
that in a later patch, at which point we should be able to remove
the GLSL IR lowering pass.
v2:
- added a helper to retrieve ddx/ddy parameters (Ken)
- No need to make size.z=1.0, we are only using component x anyway (Iago)
v3:
- Get rid of the ddx/ddy helper and use nir_tex_instr_src_index
instead (Ken, Eric)
v4:
- When emitting the textureLod operation, copy all texture parameters
from the original textureGrad() (except for ddx/ddy) using a loop
- Add a 'continue' statement if the lowering makes progress because it
replaces the original texture instruction
Reviewed-by: Kenneth Graunke <[email protected]> (v3)
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This was written specifically for RECT samplers. Make it more generic so
we can call this from the gradient lowerings too.
Reviewed-by: Kenneth Graunke <[email protected]>
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git grep -l comparitor | xargs sed -i 's/comparitor/comparator/g'
Just happened to notice this in a patch that was sent and included one
of the tokens in question.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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Numeric 2 is actually GLSL_SAMPLER_DIM_3D, which I don't think is what
was intended.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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I want to re-use this in a different pass, so move to nir.h
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Turns out it already exists.. so don't duplicate it.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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On i965, we can't support coordinate offsets for texelFetch or rectangle
textures. Previously, we were doing this with a GLSL pass but we need to
do it in NIR if we want those workarounds for SPIR-V.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "12.0" <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "12.0" <[email protected]>
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This lowers sampling from YUV textures to 1) one or more texture
instructions to sample each plane and 2) color space conversion to RGB.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Not sure how coverity arrives at the conclusion that we can read comp[j]
unitialized (around line 204), other than not being aware that ncomp is
greater than 1 so it won't underflow in the 'if (tex->is_array)' case.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This matches the "foreach x in container" pattern found in many other
programming languages. Generated by the following regular expression:
s/nir_foreach_function(\([^,]*\),\s*\([^,]*\))/nir_foreach_function(\2, \1)/
Reviewed-by: Ian Romanick <[email protected]>
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This matches the "foreach x in container" pattern found in many other
programming languages. Generated by the following regular expression:
s/nir_foreach_instr(\([^,]*\),\s*\([^,]*\))/nir_foreach_instr(\2, \1)/
and similar expressions for nir_foreach_instr_safe etc.
Reviewed-by: Ian Romanick <[email protected]>
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v2:
- Group num_components and bit_size together (Jason)
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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v2: Squash multiple commits addressing the new parameter in different
files so we don't break the build (Iago)
v3: Fix tgsi (Samuel)
v4: Fix nir_clone.c (Samuel)
v5: Fix vc4 and freedreno (Iago)
v6 (Sam)
- Fix build errors in nir_lower_indirect_derefs
- Use helper to get type size from nir_alu_type.
Signed-off-by: Iago Toral Quiroga <[email protected]>
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Tested-by: Rob Clark <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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This commit adds the capability to NIR to support separate textures and
samplers. As it currently stands, glsl_to_nir only sets the texture deref
and leaves the sampler deref alone as it did before and nir_lower_samplers
assumes this. Backends can still assume that they are combined and only
look at only at the texture index. Or, if they wish, they can assume that
they are separate because nir_lower_samplers, tgsi_to_nir, and prog_to_nir
all set both texture and sampler index whenever a sampler is required (the
two indices are the same in this case).
Reviewed-by: Kenneth Graunke <[email protected]>
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We're about to separate the two concepts. When we do, the sampler will
become optional. Doing a rename first makes the separation a bit more
safe because drivers that depend on GLSL or TGSI behaviour will be fine to
just use the texture index all the time.
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
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