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/*
* Copyright © 2015 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
* Authors:
* Jason Ekstrand <jason@jlekstrand.net>
*/
#include "nir.h"
#include "nir_builder.h"
/**
* This file implements a NIR lowering pass to perform the normalization of
* the cubemap coordinates to have the largest magnitude component be -1.0
* or 1.0. This is based on the old GLSL IR based pass by Eric.
*/
struct normalize_cubemap_state {
nir_builder b;
bool progress;
};
static bool
normalize_cubemap_coords_block(nir_block *block, void *void_state)
{
struct normalize_cubemap_state *state = void_state;
nir_builder *b = &state->b;
nir_foreach_instr(block, instr) {
if (instr->type != nir_instr_type_tex)
continue;
nir_tex_instr *tex = nir_instr_as_tex(instr);
if (tex->sampler_dim != GLSL_SAMPLER_DIM_CUBE)
continue;
b->cursor = nir_before_instr(&tex->instr);
for (unsigned i = 0; i < tex->num_srcs; i++) {
if (tex->src[i].src_type != nir_tex_src_coord)
continue;
nir_ssa_def *orig_coord =
nir_ssa_for_src(b, tex->src[i].src, nir_tex_instr_src_size(tex, i));
assert(orig_coord->num_components >= 3);
nir_ssa_def *abs = nir_fabs(b, orig_coord);
nir_ssa_def *norm = nir_fmax(b, nir_channel(b, abs, 0),
nir_fmax(b, nir_channel(b, abs, 1),
nir_channel(b, abs, 2)));
nir_ssa_def *normalized = nir_fmul(b, orig_coord, nir_frcp(b, norm));
/* Array indices don't have to be normalized, so make a new vector
* with the coordinate's array index untouched.
*/
if (tex->coord_components == 4) {
normalized = nir_vec4(b,
nir_channel(b, normalized, 0),
nir_channel(b, normalized, 1),
nir_channel(b, normalized, 2),
nir_channel(b, orig_coord, 3));
}
nir_instr_rewrite_src(&tex->instr,
&tex->src[i].src,
nir_src_for_ssa(normalized));
state->progress = true;
}
}
return true;
}
static bool
normalize_cubemap_coords_impl(nir_function_impl *impl)
{
struct normalize_cubemap_state state;
nir_builder_init(&state.b, impl);
state.progress = false;
nir_foreach_block_call(impl, normalize_cubemap_coords_block, &state);
nir_metadata_preserve(impl, nir_metadata_block_index |
nir_metadata_dominance);
return state.progress;
}
bool
nir_normalize_cubemap_coords(nir_shader *shader)
{
bool progress = false;
nir_foreach_function(shader, function) {
if (function->impl)
progress = normalize_cubemap_coords_impl(function->impl) || progress;
}
return progress;
}
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