/* * Copyright © Microsoft 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 * on the rights to use, copy, modify, merge, publish, distribute, sub * license, 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 NON-INFRINGEMENT. IN NO EVENT SHALL * THE AUTHOR(S) AND/OR THEIR SUPPLIERS 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. */ #include "d3d12_nir_lower_texcmp.h" #include "nir_builder.h" #include "nir_builtin_builder.h" static bool lower_sample_tex_compare_filter(const nir_instr *instr, UNUSED const void *_options) { if (instr->type != nir_instr_type_tex) return false; /* To be consistent we also want to lower tex when we lower anything, * otherwise the differences in evaluating the shadow value might lead * to artifacts. */ nir_tex_instr *tex = nir_instr_as_tex(instr); if (tex->op != nir_texop_txb && tex->op != nir_texop_txl && tex->op != nir_texop_txd && tex->op != nir_texop_tex) return false; return tex->is_shadow; } static const struct glsl_type * strip_shadow(const struct glsl_type *type) { const struct glsl_type *new_type = glsl_sampler_type( glsl_get_sampler_dim(type), false, glsl_sampler_type_is_array(type), GLSL_TYPE_FLOAT); return new_type; } static const struct glsl_type * strip_shadow_with_array(const struct glsl_type *type) { if (glsl_type_is_array(type)) return glsl_array_type(strip_shadow(glsl_without_array(type)), glsl_get_length(type), 0); return strip_shadow(type); } typedef struct { unsigned n_states; enum compare_func *compare_func; dxil_texture_swizzle_state *tex_swizzles; } sampler_state; static nir_ssa_def * lower_sample_tex_compare_impl(nir_builder *b, nir_instr *instr, void *options) { nir_tex_instr *tex = nir_instr_as_tex(instr); sampler_state *state = (sampler_state *)options; unsigned num_components = nir_tex_instr_result_size(tex); b->cursor = nir_after_instr(instr); tex->is_shadow = false; int comp_index = nir_tex_instr_src_index(tex, nir_tex_src_comparator); nir_deref_instr *sampler_deref = NULL; nir_variable *sampler = NULL; int sampler_index = nir_tex_instr_src_index(tex, nir_tex_src_sampler_deref); assert(sampler_index >= 0); sampler_deref = nir_instr_as_deref(tex->src[sampler_index].src.ssa->parent_instr); sampler = nir_deref_instr_get_variable(sampler_deref); /* NIR expects a vec4 result from the above texture instructions */ nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL); nir_ssa_def *tex_r = nir_channel(b, &tex->dest.ssa, 0); nir_ssa_def *cmp = tex->src[comp_index].src.ssa; int proj_index = nir_tex_instr_src_index(tex, nir_tex_src_projector); if (proj_index >= 0) cmp = nir_fmul(b, cmp, nir_frcp(b, tex->src[proj_index].src.ssa)); nir_ssa_def * result = nir_compare_func(b, sampler->data.binding < state->n_states ? state->compare_func[sampler->data.binding] : COMPARE_FUNC_ALWAYS, cmp, tex_r); result = nir_b2f32(b, result); nir_ssa_def *one = nir_imm_float(b, 1.0); nir_ssa_def *zero = nir_imm_float(b, 0.0); nir_ssa_def *lookup[6] = {result, NULL, NULL, NULL, zero, one}; nir_ssa_def *r[4] = {lookup[state->tex_swizzles[sampler->data.binding].swizzle_r], lookup[state->tex_swizzles[sampler->data.binding].swizzle_g], lookup[state->tex_swizzles[sampler->data.binding].swizzle_b], lookup[state->tex_swizzles[sampler->data.binding].swizzle_a] }; result = nir_vec(b, r, num_components); sampler->type = strip_shadow_with_array(sampler->type); sampler_deref->type = sampler->type; tex->is_shadow = false; nir_tex_instr_remove_src(tex, comp_index); return result; } bool d3d12_lower_sample_tex_compare(nir_shader *s, unsigned n_states, enum compare_func *compare_func, dxil_texture_swizzle_state *tex_swizzles) { sampler_state state = {n_states, compare_func, tex_swizzles}; bool result = nir_shader_lower_instructions(s, lower_sample_tex_compare_filter, lower_sample_tex_compare_impl, &state); return result; }