/* * Copyright © 2012 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. */ /** * \file brw_lower_texture_gradients.cpp */ #include "compiler/glsl/ir.h" #include "compiler/glsl/ir_builder.h" #include "program/prog_instruction.h" #include "brw_context.h" using namespace ir_builder; class lower_texture_grad_visitor : public ir_hierarchical_visitor { public: lower_texture_grad_visitor(bool has_sample_d_c) : has_sample_d_c(has_sample_d_c) { progress = false; } ir_visitor_status visit_leave(ir_texture *ir); bool progress; bool has_sample_d_c; private: void emit(ir_variable *, ir_rvalue *); ir_variable *temp(void *ctx, const glsl_type *type, const char *name); }; /** * Emit a variable declaration and an assignment to initialize it. */ void lower_texture_grad_visitor::emit(ir_variable *var, ir_rvalue *value) { base_ir->insert_before(var); base_ir->insert_before(assign(var, value)); } /** * Emit a temporary variable declaration */ ir_variable * lower_texture_grad_visitor::temp(void *ctx, const glsl_type *type, const char *name) { ir_variable *var = new(ctx) ir_variable(type, name, ir_var_temporary); base_ir->insert_before(var); return var; } static const glsl_type * txs_type(const glsl_type *type) { unsigned dims; switch (type->sampler_dimensionality) { case GLSL_SAMPLER_DIM_1D: dims = 1; break; case GLSL_SAMPLER_DIM_2D: case GLSL_SAMPLER_DIM_RECT: case GLSL_SAMPLER_DIM_CUBE: dims = 2; break; case GLSL_SAMPLER_DIM_3D: dims = 3; break; default: unreachable("Should not get here: invalid sampler dimensionality"); } if (type->sampler_array) dims++; return glsl_type::get_instance(GLSL_TYPE_INT, dims, 1); } ir_visitor_status lower_texture_grad_visitor::visit_leave(ir_texture *ir) { /* Only lower textureGrad with cube maps or shadow samplers */ if (ir->op != ir_txd || (ir->sampler->type->sampler_dimensionality != GLSL_SAMPLER_DIM_CUBE && !ir->shadow_comparitor)) return visit_continue; /* Lower textureGrad() with samplerCube* even if we have the sample_d_c * message. GLSL provides gradients for the 'r' coordinate. Unfortunately: * * From the Ivybridge PRM, Volume 4, Part 1, sample_d message description: * "The r coordinate contains the faceid, and the r gradients are ignored * by hardware." */ bool need_lowering = !has_sample_d_c || ir->sampler->type->sampler_dimensionality == GLSL_SAMPLER_DIM_CUBE; if (!need_lowering) return visit_continue; void *mem_ctx = ralloc_parent(ir); const glsl_type *grad_type = ir->lod_info.grad.dPdx->type; /* Use textureSize() to get the width and height of LOD 0; swizzle away * the depth/number of array slices. */ ir_texture *txs = new(mem_ctx) ir_texture(ir_txs); txs->set_sampler(ir->sampler->clone(mem_ctx, NULL), txs_type(ir->sampler->type)); txs->lod_info.lod = new(mem_ctx) ir_constant(0); ir_variable *size = new(mem_ctx) ir_variable(grad_type, "size", ir_var_temporary); if (ir->sampler->type->sampler_dimensionality == GLSL_SAMPLER_DIM_CUBE) { base_ir->insert_before(size); base_ir->insert_before(assign(size, swizzle_for_size(expr(ir_unop_i2f, txs), 2), WRITEMASK_XY)); base_ir->insert_before(assign(size, new(mem_ctx) ir_constant(1.0f), WRITEMASK_Z)); } else { emit(size, expr(ir_unop_i2f, swizzle_for_size(txs, grad_type->vector_elements))); } /* Scale the gradients by width and height. Effectively, the incoming * gradients are s'(x,y), t'(x,y), and r'(x,y) from equation 3.19 in the * GL 3.0 spec; we want u'(x,y), which is w_t * s'(x,y). */ ir_variable *dPdx = new(mem_ctx) ir_variable(grad_type, "dPdx", ir_var_temporary); emit(dPdx, mul(size, ir->lod_info.grad.dPdx)); ir_variable *dPdy = new(mem_ctx) ir_variable(grad_type, "dPdy", ir_var_temporary); emit(dPdy, mul(size, ir->lod_info.grad.dPdy)); ir->op = ir_txl; if (ir->sampler->type->sampler_dimensionality == GLSL_SAMPLER_DIM_CUBE) { /* Cubemap texture lookups first generate a texture coordinate normalized * to [-1, 1] on the appropiate face. The appropiate face is determined * by which component has largest magnitude and its sign. The texture * coordinate is the quotient of the remaining texture coordinates against * that absolute value of the component of largest magnitude. This * division requires that the computing of the derivative of the texel * coordinate must use the quotient rule. The high level GLSL code is as * follows: * * Step 1: selection * * vec3 abs_p, Q, dQdx, dQdy; * abs_p = abs(ir->coordinate); * if (abs_p.x >= max(abs_p.y, abs_p.z)) { * Q = ir->coordinate.yzx; * dQdx = ir->lod_info.grad.dPdx.yzx; * dQdy = ir->lod_info.grad.dPdy.yzx; * } * if (abs_p.y >= max(abs_p.x, abs_p.z)) { * Q = ir->coordinate.xzy; * dQdx = ir->lod_info.grad.dPdx.xzy; * dQdy = ir->lod_info.grad.dPdy.xzy; * } * if (abs_p.z >= max(abs_p.x, abs_p.y)) { * Q = ir->coordinate; * dQdx = ir->lod_info.grad.dPdx; * dQdy = ir->lod_info.grad.dPdy; * } * * Step 2: use quotient rule to compute derivative. The normalized to * [-1, 1] texel coordinate is given by Q.xy / (sign(Q.z) * Q.z). We are * only concerned with the magnitudes of the derivatives whose values are * not affected by the sign. We drop the sign from the computation. * * vec2 dx, dy; * float recip; * * recip = 1.0 / Q.z; * dx = recip * ( dQdx.xy - Q.xy * (dQdx.z * recip) ); * dy = recip * ( dQdy.xy - Q.xy * (dQdy.z * recip) ); * * Step 3: compute LOD. At this point we have the derivatives of the * texture coordinates normalized to [-1,1]. We take the LOD to be * result = log2(max(sqrt(dot(dx, dx)), sqrt(dy, dy)) * 0.5 * L) * = -1.0 + log2(max(sqrt(dot(dx, dx)), sqrt(dy, dy)) * L) * = -1.0 + log2(sqrt(max(dot(dx, dx), dot(dy,dy))) * L) * = -1.0 + log2(sqrt(L * L * max(dot(dx, dx), dot(dy,dy)))) * = -1.0 + 0.5 * log2(L * L * max(dot(dx, dx), dot(dy,dy))) * where L is the dimension of the cubemap. The code is: * * float M, result; * M = max(dot(dx, dx), dot(dy, dy)); * L = textureSize(sampler, 0).x; * result = -1.0 + 0.5 * log2(L * L * M); */ /* Helpers to make code more human readable. */ #define EMIT(instr) base_ir->insert_before(instr) #define THEN(irif, instr) irif->then_instructions.push_tail(instr) #define CLONE(x) x->clone(mem_ctx, NULL) ir_variable *abs_p = temp(mem_ctx, glsl_type::vec3_type, "abs_p"); EMIT(assign(abs_p, swizzle_for_size(abs(CLONE(ir->coordinate)), 3))); ir_variable *Q = temp(mem_ctx, glsl_type::vec3_type, "Q"); ir_variable *dQdx = temp(mem_ctx, glsl_type::vec3_type, "dQdx"); ir_variable *dQdy = temp(mem_ctx, glsl_type::vec3_type, "dQdy"); /* unmodified dPdx, dPdy values */ ir_rvalue *dPdx = ir->lod_info.grad.dPdx; ir_rvalue *dPdy = ir->lod_info.grad.dPdy; /* 1. compute selector */ /* if (abs_p.x >= max(abs_p.y, abs_p.z)) ... */ ir_if *branch_x = new(mem_ctx) ir_if(gequal(swizzle_x(abs_p), max2(swizzle_y(abs_p), swizzle_z(abs_p)))); /* Q = p.yzx; * dQdx = dPdx.yzx; * dQdy = dPdy.yzx; */ int yzx = MAKE_SWIZZLE4(SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X, 0); THEN(branch_x, assign(Q, swizzle(CLONE(ir->coordinate), yzx, 3))); THEN(branch_x, assign(dQdx, swizzle(CLONE(dPdx), yzx, 3))); THEN(branch_x, assign(dQdy, swizzle(CLONE(dPdy), yzx, 3))); EMIT(branch_x); /* if (abs_p.y >= max(abs_p.x, abs_p.z)) */ ir_if *branch_y = new(mem_ctx) ir_if(gequal(swizzle_y(abs_p), max2(swizzle_x(abs_p), swizzle_z(abs_p)))); /* Q = p.xzy; * dQdx = dPdx.xzy; * dQdy = dPdy.xzy; */ int xzy = MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Z, SWIZZLE_Y, 0); THEN(branch_y, assign(Q, swizzle(CLONE(ir->coordinate), xzy, 3))); THEN(branch_y, assign(dQdx, swizzle(CLONE(dPdx), xzy, 3))); THEN(branch_y, assign(dQdy, swizzle(CLONE(dPdy), xzy, 3))); EMIT(branch_y); /* if (abs_p.z >= max(abs_p.x, abs_p.y)) */ ir_if *branch_z = new(mem_ctx) ir_if(gequal(swizzle_z(abs_p), max2(swizzle_x(abs_p), swizzle_y(abs_p)))); /* Q = p; * dQdx = dPdx; * dQdy = dPdy; */ THEN(branch_z, assign(Q, swizzle_for_size(CLONE(ir->coordinate), 3))); THEN(branch_z, assign(dQdx, CLONE(dPdx))); THEN(branch_z, assign(dQdy, CLONE(dPdy))); EMIT(branch_z); /* 2. quotient rule */ ir_variable *recip = temp(mem_ctx, glsl_type::float_type, "recip"); EMIT(assign(recip, expr(ir_unop_rcp, swizzle_z(Q)))); ir_variable *dx = temp(mem_ctx, glsl_type::vec2_type, "dx"); ir_variable *dy = temp(mem_ctx, glsl_type::vec2_type, "dy"); /* tmp = Q.xy * recip; * dx = recip * ( dQdx.xy - (tmp * dQdx.z) ); * dy = recip * ( dQdy.xy - (tmp * dQdy.z) ); */ ir_variable *tmp = temp(mem_ctx, glsl_type::vec2_type, "tmp"); EMIT(assign(tmp, mul(swizzle_xy(Q), recip))); EMIT(assign(dx, mul(recip, sub(swizzle_xy(dQdx), mul(tmp, swizzle_z(dQdx)))))); EMIT(assign(dy, mul(recip, sub(swizzle_xy(dQdy), mul(tmp, swizzle_z(dQdy)))))); /* M = max(dot(dx, dx), dot(dy, dy)); */ ir_variable *M = temp(mem_ctx, glsl_type::float_type, "M"); EMIT(assign(M, max2(dot(dx, dx), dot(dy, dy)))); /* size has textureSize() of LOD 0 */ ir_variable *L = temp(mem_ctx, glsl_type::float_type, "L"); EMIT(assign(L, swizzle_x(size))); ir_variable *result = temp(mem_ctx, glsl_type::float_type, "result"); /* result = -1.0 + 0.5 * log2(L * L * M); */ EMIT(assign(result, add(new(mem_ctx)ir_constant(-1.0f), mul(new(mem_ctx)ir_constant(0.5f), expr(ir_unop_log2, mul(mul(L, L), M)))))); /* 3. final assignment of parameters to textureLod call */ ir->lod_info.lod = new (mem_ctx) ir_dereference_variable(result); #undef THEN #undef EMIT } else { /* Calculate rho from equation 3.20 of the GL 3.0 specification. */ ir_rvalue *rho; if (dPdx->type->is_scalar()) { rho = expr(ir_binop_max, expr(ir_unop_abs, dPdx), expr(ir_unop_abs, dPdy)); } else { rho = expr(ir_binop_max, expr(ir_unop_sqrt, dot(dPdx, dPdx)), expr(ir_unop_sqrt, dot(dPdy, dPdy))); } /* lambda_base = log2(rho). We're ignoring GL state biases for now. */ ir->lod_info.lod = expr(ir_unop_log2, rho); } progress = true; return visit_continue; } extern "C" { bool brw_lower_texture_gradients(struct brw_context *brw, struct exec_list *instructions) { bool has_sample_d_c = brw->gen >= 8 || brw->is_haswell; lower_texture_grad_visitor v(has_sample_d_c); visit_list_elements(&v, instructions); return v.progress; } }