i965: Add support for gl_BaseVertexARB and gl_BaseInstanceARB
[mesa.git] / src / mesa / drivers / dri / i965 / brw_vec4_vs_visitor.cpp
1 /*
2 * Copyright © 2013 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24
25 #include "brw_vs.h"
26
27
28 namespace brw {
29
30 void
31 vec4_vs_visitor::emit_prolog()
32 {
33 dst_reg sign_recovery_shift;
34 dst_reg normalize_factor;
35 dst_reg es3_normalize_factor;
36
37 for (int i = 0; i < VERT_ATTRIB_MAX; i++) {
38 if (vs_prog_data->inputs_read & BITFIELD64_BIT(i)) {
39 uint8_t wa_flags = key->gl_attrib_wa_flags[i];
40 dst_reg reg(ATTR, i);
41 dst_reg reg_d = reg;
42 reg_d.type = BRW_REGISTER_TYPE_D;
43 dst_reg reg_ud = reg;
44 reg_ud.type = BRW_REGISTER_TYPE_UD;
45
46 /* Do GL_FIXED rescaling for GLES2.0. Our GL_FIXED attributes
47 * come in as floating point conversions of the integer values.
48 */
49 if (wa_flags & BRW_ATTRIB_WA_COMPONENT_MASK) {
50 dst_reg dst = reg;
51 dst.type = brw_type_for_base_type(glsl_type::vec4_type);
52 dst.writemask = (1 << (wa_flags & BRW_ATTRIB_WA_COMPONENT_MASK)) - 1;
53 emit(MUL(dst, src_reg(dst), brw_imm_f(1.0f / 65536.0f)));
54 }
55
56 /* Do sign recovery for 2101010 formats if required. */
57 if (wa_flags & BRW_ATTRIB_WA_SIGN) {
58 if (sign_recovery_shift.file == BAD_FILE) {
59 /* shift constant: <22,22,22,30> */
60 sign_recovery_shift = dst_reg(this, glsl_type::uvec4_type);
61 emit(MOV(writemask(sign_recovery_shift, WRITEMASK_XYZ), brw_imm_ud(22u)));
62 emit(MOV(writemask(sign_recovery_shift, WRITEMASK_W), brw_imm_ud(30u)));
63 }
64
65 emit(SHL(reg_ud, src_reg(reg_ud), src_reg(sign_recovery_shift)));
66 emit(ASR(reg_d, src_reg(reg_d), src_reg(sign_recovery_shift)));
67 }
68
69 /* Apply BGRA swizzle if required. */
70 if (wa_flags & BRW_ATTRIB_WA_BGRA) {
71 src_reg temp = src_reg(reg);
72 temp.swizzle = BRW_SWIZZLE4(2,1,0,3);
73 emit(MOV(reg, temp));
74 }
75
76 if (wa_flags & BRW_ATTRIB_WA_NORMALIZE) {
77 /* ES 3.0 has different rules for converting signed normalized
78 * fixed-point numbers than desktop GL.
79 */
80 if ((wa_flags & BRW_ATTRIB_WA_SIGN) && !use_legacy_snorm_formula) {
81 /* According to equation 2.2 of the ES 3.0 specification,
82 * signed normalization conversion is done by:
83 *
84 * f = c / (2^(b-1)-1)
85 */
86 if (es3_normalize_factor.file == BAD_FILE) {
87 /* mul constant: 1 / (2^(b-1) - 1) */
88 es3_normalize_factor = dst_reg(this, glsl_type::vec4_type);
89 emit(MOV(writemask(es3_normalize_factor, WRITEMASK_XYZ),
90 brw_imm_f(1.0f / ((1<<9) - 1))));
91 emit(MOV(writemask(es3_normalize_factor, WRITEMASK_W),
92 brw_imm_f(1.0f / ((1<<1) - 1))));
93 }
94
95 dst_reg dst = reg;
96 dst.type = brw_type_for_base_type(glsl_type::vec4_type);
97 emit(MOV(dst, src_reg(reg_d)));
98 emit(MUL(dst, src_reg(dst), src_reg(es3_normalize_factor)));
99 emit_minmax(BRW_CONDITIONAL_GE, dst, src_reg(dst), brw_imm_f(-1.0f));
100 } else {
101 /* The following equations are from the OpenGL 3.2 specification:
102 *
103 * 2.1 unsigned normalization
104 * f = c/(2^n-1)
105 *
106 * 2.2 signed normalization
107 * f = (2c+1)/(2^n-1)
108 *
109 * Both of these share a common divisor, which is represented by
110 * "normalize_factor" in the code below.
111 */
112 if (normalize_factor.file == BAD_FILE) {
113 /* 1 / (2^b - 1) for b=<10,10,10,2> */
114 normalize_factor = dst_reg(this, glsl_type::vec4_type);
115 emit(MOV(writemask(normalize_factor, WRITEMASK_XYZ),
116 brw_imm_f(1.0f / ((1<<10) - 1))));
117 emit(MOV(writemask(normalize_factor, WRITEMASK_W),
118 brw_imm_f(1.0f / ((1<<2) - 1))));
119 }
120
121 dst_reg dst = reg;
122 dst.type = brw_type_for_base_type(glsl_type::vec4_type);
123 emit(MOV(dst, src_reg((wa_flags & BRW_ATTRIB_WA_SIGN) ? reg_d : reg_ud)));
124
125 /* For signed normalization, we want the numerator to be 2c+1. */
126 if (wa_flags & BRW_ATTRIB_WA_SIGN) {
127 emit(MUL(dst, src_reg(dst), brw_imm_f(2.0f)));
128 emit(ADD(dst, src_reg(dst), brw_imm_f(1.0f)));
129 }
130
131 emit(MUL(dst, src_reg(dst), src_reg(normalize_factor)));
132 }
133 }
134
135 if (wa_flags & BRW_ATTRIB_WA_SCALE) {
136 dst_reg dst = reg;
137 dst.type = brw_type_for_base_type(glsl_type::vec4_type);
138 emit(MOV(dst, src_reg((wa_flags & BRW_ATTRIB_WA_SIGN) ? reg_d : reg_ud)));
139 }
140 }
141 }
142 }
143
144
145 dst_reg *
146 vec4_vs_visitor::make_reg_for_system_value(int location,
147 const glsl_type *type)
148 {
149 /* VertexID is stored by the VF as the last vertex element, but
150 * we don't represent it with a flag in inputs_read, so we call
151 * it VERT_ATTRIB_MAX, which setup_attributes() picks up on.
152 */
153 dst_reg *reg = new(mem_ctx) dst_reg(ATTR, VERT_ATTRIB_MAX);
154
155 switch (location) {
156 case SYSTEM_VALUE_BASE_VERTEX:
157 reg->writemask = WRITEMASK_X;
158 vs_prog_data->uses_basevertex = true;
159 break;
160 case SYSTEM_VALUE_BASE_INSTANCE:
161 reg->writemask = WRITEMASK_Y;
162 vs_prog_data->uses_baseinstance = true;
163 break;
164 case SYSTEM_VALUE_VERTEX_ID:
165 case SYSTEM_VALUE_VERTEX_ID_ZERO_BASE:
166 reg->writemask = WRITEMASK_Z;
167 vs_prog_data->uses_vertexid = true;
168 break;
169 case SYSTEM_VALUE_INSTANCE_ID:
170 reg->writemask = WRITEMASK_W;
171 vs_prog_data->uses_instanceid = true;
172 break;
173 default:
174 unreachable("not reached");
175 }
176
177 return reg;
178 }
179
180
181 void
182 vec4_vs_visitor::emit_urb_write_header(int mrf)
183 {
184 /* No need to do anything for VS; an implied write to this MRF will be
185 * performed by VS_OPCODE_URB_WRITE.
186 */
187 (void) mrf;
188 }
189
190
191 vec4_instruction *
192 vec4_vs_visitor::emit_urb_write_opcode(bool complete)
193 {
194 /* For VS, the URB writes end the thread. */
195 if (complete) {
196 if (INTEL_DEBUG & DEBUG_SHADER_TIME)
197 emit_shader_time_end();
198 }
199
200 vec4_instruction *inst = emit(VS_OPCODE_URB_WRITE);
201 inst->urb_write_flags = complete ?
202 BRW_URB_WRITE_EOT_COMPLETE : BRW_URB_WRITE_NO_FLAGS;
203
204 return inst;
205 }
206
207
208 void
209 vec4_vs_visitor::emit_urb_slot(dst_reg reg, int varying)
210 {
211 reg.type = BRW_REGISTER_TYPE_F;
212 output_reg[varying].type = reg.type;
213
214 switch (varying) {
215 case VARYING_SLOT_COL0:
216 case VARYING_SLOT_COL1:
217 case VARYING_SLOT_BFC0:
218 case VARYING_SLOT_BFC1: {
219 /* These built-in varyings are only supported in compatibility mode,
220 * and we only support GS in core profile. So, this must be a vertex
221 * shader.
222 */
223 vec4_instruction *inst = emit_generic_urb_slot(reg, varying);
224 if (inst && key->clamp_vertex_color)
225 inst->saturate = true;
226 break;
227 }
228 default:
229 return vec4_visitor::emit_urb_slot(reg, varying);
230 }
231 }
232
233
234 void
235 vec4_vs_visitor::emit_clip_distances(dst_reg reg, int offset)
236 {
237 /* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special Variables):
238 *
239 * "If a linked set of shaders forming the vertex stage contains no
240 * static write to gl_ClipVertex or gl_ClipDistance, but the
241 * application has requested clipping against user clip planes through
242 * the API, then the coordinate written to gl_Position is used for
243 * comparison against the user clip planes."
244 *
245 * This function is only called if the shader didn't write to
246 * gl_ClipDistance. Accordingly, we use gl_ClipVertex to perform clipping
247 * if the user wrote to it; otherwise we use gl_Position.
248 */
249 gl_varying_slot clip_vertex = VARYING_SLOT_CLIP_VERTEX;
250 if (!(prog_data->vue_map.slots_valid & VARYING_BIT_CLIP_VERTEX)) {
251 clip_vertex = VARYING_SLOT_POS;
252 }
253
254 for (int i = 0; i + offset < key->nr_userclip_plane_consts && i < 4;
255 ++i) {
256 reg.writemask = 1 << i;
257 emit(DP4(reg,
258 src_reg(output_reg[clip_vertex]),
259 src_reg(this->userplane[i + offset])));
260 }
261 }
262
263
264 void
265 vec4_vs_visitor::setup_uniform_clipplane_values()
266 {
267 for (int i = 0; i < key->nr_userclip_plane_consts; ++i) {
268 assert(this->uniforms < uniform_array_size);
269 this->userplane[i] = dst_reg(UNIFORM, this->uniforms);
270 this->userplane[i].type = BRW_REGISTER_TYPE_F;
271 for (int j = 0; j < 4; ++j) {
272 stage_prog_data->param[this->uniforms * 4 + j] =
273 (gl_constant_value *) &clip_planes[i][j];
274 }
275 ++this->uniforms;
276 }
277 }
278
279
280 void
281 vec4_vs_visitor::emit_thread_end()
282 {
283 setup_uniform_clipplane_values();
284
285 /* Lower legacy ff and ClipVertex clipping to clip distances */
286 if (key->nr_userclip_plane_consts > 0) {
287 current_annotation = "user clip distances";
288
289 output_reg[VARYING_SLOT_CLIP_DIST0] = dst_reg(this, glsl_type::vec4_type);
290 output_reg[VARYING_SLOT_CLIP_DIST1] = dst_reg(this, glsl_type::vec4_type);
291
292 emit_clip_distances(output_reg[VARYING_SLOT_CLIP_DIST0], 0);
293 emit_clip_distances(output_reg[VARYING_SLOT_CLIP_DIST1], 4);
294 }
295
296 /* For VS, we always end the thread by emitting a single vertex.
297 * emit_urb_write_opcode() will take care of setting the eot flag on the
298 * SEND instruction.
299 */
300 emit_vertex();
301 }
302
303
304 vec4_vs_visitor::vec4_vs_visitor(const struct brw_compiler *compiler,
305 void *log_data,
306 const struct brw_vs_prog_key *key,
307 struct brw_vs_prog_data *vs_prog_data,
308 const nir_shader *shader,
309 gl_clip_plane *clip_planes,
310 void *mem_ctx,
311 int shader_time_index,
312 bool use_legacy_snorm_formula)
313 : vec4_visitor(compiler, log_data, &key->tex, &vs_prog_data->base, shader,
314 mem_ctx, false /* no_spills */, shader_time_index),
315 key(key),
316 vs_prog_data(vs_prog_data),
317 clip_planes(clip_planes),
318 use_legacy_snorm_formula(use_legacy_snorm_formula)
319 {
320 }
321
322
323 } /* namespace brw */