2 * Copyright © 2013 Intel Corporation
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:
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
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.
26 #include "main/context.h"
32 vec4_vs_visitor::emit_prolog()
34 dst_reg sign_recovery_shift
;
35 dst_reg normalize_factor
;
36 dst_reg es3_normalize_factor
;
38 for (int i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
39 if (vs_prog_data
->inputs_read
& BITFIELD64_BIT(i
)) {
40 uint8_t wa_flags
= vs_compile
->key
.gl_attrib_wa_flags
[i
];
43 reg_d
.type
= BRW_REGISTER_TYPE_D
;
45 reg_ud
.type
= BRW_REGISTER_TYPE_UD
;
47 /* Do GL_FIXED rescaling for GLES2.0. Our GL_FIXED attributes
48 * come in as floating point conversions of the integer values.
50 if (wa_flags
& BRW_ATTRIB_WA_COMPONENT_MASK
) {
52 dst
.type
= brw_type_for_base_type(glsl_type::vec4_type
);
53 dst
.writemask
= (1 << (wa_flags
& BRW_ATTRIB_WA_COMPONENT_MASK
)) - 1;
54 emit(MUL(dst
, src_reg(dst
), src_reg(1.0f
/ 65536.0f
)));
57 /* Do sign recovery for 2101010 formats if required. */
58 if (wa_flags
& BRW_ATTRIB_WA_SIGN
) {
59 if (sign_recovery_shift
.file
== BAD_FILE
) {
60 /* shift constant: <22,22,22,30> */
61 sign_recovery_shift
= dst_reg(this, glsl_type::uvec4_type
);
62 emit(MOV(writemask(sign_recovery_shift
, WRITEMASK_XYZ
), src_reg(22u)));
63 emit(MOV(writemask(sign_recovery_shift
, WRITEMASK_W
), src_reg(30u)));
66 emit(SHL(reg_ud
, src_reg(reg_ud
), src_reg(sign_recovery_shift
)));
67 emit(ASR(reg_d
, src_reg(reg_d
), src_reg(sign_recovery_shift
)));
70 /* Apply BGRA swizzle if required. */
71 if (wa_flags
& BRW_ATTRIB_WA_BGRA
) {
72 src_reg temp
= src_reg(reg
);
73 temp
.swizzle
= BRW_SWIZZLE4(2,1,0,3);
77 if (wa_flags
& BRW_ATTRIB_WA_NORMALIZE
) {
78 /* ES 3.0 has different rules for converting signed normalized
79 * fixed-point numbers than desktop GL.
81 if (_mesa_is_gles3(ctx
) && (wa_flags
& BRW_ATTRIB_WA_SIGN
)) {
82 /* According to equation 2.2 of the ES 3.0 specification,
83 * signed normalization conversion is done by:
87 if (es3_normalize_factor
.file
== BAD_FILE
) {
88 /* mul constant: 1 / (2^(b-1) - 1) */
89 es3_normalize_factor
= dst_reg(this, glsl_type::vec4_type
);
90 emit(MOV(writemask(es3_normalize_factor
, WRITEMASK_XYZ
),
91 src_reg(1.0f
/ ((1<<9) - 1))));
92 emit(MOV(writemask(es3_normalize_factor
, WRITEMASK_W
),
93 src_reg(1.0f
/ ((1<<1) - 1))));
97 dst
.type
= brw_type_for_base_type(glsl_type::vec4_type
);
98 emit(MOV(dst
, src_reg(reg_d
)));
99 emit(MUL(dst
, src_reg(dst
), src_reg(es3_normalize_factor
)));
100 emit_minmax(BRW_CONDITIONAL_G
, dst
, src_reg(dst
), src_reg(-1.0f
));
102 /* The following equations are from the OpenGL 3.2 specification:
104 * 2.1 unsigned normalization
107 * 2.2 signed normalization
110 * Both of these share a common divisor, which is represented by
111 * "normalize_factor" in the code below.
113 if (normalize_factor
.file
== BAD_FILE
) {
114 /* 1 / (2^b - 1) for b=<10,10,10,2> */
115 normalize_factor
= dst_reg(this, glsl_type::vec4_type
);
116 emit(MOV(writemask(normalize_factor
, WRITEMASK_XYZ
),
117 src_reg(1.0f
/ ((1<<10) - 1))));
118 emit(MOV(writemask(normalize_factor
, WRITEMASK_W
),
119 src_reg(1.0f
/ ((1<<2) - 1))));
123 dst
.type
= brw_type_for_base_type(glsl_type::vec4_type
);
124 emit(MOV(dst
, src_reg((wa_flags
& BRW_ATTRIB_WA_SIGN
) ? reg_d
: reg_ud
)));
126 /* For signed normalization, we want the numerator to be 2c+1. */
127 if (wa_flags
& BRW_ATTRIB_WA_SIGN
) {
128 emit(MUL(dst
, src_reg(dst
), src_reg(2.0f
)));
129 emit(ADD(dst
, src_reg(dst
), src_reg(1.0f
)));
132 emit(MUL(dst
, src_reg(dst
), src_reg(normalize_factor
)));
136 if (wa_flags
& BRW_ATTRIB_WA_SCALE
) {
138 dst
.type
= brw_type_for_base_type(glsl_type::vec4_type
);
139 emit(MOV(dst
, src_reg((wa_flags
& BRW_ATTRIB_WA_SIGN
) ? reg_d
: reg_ud
)));
147 vec4_vs_visitor::make_reg_for_system_value(ir_variable
*ir
)
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.
153 dst_reg
*reg
= new(mem_ctx
) dst_reg(ATTR
, VERT_ATTRIB_MAX
);
154 vs_prog_data
->uses_vertexid
= true;
156 switch (ir
->data
.location
) {
157 case SYSTEM_VALUE_VERTEX_ID
:
158 reg
->writemask
= WRITEMASK_X
;
160 case SYSTEM_VALUE_INSTANCE_ID
:
161 reg
->writemask
= WRITEMASK_Y
;
164 assert(!"not reached");
173 vec4_vs_visitor::emit_urb_write_header(int mrf
)
175 /* No need to do anything for VS; an implied write to this MRF will be
176 * performed by VS_OPCODE_URB_WRITE.
183 vec4_vs_visitor::emit_urb_write_opcode(bool complete
)
185 /* For VS, the URB writes end the thread. */
187 if (INTEL_DEBUG
& DEBUG_SHADER_TIME
)
188 emit_shader_time_end();
191 vec4_instruction
*inst
= emit(VS_OPCODE_URB_WRITE
);
192 inst
->urb_write_flags
= complete
?
193 BRW_URB_WRITE_EOT_COMPLETE
: BRW_URB_WRITE_NO_FLAGS
;
200 vec4_vs_visitor::emit_thread_end()
202 /* For VS, we always end the thread by emitting a single vertex.
203 * emit_urb_write_opcode() will take care of setting the eot flag on the
210 vec4_vs_visitor::vec4_vs_visitor(struct brw_context
*brw
,
211 struct brw_vs_compile
*vs_compile
,
212 struct brw_vs_prog_data
*vs_prog_data
,
213 struct gl_shader_program
*prog
,
214 struct brw_shader
*shader
,
216 : vec4_visitor(brw
, &vs_compile
->base
, &vs_compile
->vp
->program
.Base
,
217 &vs_compile
->key
.base
, &vs_prog_data
->base
, prog
, shader
,
218 mem_ctx
, INTEL_DEBUG
& DEBUG_VS
, false /* no_spills */,
219 ST_VS
, ST_VS_WRITTEN
, ST_VS_RESET
),
220 vs_compile(vs_compile
),
221 vs_prog_data(vs_prog_data
)
226 } /* namespace brw */