*/
#include <string.h>
#include "ir.h"
+#include "util/half_float.h"
#include "compiler/glsl_types.h"
#include "glsl_parser_extras.h"
case ir_unop_dFdy_fine:
case ir_unop_bitfield_reverse:
case ir_unop_interpolate_at_centroid:
+ case ir_unop_clz:
case ir_unop_saturate:
case ir_unop_atan:
this->type = op0->type;
case ir_unop_i2f:
case ir_unop_u2f:
case ir_unop_d2f:
+ case ir_unop_f162f:
case ir_unop_bitcast_i2f:
case ir_unop_bitcast_u2f:
case ir_unop_i642f:
op0->type->vector_elements, 1);
break;
+ case ir_unop_f2f16:
+ case ir_unop_f2fmp:
+ case ir_unop_b2f16:
+ this->type = glsl_type::get_instance(GLSL_TYPE_FLOAT16,
+ op0->type->vector_elements, 1);
+ break;
+
+ case ir_unop_i2imp:
+ this->type = glsl_type::get_instance(GLSL_TYPE_INT16,
+ op0->type->vector_elements, 1);
+ break;
+
+ case ir_unop_i2i:
+ if (op0->type->base_type == GLSL_TYPE_INT) {
+ this->type = glsl_type::get_instance(GLSL_TYPE_INT16,
+ op0->type->vector_elements, 1);
+ } else {
+ assert(op0->type->base_type == GLSL_TYPE_INT16);
+ this->type = glsl_type::get_instance(GLSL_TYPE_INT,
+ op0->type->vector_elements, 1);
+ }
+ break;
+
+ case ir_unop_u2u:
+ if (op0->type->base_type == GLSL_TYPE_UINT) {
+ this->type = glsl_type::get_instance(GLSL_TYPE_UINT16,
+ op0->type->vector_elements, 1);
+ } else {
+ assert(op0->type->base_type == GLSL_TYPE_UINT16);
+ this->type = glsl_type::get_instance(GLSL_TYPE_UINT,
+ op0->type->vector_elements, 1);
+ }
+ break;
+
+ case ir_unop_u2ump:
+ this->type = glsl_type::get_instance(GLSL_TYPE_UINT16,
+ op0->type->vector_elements, 1);
+ break;
+
case ir_unop_f2b:
case ir_unop_i2b:
case ir_unop_d2b:
+ case ir_unop_f162b:
case ir_unop_i642b:
this->type = glsl_type::get_instance(GLSL_TYPE_BOOL,
op0->type->vector_elements, 1);
this->type = glsl_type::get_instance(GLSL_TYPE_UINT64,
op0->type->vector_elements, 1);
break;
- case ir_unop_noise:
- this->type = glsl_type::float_type;
- break;
case ir_unop_unpack_double_2x32:
case ir_unop_unpack_uint_2x32:
break;
case ir_binop_imul_high:
+ case ir_binop_mul_32x16:
case ir_binop_carry:
case ir_binop_borrow:
case ir_binop_lshift:
this->type = op0->type;
break;
+ case ir_binop_add_sat:
+ case ir_binop_sub_sat:
+ case ir_binop_avg:
+ case ir_binop_avg_round:
+ assert(op0->type == op1->type);
+ this->type = op0->type;
+ break;
+
+ case ir_binop_abs_sub: {
+ enum glsl_base_type base;
+
+ assert(op0->type == op1->type);
+
+ switch (op0->type->base_type) {
+ case GLSL_TYPE_UINT:
+ case GLSL_TYPE_INT:
+ base = GLSL_TYPE_UINT;
+ break;
+ case GLSL_TYPE_UINT8:
+ case GLSL_TYPE_INT8:
+ base = GLSL_TYPE_UINT8;
+ break;
+ case GLSL_TYPE_UINT16:
+ case GLSL_TYPE_INT16:
+ base = GLSL_TYPE_UINT16;
+ break;
+ case GLSL_TYPE_UINT64:
+ case GLSL_TYPE_INT64:
+ base = GLSL_TYPE_UINT64;
+ break;
+ default:
+ unreachable(!"Invalid base type.");
+ }
+
+ this->type = glsl_type::get_instance(base, op0->type->vector_elements, 1);
+ break;
+ }
+
case ir_binop_vector_extract:
this->type = op0->type->get_scalar_type();
break;
memcpy(& this->value, data, sizeof(this->value));
}
+ir_constant::ir_constant(float16_t f16, unsigned vector_elements)
+ : ir_rvalue(ir_type_constant)
+{
+ assert(vector_elements <= 4);
+ this->type = glsl_type::get_instance(GLSL_TYPE_FLOAT16, vector_elements, 1);
+ for (unsigned i = 0; i < vector_elements; i++) {
+ this->value.f16[i] = f16.bits;
+ }
+ for (unsigned i = vector_elements; i < 16; i++) {
+ this->value.f[i] = 0;
+ }
+}
+
ir_constant::ir_constant(float f, unsigned vector_elements)
: ir_rvalue(ir_type_constant)
{
}
}
+ir_constant::ir_constant(int16_t i16, unsigned vector_elements)
+ : ir_rvalue(ir_type_constant)
+{
+ assert(vector_elements <= 4);
+ this->type = glsl_type::get_instance(GLSL_TYPE_INT16, vector_elements, 1);
+ for (unsigned i = 0; i < vector_elements; i++) {
+ this->value.i16[i] = i16;
+ }
+ for (unsigned i = vector_elements; i < 16; i++) {
+ this->value.i16[i] = 0;
+ }
+}
+
+ir_constant::ir_constant(uint16_t u16, unsigned vector_elements)
+ : ir_rvalue(ir_type_constant)
+{
+ assert(vector_elements <= 4);
+ this->type = glsl_type::get_instance(GLSL_TYPE_UINT16, vector_elements, 1);
+ for (unsigned i = 0; i < vector_elements; i++) {
+ this->value.u16[i] = u16;
+ }
+ for (unsigned i = vector_elements; i < 16; i++) {
+ this->value.u16[i] = 0;
+ }
+}
+
ir_constant::ir_constant(unsigned int u, unsigned vector_elements)
: ir_rvalue(ir_type_constant)
{
this->const_elements = NULL;
this->type = c->type->get_base_type();
+ /* Section 5.11 (Out-of-Bounds Accesses) of the GLSL 4.60 spec says:
+ *
+ * In the subsections described above for array, vector, matrix and
+ * structure accesses, any out-of-bounds access produced undefined
+ * behavior....Out-of-bounds reads return undefined values, which
+ * include values from other variables of the active program or zero.
+ *
+ * GL_KHR_robustness and GL_ARB_robustness encourage us to return zero.
+ */
+ if (i >= c->type->vector_elements) {
+ this->value = { { 0 } };
+ return;
+ }
+
switch (this->type->base_type) {
+ case GLSL_TYPE_UINT16: this->value.u16[0] = c->value.u16[i]; break;
+ case GLSL_TYPE_INT16: this->value.i16[0] = c->value.i16[i]; break;
case GLSL_TYPE_UINT: this->value.u[0] = c->value.u[i]; break;
case GLSL_TYPE_INT: this->value.i[0] = c->value.i[i]; break;
case GLSL_TYPE_FLOAT: this->value.f[0] = c->value.f[i]; break;
+ case GLSL_TYPE_FLOAT16: this->value.f16[0] = c->value.f16[i]; break;
case GLSL_TYPE_BOOL: this->value.b[0] = c->value.b[i]; break;
case GLSL_TYPE_DOUBLE: this->value.d[0] = c->value.d[i]; break;
default: assert(!"Should not get here."); break;
if (value->type->is_scalar() && value->next->is_tail_sentinel()) {
if (type->is_matrix()) {
/* Matrix - fill diagonal (rest is already set to 0) */
- assert(type->is_float() || type->is_double());
for (unsigned i = 0; i < type->matrix_columns; i++) {
- if (type->is_float())
+ switch (type->base_type) {
+ case GLSL_TYPE_FLOAT:
this->value.f[i * type->vector_elements + i] =
value->value.f[0];
- else
+ break;
+ case GLSL_TYPE_DOUBLE:
this->value.d[i * type->vector_elements + i] =
value->value.d[0];
+ break;
+ case GLSL_TYPE_FLOAT16:
+ this->value.f16[i * type->vector_elements + i] =
+ value->value.f16[0];
+ break;
+ default:
+ assert(!"unexpected matrix base type");
+ }
}
} else {
/* Vector or scalar - fill all components */
switch (type->base_type) {
+ case GLSL_TYPE_UINT16:
+ case GLSL_TYPE_INT16:
+ for (unsigned i = 0; i < type->components(); i++)
+ this->value.u16[i] = value->value.u16[0];
+ break;
case GLSL_TYPE_UINT:
case GLSL_TYPE_INT:
for (unsigned i = 0; i < type->components(); i++)
for (unsigned i = 0; i < type->components(); i++)
this->value.f[i] = value->value.f[0];
break;
+ case GLSL_TYPE_FLOAT16:
+ for (unsigned i = 0; i < type->components(); i++)
+ this->value.f16[i] = value->value.f16[0];
+ break;
case GLSL_TYPE_DOUBLE:
for (unsigned i = 0; i < type->components(); i++)
this->value.d[i] = value->value.d[0];
for (unsigned j = 0; j < value->type->components(); j++) {
switch (type->base_type) {
+ case GLSL_TYPE_UINT16:
+ this->value.u16[i] = value->get_uint16_component(j);
+ break;
+ case GLSL_TYPE_INT16:
+ this->value.i16[i] = value->get_int16_component(j);
+ break;
case GLSL_TYPE_UINT:
this->value.u[i] = value->get_uint_component(j);
break;
case GLSL_TYPE_FLOAT:
this->value.f[i] = value->get_float_component(j);
break;
+ case GLSL_TYPE_FLOAT16:
+ this->value.f16[i] = value->get_float16_component(j);
+ break;
case GLSL_TYPE_BOOL:
this->value.b[i] = value->get_bool_component(j);
break;
ir_constant::get_bool_component(unsigned i) const
{
switch (this->type->base_type) {
+ case GLSL_TYPE_UINT16:return this->value.u16[i] != 0;
+ case GLSL_TYPE_INT16: return this->value.i16[i] != 0;
case GLSL_TYPE_UINT: return this->value.u[i] != 0;
case GLSL_TYPE_INT: return this->value.i[i] != 0;
case GLSL_TYPE_FLOAT: return ((int)this->value.f[i]) != 0;
+ case GLSL_TYPE_FLOAT16: return ((int)_mesa_half_to_float(this->value.f16[i])) != 0;
case GLSL_TYPE_BOOL: return this->value.b[i];
case GLSL_TYPE_DOUBLE: return this->value.d[i] != 0.0;
case GLSL_TYPE_SAMPLER:
ir_constant::get_float_component(unsigned i) const
{
switch (this->type->base_type) {
+ case GLSL_TYPE_UINT16:return (float) this->value.u16[i];
+ case GLSL_TYPE_INT16: return (float) this->value.i16[i];
case GLSL_TYPE_UINT: return (float) this->value.u[i];
case GLSL_TYPE_INT: return (float) this->value.i[i];
case GLSL_TYPE_FLOAT: return this->value.f[i];
+ case GLSL_TYPE_FLOAT16: return _mesa_half_to_float(this->value.f16[i]);
case GLSL_TYPE_BOOL: return this->value.b[i] ? 1.0f : 0.0f;
case GLSL_TYPE_DOUBLE: return (float) this->value.d[i];
case GLSL_TYPE_SAMPLER:
return 0.0;
}
+uint16_t
+ir_constant::get_float16_component(unsigned i) const
+{
+ if (this->type->base_type == GLSL_TYPE_FLOAT16)
+ return this->value.f16[i];
+ else
+ return _mesa_float_to_half(get_float_component(i));
+}
+
double
ir_constant::get_double_component(unsigned i) const
{
switch (this->type->base_type) {
+ case GLSL_TYPE_UINT16:return (double) this->value.u16[i];
+ case GLSL_TYPE_INT16: return (double) this->value.i16[i];
case GLSL_TYPE_UINT: return (double) this->value.u[i];
case GLSL_TYPE_INT: return (double) this->value.i[i];
case GLSL_TYPE_FLOAT: return (double) this->value.f[i];
+ case GLSL_TYPE_FLOAT16: return (double) _mesa_half_to_float(this->value.f16[i]);
case GLSL_TYPE_BOOL: return this->value.b[i] ? 1.0 : 0.0;
case GLSL_TYPE_DOUBLE: return this->value.d[i];
case GLSL_TYPE_SAMPLER:
return 0.0;
}
+int16_t
+ir_constant::get_int16_component(unsigned i) const
+{
+ switch (this->type->base_type) {
+ case GLSL_TYPE_UINT16:return this->value.u16[i];
+ case GLSL_TYPE_INT16: return this->value.i16[i];
+ case GLSL_TYPE_UINT: return this->value.u[i];
+ case GLSL_TYPE_INT: return this->value.i[i];
+ case GLSL_TYPE_FLOAT: return (int16_t) this->value.f[i];
+ case GLSL_TYPE_FLOAT16: return (int16_t) _mesa_half_to_float(this->value.f16[i]);
+ case GLSL_TYPE_BOOL: return this->value.b[i] ? 1 : 0;
+ case GLSL_TYPE_DOUBLE: return (int16_t) this->value.d[i];
+ case GLSL_TYPE_SAMPLER:
+ case GLSL_TYPE_IMAGE:
+ case GLSL_TYPE_UINT64: return (int16_t) this->value.u64[i];
+ case GLSL_TYPE_INT64: return (int16_t) this->value.i64[i];
+ default: assert(!"Should not get here."); break;
+ }
+
+ /* Must return something to make the compiler happy. This is clearly an
+ * error case.
+ */
+ return 0;
+}
+
+uint16_t
+ir_constant::get_uint16_component(unsigned i) const
+{
+ switch (this->type->base_type) {
+ case GLSL_TYPE_UINT16:return this->value.u16[i];
+ case GLSL_TYPE_INT16: return this->value.i16[i];
+ case GLSL_TYPE_UINT: return this->value.u[i];
+ case GLSL_TYPE_INT: return this->value.i[i];
+ case GLSL_TYPE_FLOAT: return (uint16_t) this->value.f[i];
+ case GLSL_TYPE_FLOAT16: return (uint16_t) _mesa_half_to_float(this->value.f16[i]);
+ case GLSL_TYPE_BOOL: return this->value.b[i] ? 1 : 0;
+ case GLSL_TYPE_DOUBLE: return (uint16_t) this->value.d[i];
+ case GLSL_TYPE_SAMPLER:
+ case GLSL_TYPE_IMAGE:
+ case GLSL_TYPE_UINT64: return (uint16_t) this->value.u64[i];
+ case GLSL_TYPE_INT64: return (uint16_t) this->value.i64[i];
+ default: assert(!"Should not get here."); break;
+ }
+
+ /* Must return something to make the compiler happy. This is clearly an
+ * error case.
+ */
+ return 0;
+}
+
int
ir_constant::get_int_component(unsigned i) const
{
switch (this->type->base_type) {
+ case GLSL_TYPE_UINT16:return this->value.u16[i];
+ case GLSL_TYPE_INT16: return this->value.i16[i];
case GLSL_TYPE_UINT: return this->value.u[i];
case GLSL_TYPE_INT: return this->value.i[i];
case GLSL_TYPE_FLOAT: return (int) this->value.f[i];
+ case GLSL_TYPE_FLOAT16: return (int) _mesa_half_to_float(this->value.f16[i]);
case GLSL_TYPE_BOOL: return this->value.b[i] ? 1 : 0;
case GLSL_TYPE_DOUBLE: return (int) this->value.d[i];
case GLSL_TYPE_SAMPLER:
ir_constant::get_uint_component(unsigned i) const
{
switch (this->type->base_type) {
+ case GLSL_TYPE_UINT16:return this->value.u16[i];
+ case GLSL_TYPE_INT16: return this->value.i16[i];
case GLSL_TYPE_UINT: return this->value.u[i];
case GLSL_TYPE_INT: return this->value.i[i];
case GLSL_TYPE_FLOAT: return (unsigned) this->value.f[i];
+ case GLSL_TYPE_FLOAT16: return (unsigned) _mesa_half_to_float(this->value.f16[i]);
case GLSL_TYPE_BOOL: return this->value.b[i] ? 1 : 0;
case GLSL_TYPE_DOUBLE: return (unsigned) this->value.d[i];
case GLSL_TYPE_SAMPLER:
ir_constant::get_int64_component(unsigned i) const
{
switch (this->type->base_type) {
+ case GLSL_TYPE_UINT16:return this->value.u16[i];
+ case GLSL_TYPE_INT16: return this->value.i16[i];
case GLSL_TYPE_UINT: return this->value.u[i];
case GLSL_TYPE_INT: return this->value.i[i];
case GLSL_TYPE_FLOAT: return (int64_t) this->value.f[i];
+ case GLSL_TYPE_FLOAT16: return (int64_t) _mesa_half_to_float(this->value.f16[i]);
case GLSL_TYPE_BOOL: return this->value.b[i] ? 1 : 0;
case GLSL_TYPE_DOUBLE: return (int64_t) this->value.d[i];
case GLSL_TYPE_SAMPLER:
ir_constant::get_uint64_component(unsigned i) const
{
switch (this->type->base_type) {
+ case GLSL_TYPE_UINT16:return this->value.u16[i];
+ case GLSL_TYPE_INT16: return this->value.i16[i];
case GLSL_TYPE_UINT: return this->value.u[i];
case GLSL_TYPE_INT: return this->value.i[i];
case GLSL_TYPE_FLOAT: return (uint64_t) this->value.f[i];
+ case GLSL_TYPE_FLOAT16: return (uint64_t) _mesa_half_to_float(this->value.f16[i]);
case GLSL_TYPE_BOOL: return this->value.b[i] ? 1 : 0;
case GLSL_TYPE_DOUBLE: return (uint64_t) this->value.d[i];
case GLSL_TYPE_SAMPLER:
ir_constant::copy_offset(ir_constant *src, int offset)
{
switch (this->type->base_type) {
+ case GLSL_TYPE_UINT16:
+ case GLSL_TYPE_INT16:
case GLSL_TYPE_UINT:
case GLSL_TYPE_INT:
case GLSL_TYPE_FLOAT:
+ case GLSL_TYPE_FLOAT16:
case GLSL_TYPE_DOUBLE:
case GLSL_TYPE_SAMPLER:
case GLSL_TYPE_IMAGE:
assert (size <= this->type->components() - offset);
for (unsigned int i=0; i<size; i++) {
switch (this->type->base_type) {
+ case GLSL_TYPE_UINT16:
+ value.u16[i+offset] = src->get_uint16_component(i);
+ break;
+ case GLSL_TYPE_INT16:
+ value.i16[i+offset] = src->get_int16_component(i);
+ break;
case GLSL_TYPE_UINT:
value.u[i+offset] = src->get_uint_component(i);
break;
case GLSL_TYPE_FLOAT:
value.f[i+offset] = src->get_float_component(i);
break;
+ case GLSL_TYPE_FLOAT16:
+ value.f16[i+offset] = src->get_float16_component(i);
+ break;
case GLSL_TYPE_BOOL:
value.b[i+offset] = src->get_bool_component(i);
break;
for (int i=0; i<4; i++) {
if (mask & (1 << i)) {
switch (this->type->base_type) {
+ case GLSL_TYPE_UINT16:
+ value.u16[i+offset] = src->get_uint16_component(id++);
+ break;
+ case GLSL_TYPE_INT16:
+ value.i16[i+offset] = src->get_int16_component(id++);
+ break;
case GLSL_TYPE_UINT:
value.u[i+offset] = src->get_uint_component(id++);
break;
case GLSL_TYPE_FLOAT:
value.f[i+offset] = src->get_float_component(id++);
break;
+ case GLSL_TYPE_FLOAT16:
+ value.f16[i+offset] = src->get_float16_component(id++);
+ break;
case GLSL_TYPE_BOOL:
value.b[i+offset] = src->get_bool_component(id++);
break;
for (unsigned i = 0; i < this->type->components(); i++) {
switch (this->type->base_type) {
+ case GLSL_TYPE_UINT16:
+ if (this->value.u16[i] != c->value.u16[i])
+ return false;
+ break;
+ case GLSL_TYPE_INT16:
+ if (this->value.i16[i] != c->value.i16[i])
+ return false;
+ break;
case GLSL_TYPE_UINT:
if (this->value.u[i] != c->value.u[i])
return false;
if (this->value.f[i] != c->value.f[i])
return false;
break;
+ case GLSL_TYPE_FLOAT16:
+ /* Convert to float to make sure NaN and ±0.0 compares correctly */
+ if (_mesa_half_to_float(this->value.f16[i]) !=
+ _mesa_half_to_float(c->value.f16[i]))
+ return false;
+ break;
case GLSL_TYPE_BOOL:
if (this->value.b[i] != c->value.b[i])
return false;
if (this->value.f[c] != f)
return false;
break;
+ case GLSL_TYPE_FLOAT16:
+ if (_mesa_half_to_float(this->value.f16[c]) != f)
+ return false;
+ break;
+ case GLSL_TYPE_INT16:
+ if (this->value.i16[c] != int16_t(i))
+ return false;
+ break;
+ case GLSL_TYPE_UINT16:
+ if (this->value.u16[c] != uint16_t(i))
+ return false;
+ break;
case GLSL_TYPE_INT:
if (this->value.i[c] != i)
return false;
this->data.explicit_binding = false;
this->data.explicit_component = false;
this->data.has_initializer = false;
+ this->data.is_implicit_initializer = false;
this->data.is_unmatched_generic_inout = false;
this->data.is_xfb_only = false;
this->data.explicit_xfb_buffer = false;
this->data.fb_fetch_output = false;
this->data.bindless = false;
this->data.bound = false;
- this->data.image_format = GL_NONE;
+ this->data.image_format = PIPE_FORMAT_NONE;
this->data._num_state_slots = 0;
this->data.param_index = 0;
this->data.stream = 0;