* driver seems to do it that way */
#define EMIT(op, ...) emit_mir_instruction(ctx, v_##op(__VA_ARGS__));
-#define SWIZZLE_XXXX SWIZZLE(COMPONENT_X, COMPONENT_X, COMPONENT_X, COMPONENT_X)
-#define SWIZZLE_XYXX SWIZZLE(COMPONENT_X, COMPONENT_Y, COMPONENT_X, COMPONENT_X)
-#define SWIZZLE_XYZX SWIZZLE(COMPONENT_X, COMPONENT_Y, COMPONENT_Z, COMPONENT_X)
-#define SWIZZLE_XYZW SWIZZLE(COMPONENT_X, COMPONENT_Y, COMPONENT_Z, COMPONENT_W)
-#define SWIZZLE_XYZZ SWIZZLE(COMPONENT_X, COMPONENT_Y, COMPONENT_Z, COMPONENT_Z)
-#define SWIZZLE_XYXZ SWIZZLE(COMPONENT_X, COMPONENT_Y, COMPONENT_X, COMPONENT_Z)
-#define SWIZZLE_WWWW SWIZZLE(COMPONENT_W, COMPONENT_W, COMPONENT_W, COMPONENT_W)
-
-static inline unsigned
-swizzle_of(unsigned comp)
-{
- switch (comp) {
- case 1:
- return SWIZZLE_XXXX;
- case 2:
- return SWIZZLE_XYXX;
- case 3:
- return SWIZZLE_XYZX;
- case 4:
- return SWIZZLE_XYZW;
- default:
- unreachable("Invalid component count");
- }
-}
-
-static inline unsigned
-mask_of(unsigned nr_comp)
-{
- return (1 << nr_comp) - 1;
-}
#define M_LOAD_STORE(name, rname, uname) \
static midgard_instruction m_##name(unsigned ssa, unsigned address) { \
compiler_context *ctx,
unsigned dest, unsigned offset,
unsigned nr_comp, unsigned component,
- nir_src *indirect_offset)
+ nir_src *indirect_offset, nir_alu_type type)
{
/* XXX: Half-floats? */
/* TODO: swizzle, mask */
ins.load_store.unknown = 0x1e9e; /* xxx: what is this? */
}
+ /* Use the type appropriate load */
+ switch (type) {
+ case nir_type_uint:
+ case nir_type_bool:
+ ins.load_store.op = midgard_op_ld_vary_32u;
+ break;
+ case nir_type_int:
+ ins.load_store.op = midgard_op_ld_vary_32i;
+ break;
+ case nir_type_float:
+ ins.load_store.op = midgard_op_ld_vary_32;
+ break;
+ default:
+ unreachable("Attempted to load unknown type");
+ break;
+ }
+
emit_mir_instruction(ctx, ins);
}
bool is_uniform = instr->intrinsic == nir_intrinsic_load_uniform;
bool is_ubo = instr->intrinsic == nir_intrinsic_load_ubo;
+ /* Get the base type of the intrinsic */
+ /* TODO: Infer type? Does it matter? */
+ nir_alu_type t =
+ is_ubo ? nir_type_uint : nir_intrinsic_type(instr);
+ t = nir_alu_type_get_base_type(t);
+
if (!is_ubo) {
offset = nir_intrinsic_base(instr);
}
uint32_t uindex = nir_src_as_uint(index) + 1;
emit_ubo_read(ctx, reg, offset / 16, NULL, uindex);
} else if (ctx->stage == MESA_SHADER_FRAGMENT && !ctx->is_blend) {
- emit_varying_read(ctx, reg, offset, nr_comp, component, !direct ? &instr->src[0] : NULL);
+ emit_varying_read(ctx, reg, offset, nr_comp, component, !direct ? &instr->src[0] : NULL, t);
} else if (ctx->is_blend) {
/* For blend shaders, load the input color, which is
* preloaded to r0 */
midgard_instruction ins = m_ld_attr_32(reg, offset);
ins.load_store.unknown = 0x1E1E; /* XXX: What is this? */
ins.load_store.mask = mask_of(nr_comp);
+
+ /* Use the type appropriate load */
+ switch (t) {
+ case nir_type_uint:
+ case nir_type_bool:
+ ins.load_store.op = midgard_op_ld_attr_32u;
+ break;
+ case nir_type_int:
+ ins.load_store.op = midgard_op_ld_attr_32i;
+ break;
+ case nir_type_float:
+ ins.load_store.op = midgard_op_ld_attr_32;
+ break;
+ default:
+ unreachable("Attempted to load unknown type");
+ break;
+ }
+
emit_mir_instruction(ctx, ins);
} else {
DBG("Unknown load\n");
return true;
}
+static enum mali_sampler_type
+midgard_sampler_type(nir_alu_type t)
+{
+ switch (nir_alu_type_get_base_type(t)) {
+ case nir_type_float:
+ return MALI_SAMPLER_FLOAT;
+ case nir_type_int:
+ return MALI_SAMPLER_SIGNED;
+ case nir_type_uint:
+ return MALI_SAMPLER_UNSIGNED;
+ default:
+ unreachable("Unknown sampler type");
+ }
+}
+
static void
emit_texop_native(compiler_context *ctx, nir_tex_instr *instr,
unsigned midgard_texop)
int texture_index = instr->texture_index;
int sampler_index = texture_index;
- unsigned position_swizzle = 0;
+ /* No helper to build texture words -- we do it all here */
+ midgard_instruction ins = {
+ .type = TAG_TEXTURE_4,
+ .texture = {
+ .op = midgard_texop,
+ .format = midgard_tex_format(instr->sampler_dim),
+ .texture_handle = texture_index,
+ .sampler_handle = sampler_index,
+
+ /* TODO: Regalloc it in */
+ .swizzle = SWIZZLE_XYZW,
+ .mask = 0xF,
+
+ /* TODO: half */
+ .in_reg_full = 1,
+ .out_full = 1,
+
+ .sampler_type = midgard_sampler_type(instr->dest_type),
+ }
+ };
for (unsigned i = 0; i < instr->num_srcs; ++i) {
int reg = SSA_FIXED_REGISTER(REGISTER_TEXTURE_BASE + in_reg);
st.load_store.swizzle = alu_src.swizzle;
emit_mir_instruction(ctx, st);
- position_swizzle = swizzle_of(2);
+ ins.texture.in_reg_swizzle = swizzle_of(2);
} else {
- position_swizzle = alu_src.swizzle = swizzle_of(nr_comp);
+ ins.texture.in_reg_swizzle = alu_src.swizzle = swizzle_of(nr_comp);
- midgard_instruction ins = v_mov(index, alu_src, reg);
- ins.alu.mask = expand_writemask(mask_of(nr_comp));
- emit_mir_instruction(ctx, ins);
+ midgard_instruction mov = v_mov(index, alu_src, reg);
+ mov.alu.mask = expand_writemask(mask_of(nr_comp));
+ emit_mir_instruction(ctx, mov);
if (midgard_texop == TEXTURE_OP_TEXEL_FETCH) {
/* Texel fetch opcodes care about the
zero.ssa_args.inline_constant = true;
zero.ssa_args.src1 = SSA_FIXED_REGISTER(REGISTER_CONSTANT);
zero.has_constants = true;
- zero.alu.mask = ~ins.alu.mask;
+ zero.alu.mask = ~mov.alu.mask;
emit_mir_instruction(ctx, zero);
- position_swizzle = SWIZZLE_XYZZ;
+ ins.texture.in_reg_swizzle = SWIZZLE_XYZZ;
} else {
- /* To the hardware, z is depth, w is array
- * layer. To NIR, z is array layer for a 2D
- * array */
-
- if (instr->sampler_dim == GLSL_SAMPLER_DIM_2D)
- position_swizzle = SWIZZLE_XYXZ;
+ /* Non-texel fetch doesn't need that
+ * nonsense. However we do use the Z
+ * for array indexing */
+ bool is_3d = instr->sampler_dim == GLSL_SAMPLER_DIM_3D;
+ ins.texture.in_reg_swizzle = is_3d ? SWIZZLE_XYZZ : SWIZZLE_XYXZ;
}
}
case nir_tex_src_bias:
case nir_tex_src_lod: {
- /* To keep RA simple, we put the bias/LOD into the w
- * component of the input source, which is otherwise in xy */
+ /* Try as a constant if we can */
+
+ bool is_txf = midgard_texop == TEXTURE_OP_TEXEL_FETCH;
+ if (!is_txf && pan_attach_constant_bias(ctx, instr->src[i].src, &ins.texture))
+ break;
+
+ /* Otherwise we use a register. To keep RA simple, we
+ * put the bias/LOD into the w component of the input
+ * source, which is otherwise in xy */
alu_src.swizzle = SWIZZLE_XXXX;
- midgard_instruction ins = v_mov(index, alu_src, reg);
- ins.alu.mask = expand_writemask(1 << COMPONENT_W);
- emit_mir_instruction(ctx, ins);
+ midgard_instruction mov = v_mov(index, alu_src, reg);
+ mov.alu.mask = expand_writemask(1 << COMPONENT_W);
+ emit_mir_instruction(ctx, mov);
+
+ ins.texture.lod_register = true;
+
+ midgard_tex_register_select sel = {
+ .select = in_reg,
+ .full = 1,
+
+ /* w */
+ .component_lo = 1,
+ .component_hi = 1
+ };
+
+ uint8_t packed;
+ memcpy(&packed, &sel, sizeof(packed));
+ ins.texture.bias = packed;
+
break;
};
}
}
- /* No helper to build texture words -- we do it all here */
- midgard_instruction ins = {
- .type = TAG_TEXTURE_4,
- .texture = {
- .op = midgard_texop,
- .format = midgard_tex_format(instr->sampler_dim),
- .texture_handle = texture_index,
- .sampler_handle = sampler_index,
-
- /* TODO: Regalloc it in */
- .swizzle = SWIZZLE_XYZW,
- .mask = 0xF,
-
- /* TODO: half */
- .in_reg_full = 1,
- .in_reg_swizzle = position_swizzle,
- .out_full = 1,
-
- /* Always 1 */
- .unknown7 = 1,
- }
- };
-
/* Set registers to read and write from the same place */
ins.texture.in_reg_select = in_reg;
ins.texture.out_reg_select = out_reg;
- /* Setup bias/LOD if necessary. Only register mode support right now.
- * TODO: Immediate mode for performance gains */
-
- bool needs_lod =
- instr->op == nir_texop_txb ||
- instr->op == nir_texop_txl ||
- instr->op == nir_texop_txf;
-
- if (needs_lod) {
- ins.texture.lod_register = true;
-
- midgard_tex_register_select sel = {
- .select = in_reg,
- .full = 1,
-
- /* w */
- .component_lo = 1,
- .component_hi = 1
- };
-
- uint8_t packed;
- memcpy(&packed, &sel, sizeof(packed));
- ins.texture.bias = packed;
- }
-
emit_mir_instruction(ctx, ins);
/* Simultaneously alias the destination and emit a move for it. The move will be eliminated if possible */