#include "brw_vec4.h"
extern "C" {
+#include "main/context.h"
#include "main/macros.h"
#include "program/prog_parameter.h"
#include "program/sampler.h"
emit(IF(this->result, src_reg(0), BRW_CONDITIONAL_NZ));
}
+static dst_reg
+with_writemask(dst_reg const & r, int mask)
+{
+ dst_reg result = r;
+ result.writemask = mask;
+ return result;
+}
+
+void
+vec4_visitor::emit_attribute_fixups()
+{
+ dst_reg sign_recovery_shift;
+ dst_reg normalize_factor;
+ dst_reg es3_normalize_factor;
+
+ for (int i = 0; i < VERT_ATTRIB_MAX; i++) {
+ if (prog_data->inputs_read & BITFIELD64_BIT(i)) {
+ uint8_t wa_flags = c->key.gl_attrib_wa_flags[i];
+ dst_reg reg(ATTR, i);
+ dst_reg reg_d = reg;
+ reg_d.type = BRW_REGISTER_TYPE_D;
+ dst_reg reg_ud = reg;
+ reg_ud.type = BRW_REGISTER_TYPE_UD;
+
+ /* Do GL_FIXED rescaling for GLES2.0. Our GL_FIXED attributes
+ * come in as floating point conversions of the integer values.
+ */
+ if (wa_flags & BRW_ATTRIB_WA_COMPONENT_MASK) {
+ dst_reg dst = reg;
+ dst.type = brw_type_for_base_type(glsl_type::vec4_type);
+ dst.writemask = (1 << (wa_flags & BRW_ATTRIB_WA_COMPONENT_MASK)) - 1;
+ emit(MUL(dst, src_reg(dst), src_reg(1.0f / 65536.0f)));
+ }
+
+ /* Do sign recovery for 2101010 formats if required. */
+ if (wa_flags & BRW_ATTRIB_WA_SIGN) {
+ if (sign_recovery_shift.file == BAD_FILE) {
+ /* shift constant: <22,22,22,30> */
+ sign_recovery_shift = dst_reg(this, glsl_type::uvec4_type);
+ emit(MOV(with_writemask(sign_recovery_shift, WRITEMASK_XYZ), src_reg(22u)));
+ emit(MOV(with_writemask(sign_recovery_shift, WRITEMASK_W), src_reg(30u)));
+ }
+
+ emit(SHL(reg_ud, src_reg(reg_ud), src_reg(sign_recovery_shift)));
+ emit(ASR(reg_d, src_reg(reg_d), src_reg(sign_recovery_shift)));
+ }
+
+ /* Apply BGRA swizzle if required. */
+ if (wa_flags & BRW_ATTRIB_WA_BGRA) {
+ src_reg temp = src_reg(reg);
+ temp.swizzle = BRW_SWIZZLE4(2,1,0,3);
+ emit(MOV(reg, temp));
+ }
+
+ if (wa_flags & BRW_ATTRIB_WA_NORMALIZE) {
+ /* ES 3.0 has different rules for converting signed normalized
+ * fixed-point numbers than desktop GL.
+ */
+ if (_mesa_is_gles3(ctx) && (wa_flags & BRW_ATTRIB_WA_SIGN)) {
+ /* According to equation 2.2 of the ES 3.0 specification,
+ * signed normalization conversion is done by:
+ *
+ * f = c / (2^(b-1)-1)
+ */
+ if (es3_normalize_factor.file == BAD_FILE) {
+ /* mul constant: 1 / (2^(b-1) - 1) */
+ es3_normalize_factor = dst_reg(this, glsl_type::vec4_type);
+ emit(MOV(with_writemask(es3_normalize_factor, WRITEMASK_XYZ),
+ src_reg(1.0f / ((1<<9) - 1))));
+ emit(MOV(with_writemask(es3_normalize_factor, WRITEMASK_W),
+ src_reg(1.0f / ((1<<1) - 1))));
+ }
+
+ dst_reg dst = reg;
+ dst.type = brw_type_for_base_type(glsl_type::vec4_type);
+ emit(MOV(dst, src_reg(reg_d)));
+ emit(MUL(dst, src_reg(dst), src_reg(es3_normalize_factor)));
+ emit_minmax(BRW_CONDITIONAL_G, dst, src_reg(dst), src_reg(-1.0f));
+ } else {
+ /* The following equations are from the OpenGL 3.2 specification:
+ *
+ * 2.1 unsigned normalization
+ * f = c/(2^n-1)
+ *
+ * 2.2 signed normalization
+ * f = (2c+1)/(2^n-1)
+ *
+ * Both of these share a common divisor, which is represented by
+ * "normalize_factor" in the code below.
+ */
+ if (normalize_factor.file == BAD_FILE) {
+ /* 1 / (2^b - 1) for b=<10,10,10,2> */
+ normalize_factor = dst_reg(this, glsl_type::vec4_type);
+ emit(MOV(with_writemask(normalize_factor, WRITEMASK_XYZ),
+ src_reg(1.0f / ((1<<10) - 1))));
+ emit(MOV(with_writemask(normalize_factor, WRITEMASK_W),
+ src_reg(1.0f / ((1<<2) - 1))));
+ }
+
+ dst_reg dst = reg;
+ dst.type = brw_type_for_base_type(glsl_type::vec4_type);
+ emit(MOV(dst, src_reg((wa_flags & BRW_ATTRIB_WA_SIGN) ? reg_d : reg_ud)));
+
+ /* For signed normalization, we want the numerator to be 2c+1. */
+ if (wa_flags & BRW_ATTRIB_WA_SIGN) {
+ emit(MUL(dst, src_reg(dst), src_reg(2.0f)));
+ emit(ADD(dst, src_reg(dst), src_reg(1.0f)));
+ }
+
+ emit(MUL(dst, src_reg(dst), src_reg(normalize_factor)));
+ }
+ }
+
+ if (wa_flags & BRW_ATTRIB_WA_SCALE) {
+ dst_reg dst = reg;
+ dst.type = brw_type_for_base_type(glsl_type::vec4_type);
+ emit(MOV(dst, src_reg((wa_flags & BRW_ATTRIB_WA_SIGN) ? reg_d : reg_ud)));
+ }
+ }
+ }
+}
+
void
vec4_visitor::visit(ir_variable *ir)
{
switch (ir->mode) {
case ir_var_in:
reg = new(mem_ctx) dst_reg(ATTR, ir->location);
-
- /* Do GL_FIXED rescaling for GLES2.0. Our GL_FIXED attributes
- * come in as floating point conversions of the integer values.
- */
- for (int i = ir->location; i < ir->location + type_size(ir->type); i++) {
- uint8_t wa_flags = c->key.gl_attrib_wa_flags[i];
- if (wa_flags & BRW_ATTRIB_WA_COMPONENT_MASK) {
- dst_reg dst = *reg;
- dst.type = brw_type_for_base_type(ir->type);
- dst.writemask = (1 << (wa_flags & BRW_ATTRIB_WA_COMPONENT_MASK)) - 1;
- emit(MUL(dst, src_reg(dst), src_reg(1.0f / 65536.0f)));
- }
- }
break;
case ir_var_out: