*/
#include "brw_vec4.h"
-#include "brw_vs.h"
#include "glsl/ir_uniform.h"
extern "C" {
-#include "main/context.h"
-#include "main/macros.h"
-#include "program/prog_parameter.h"
#include "program/sampler.h"
}
return result;
}
-void
-vec4_vs_visitor::emit_prolog()
-{
- dst_reg sign_recovery_shift;
- dst_reg normalize_factor;
- dst_reg es3_normalize_factor;
-
- for (int i = 0; i < VERT_ATTRIB_MAX; i++) {
- if (vs_prog_data->inputs_read & BITFIELD64_BIT(i)) {
- uint8_t wa_flags = vs_compile->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)));
- }
- }
- }
-}
-
-
-dst_reg *
-vec4_vs_visitor::make_reg_for_system_value(ir_variable *ir)
-{
- /* VertexID is stored by the VF as the last vertex element, but
- * we don't represent it with a flag in inputs_read, so we call
- * it VERT_ATTRIB_MAX, which setup_attributes() picks up on.
- */
- dst_reg *reg = new(mem_ctx) dst_reg(ATTR, VERT_ATTRIB_MAX);
- vs_prog_data->uses_vertexid = true;
-
- switch (ir->location) {
- case SYSTEM_VALUE_VERTEX_ID:
- reg->writemask = WRITEMASK_X;
- break;
- case SYSTEM_VALUE_INSTANCE_ID:
- reg->writemask = WRITEMASK_Y;
- break;
- default:
- assert(!"not reached");
- break;
- }
-
- return reg;
-}
-
void
vec4_visitor::visit(ir_variable *ir)
return mlen;
}
-void
-vec4_vs_visitor::emit_urb_write_header(int mrf)
-{
- /* No need to do anything for VS; an implied write to this MRF will be
- * performed by VS_OPCODE_URB_WRITE.
- */
- (void) mrf;
-}
-
-vec4_instruction *
-vec4_vs_visitor::emit_urb_write_opcode(bool complete)
-{
- /* For VS, the URB writes end the thread. */
- if (complete) {
- if (INTEL_DEBUG & DEBUG_SHADER_TIME)
- emit_shader_time_end();
- }
-
- vec4_instruction *inst = emit(VS_OPCODE_URB_WRITE);
- inst->urb_write_flags = complete ?
- BRW_URB_WRITE_EOT_COMPLETE : BRW_URB_WRITE_NO_FLAGS;
-
- return inst;
-}
/**
* Generates the VUE payload plus the necessary URB write instructions to
}
}
-void
-vec4_vs_visitor::emit_thread_end()
-{
- /* For VS, we always end the thread by emitting a single vertex.
- * emit_urb_write_opcode() will take care of setting the eot flag on the
- * SEND instruction.
- */
- emit_vertex();
-}
src_reg
vec4_visitor::get_scratch_offset(vec4_instruction *inst,
}
-vec4_vs_visitor::vec4_vs_visitor(struct brw_context *brw,
- struct brw_vs_compile *vs_compile,
- struct brw_vs_prog_data *vs_prog_data,
- struct gl_shader_program *prog,
- struct brw_shader *shader,
- void *mem_ctx)
- : vec4_visitor(brw, &vs_compile->base, &vs_compile->vp->program.Base,
- &vs_compile->key.base, &vs_prog_data->base, prog, shader,
- mem_ctx, INTEL_DEBUG & DEBUG_VS),
- vs_compile(vs_compile),
- vs_prog_data(vs_prog_data)
-{
-}
-
-
void
vec4_visitor::fail(const char *format, ...)
{
--- /dev/null
+/*
+ * Copyright © 2013 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+
+#include "brw_vs.h"
+#include "main/context.h"
+
+
+namespace brw {
+
+void
+vec4_vs_visitor::emit_prolog()
+{
+ dst_reg sign_recovery_shift;
+ dst_reg normalize_factor;
+ dst_reg es3_normalize_factor;
+
+ for (int i = 0; i < VERT_ATTRIB_MAX; i++) {
+ if (vs_prog_data->inputs_read & BITFIELD64_BIT(i)) {
+ uint8_t wa_flags = vs_compile->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)));
+ }
+ }
+ }
+}
+
+
+dst_reg *
+vec4_vs_visitor::make_reg_for_system_value(ir_variable *ir)
+{
+ /* VertexID is stored by the VF as the last vertex element, but
+ * we don't represent it with a flag in inputs_read, so we call
+ * it VERT_ATTRIB_MAX, which setup_attributes() picks up on.
+ */
+ dst_reg *reg = new(mem_ctx) dst_reg(ATTR, VERT_ATTRIB_MAX);
+ vs_prog_data->uses_vertexid = true;
+
+ switch (ir->location) {
+ case SYSTEM_VALUE_VERTEX_ID:
+ reg->writemask = WRITEMASK_X;
+ break;
+ case SYSTEM_VALUE_INSTANCE_ID:
+ reg->writemask = WRITEMASK_Y;
+ break;
+ default:
+ assert(!"not reached");
+ break;
+ }
+
+ return reg;
+}
+
+
+void
+vec4_vs_visitor::emit_urb_write_header(int mrf)
+{
+ /* No need to do anything for VS; an implied write to this MRF will be
+ * performed by VS_OPCODE_URB_WRITE.
+ */
+ (void) mrf;
+}
+
+
+vec4_instruction *
+vec4_vs_visitor::emit_urb_write_opcode(bool complete)
+{
+ /* For VS, the URB writes end the thread. */
+ if (complete) {
+ if (INTEL_DEBUG & DEBUG_SHADER_TIME)
+ emit_shader_time_end();
+ }
+
+ vec4_instruction *inst = emit(VS_OPCODE_URB_WRITE);
+ inst->urb_write_flags = complete ?
+ BRW_URB_WRITE_EOT_COMPLETE : BRW_URB_WRITE_NO_FLAGS;
+
+ return inst;
+}
+
+
+void
+vec4_vs_visitor::emit_thread_end()
+{
+ /* For VS, we always end the thread by emitting a single vertex.
+ * emit_urb_write_opcode() will take care of setting the eot flag on the
+ * SEND instruction.
+ */
+ emit_vertex();
+}
+
+
+vec4_vs_visitor::vec4_vs_visitor(struct brw_context *brw,
+ struct brw_vs_compile *vs_compile,
+ struct brw_vs_prog_data *vs_prog_data,
+ struct gl_shader_program *prog,
+ struct brw_shader *shader,
+ void *mem_ctx)
+ : vec4_visitor(brw, &vs_compile->base, &vs_compile->vp->program.Base,
+ &vs_compile->key.base, &vs_prog_data->base, prog, shader,
+ mem_ctx, INTEL_DEBUG & DEBUG_VS),
+ vs_compile(vs_compile),
+ vs_prog_data(vs_prog_data)
+{
+}
+
+
+} /* namespace brw */