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/contrib/sdk/sources/Mesa/mesa-10.6.0/src/mesa/drivers/dri/i965/brw_vec4_vs_visitor.cpp
0,0 → 1,231
/*
* 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(writemask(sign_recovery_shift, WRITEMASK_XYZ), src_reg(22u)));
emit(MOV(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(writemask(es3_normalize_factor, WRITEMASK_XYZ),
src_reg(1.0f / ((1<<9) - 1))));
emit(MOV(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_GE, 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(writemask(normalize_factor, WRITEMASK_XYZ),
src_reg(1.0f / ((1<<10) - 1))));
emit(MOV(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);
 
switch (ir->data.location) {
case SYSTEM_VALUE_BASE_VERTEX:
reg->writemask = WRITEMASK_X;
vs_prog_data->uses_vertexid = true;
break;
case SYSTEM_VALUE_VERTEX_ID:
case SYSTEM_VALUE_VERTEX_ID_ZERO_BASE:
reg->writemask = WRITEMASK_Z;
vs_prog_data->uses_vertexid = true;
break;
case SYSTEM_VALUE_INSTANCE_ID:
reg->writemask = WRITEMASK_W;
vs_prog_data->uses_instanceid = true;
break;
default:
unreachable("not reached");
}
 
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,
void *mem_ctx)
: vec4_visitor(brw, &vs_compile->base, &vs_compile->vp->program.Base,
&vs_compile->key.base, &vs_prog_data->base, prog,
MESA_SHADER_VERTEX,
mem_ctx, false /* no_spills */,
ST_VS, ST_VS_WRITTEN, ST_VS_RESET),
vs_compile(vs_compile),
vs_prog_data(vs_prog_data)
{
}
 
 
} /* namespace brw */