/* * Copyright © 2016 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 "compiler/nir/nir_builder.h" #include "brw_nir.h" /** * Prior to Haswell, the hardware can't natively support GL_FIXED or * 2_10_10_10_REV vertex formats. This pass inserts extra shader code * to produce the correct values. */ static bool apply_attr_wa_instr(nir_builder *b, nir_instr *instr, void *cb_data) { const uint8_t *attrib_wa_flags = cb_data; if (instr->type != nir_instr_type_intrinsic) return false; nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); if (intrin->intrinsic != nir_intrinsic_load_input) return false; uint8_t wa_flags = attrib_wa_flags[intrin->const_index[0]]; if (wa_flags == 0) return false; b->cursor = nir_after_instr(instr); nir_ssa_def *val = &intrin->dest.ssa; /* 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) { nir_ssa_def *scaled = nir_fmul(b, val, nir_imm_float(b, 1.0f / 65536.0f)); nir_ssa_def *comps[4]; for (int i = 0; i < val->num_components; i++) { bool rescale = i < (wa_flags & BRW_ATTRIB_WA_COMPONENT_MASK); comps[i] = nir_channel(b, rescale ? scaled : val, i); } val = nir_vec(b, comps, val->num_components); } /* Do sign recovery for 2101010 formats if required. */ if (wa_flags & BRW_ATTRIB_WA_SIGN) { /* sign recovery shift: <22, 22, 22, 30> */ nir_ssa_def *shift = nir_imm_ivec4(b, 22, 22, 22, 30); val = nir_ishr(b, nir_ishl(b, val, shift), shift); } /* Apply BGRA swizzle if required. */ if (wa_flags & BRW_ATTRIB_WA_BGRA) { val = nir_swizzle(b, val, (unsigned[4]){2,1,0,3}, 4); } if (wa_flags & BRW_ATTRIB_WA_NORMALIZE) { /* ES 3.0 has different rules for converting signed normalized * fixed-point numbers than desktop GL. */ if (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) * * OpenGL 4.2+ uses this equation as well. Since most contexts * promote to the new higher version, and this is what Haswell+ * hardware does anyway, we just always use this formula. */ nir_ssa_def *es3_normalize_factor = nir_imm_vec4(b, 1.0f / ((1 << 9) - 1), 1.0f / ((1 << 9) - 1), 1.0f / ((1 << 9) - 1), 1.0f / ((1 << 1) - 1)); val = nir_fmax(b, nir_fmul(b, nir_i2f32(b, val), es3_normalize_factor), nir_imm_float(b, -1.0f)); } else { /* The following equation is from the OpenGL 3.2 specification: * * 2.1 unsigned normalization * f = c/(2^n-1) */ nir_ssa_def *normalize_factor = nir_imm_vec4(b, 1.0f / ((1 << 10) - 1), 1.0f / ((1 << 10) - 1), 1.0f / ((1 << 10) - 1), 1.0f / ((1 << 2) - 1)); val = nir_fmul(b, nir_u2f32(b, val), normalize_factor); } } if (wa_flags & BRW_ATTRIB_WA_SCALE) { val = (wa_flags & BRW_ATTRIB_WA_SIGN) ? nir_i2f32(b, val) : nir_u2f32(b, val); } nir_ssa_def_rewrite_uses_after(&intrin->dest.ssa, val, val->parent_instr); return true; } bool brw_nir_apply_attribute_workarounds(nir_shader *shader, const uint8_t *attrib_wa_flags) { return nir_shader_instructions_pass(shader, apply_attr_wa_instr, nir_metadata_block_index | nir_metadata_dominance, (void *)attrib_wa_flags); }