1 /*
2  * Copyright © 2016 Intel Corporation
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 #include "compiler/nir/nir_builder.h"
25 #include "brw_nir.h"
26 
27 /**
28  * Prior to Haswell, the hardware can't natively support GL_FIXED or
29  * 2_10_10_10_REV vertex formats.  This pass inserts extra shader code
30  * to produce the correct values.
31  */
32 
33 static bool
apply_attr_wa_instr(nir_builder * b,nir_instr * instr,void * cb_data)34 apply_attr_wa_instr(nir_builder *b, nir_instr *instr, void *cb_data)
35 {
36    const uint8_t *attrib_wa_flags = cb_data;
37 
38    if (instr->type != nir_instr_type_intrinsic)
39       return false;
40 
41    nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
42    if (intrin->intrinsic != nir_intrinsic_load_input)
43       return false;
44 
45    uint8_t wa_flags = attrib_wa_flags[intrin->const_index[0]];
46    if (wa_flags == 0)
47       return false;
48 
49    b->cursor = nir_after_instr(instr);
50 
51    nir_ssa_def *val = &intrin->dest.ssa;
52 
53    /* Do GL_FIXED rescaling for GLES2.0.  Our GL_FIXED attributes
54     * come in as floating point conversions of the integer values.
55     */
56    if (wa_flags & BRW_ATTRIB_WA_COMPONENT_MASK) {
57       nir_ssa_def *scaled =
58          nir_fmul(b, val, nir_imm_float(b, 1.0f / 65536.0f));
59       nir_ssa_def *comps[4];
60       for (int i = 0; i < val->num_components; i++) {
61          bool rescale = i < (wa_flags & BRW_ATTRIB_WA_COMPONENT_MASK);
62          comps[i] = nir_channel(b, rescale ? scaled : val, i);
63       }
64       val = nir_vec(b, comps, val->num_components);
65    }
66 
67    /* Do sign recovery for 2101010 formats if required. */
68    if (wa_flags & BRW_ATTRIB_WA_SIGN) {
69       /* sign recovery shift: <22, 22, 22, 30> */
70       nir_ssa_def *shift = nir_imm_ivec4(b, 22, 22, 22, 30);
71       val = nir_ishr(b, nir_ishl(b, val, shift), shift);
72    }
73 
74    /* Apply BGRA swizzle if required. */
75    if (wa_flags & BRW_ATTRIB_WA_BGRA) {
76       val = nir_swizzle(b, val, (unsigned[4]){2,1,0,3}, 4);
77    }
78 
79    if (wa_flags & BRW_ATTRIB_WA_NORMALIZE) {
80       /* ES 3.0 has different rules for converting signed normalized
81        * fixed-point numbers than desktop GL.
82        */
83       if (wa_flags & BRW_ATTRIB_WA_SIGN) {
84          /* According to equation 2.2 of the ES 3.0 specification,
85           * signed normalization conversion is done by:
86           *
87           * f = c / (2^(b-1)-1)
88           *
89           * OpenGL 4.2+ uses this equation as well.  Since most contexts
90           * promote to the new higher version, and this is what Haswell+
91           * hardware does anyway, we just always use this formula.
92           */
93          nir_ssa_def *es3_normalize_factor =
94             nir_imm_vec4(b, 1.0f / ((1 << 9) - 1), 1.0f / ((1 << 9) - 1),
95                             1.0f / ((1 << 9) - 1), 1.0f / ((1 << 1) - 1));
96          val = nir_fmax(b,
97                         nir_fmul(b, nir_i2f32(b, val), es3_normalize_factor),
98                         nir_imm_float(b, -1.0f));
99       } else {
100          /* The following equation is from the OpenGL 3.2 specification:
101           *
102           * 2.1 unsigned normalization
103           * f = c/(2^n-1)
104           */
105          nir_ssa_def *normalize_factor =
106             nir_imm_vec4(b, 1.0f / ((1 << 10) - 1), 1.0f / ((1 << 10) - 1),
107                             1.0f / ((1 << 10) - 1), 1.0f / ((1 << 2)  - 1));
108 
109          val = nir_fmul(b, nir_u2f32(b, val), normalize_factor);
110       }
111    }
112 
113    if (wa_flags & BRW_ATTRIB_WA_SCALE) {
114       val = (wa_flags & BRW_ATTRIB_WA_SIGN) ? nir_i2f32(b, val)
115                                             : nir_u2f32(b, val);
116    }
117 
118    nir_ssa_def_rewrite_uses_after(&intrin->dest.ssa, val,
119                                   val->parent_instr);
120 
121    return true;
122 }
123 
124 bool
brw_nir_apply_attribute_workarounds(nir_shader * shader,const uint8_t * attrib_wa_flags)125 brw_nir_apply_attribute_workarounds(nir_shader *shader,
126                                     const uint8_t *attrib_wa_flags)
127 {
128    return nir_shader_instructions_pass(shader, apply_attr_wa_instr,
129                                        nir_metadata_block_index |
130                                        nir_metadata_dominance,
131                                        (void *)attrib_wa_flags);
132 }
133