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i965/vs: Move vs-specific code out of brw_vec4_visitor.cpp.
This patch creates a new file brw_vec4_vs_visitor.cpp, to contain code that is specific to the vertex shader. Now the organization of vertex shader and geometry shader visitor code is symmetric: vs-specific code is in brw_vec4_vs_visitor.cpp, gs-specific code is in brw_vec4_gs_visitor.cpp, and code shared between vs and gs is in brw_vec4_visitor.cpp. Acked-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
parent
e241e7c979
commit
ae79e3332e
3 changed files with 226 additions and 192 deletions
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@ -94,6 +94,7 @@ i965_FILES = \
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brw_vec4_reg_allocate.cpp \
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brw_vec4_visitor.cpp \
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brw_vec4_vp.cpp \
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brw_vec4_vs_visitor.cpp \
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brw_vs.c \
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brw_vs_state.c \
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brw_vs_surface_state.c \
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@ -22,12 +22,8 @@
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*/
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#include "brw_vec4.h"
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#include "brw_vs.h"
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#include "glsl/ir_uniform.h"
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extern "C" {
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#include "main/context.h"
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#include "main/macros.h"
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#include "program/prog_parameter.h"
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#include "program/sampler.h"
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}
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@ -916,146 +912,6 @@ with_writemask(dst_reg const & r, int mask)
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return result;
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}
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void
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vec4_vs_visitor::emit_prolog()
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{
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dst_reg sign_recovery_shift;
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dst_reg normalize_factor;
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dst_reg es3_normalize_factor;
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for (int i = 0; i < VERT_ATTRIB_MAX; i++) {
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if (vs_prog_data->inputs_read & BITFIELD64_BIT(i)) {
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uint8_t wa_flags = vs_compile->key.gl_attrib_wa_flags[i];
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dst_reg reg(ATTR, i);
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dst_reg reg_d = reg;
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reg_d.type = BRW_REGISTER_TYPE_D;
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dst_reg reg_ud = reg;
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reg_ud.type = BRW_REGISTER_TYPE_UD;
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/* Do GL_FIXED rescaling for GLES2.0. Our GL_FIXED attributes
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* come in as floating point conversions of the integer values.
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*/
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if (wa_flags & BRW_ATTRIB_WA_COMPONENT_MASK) {
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dst_reg dst = reg;
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dst.type = brw_type_for_base_type(glsl_type::vec4_type);
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dst.writemask = (1 << (wa_flags & BRW_ATTRIB_WA_COMPONENT_MASK)) - 1;
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emit(MUL(dst, src_reg(dst), src_reg(1.0f / 65536.0f)));
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}
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/* Do sign recovery for 2101010 formats if required. */
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if (wa_flags & BRW_ATTRIB_WA_SIGN) {
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if (sign_recovery_shift.file == BAD_FILE) {
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/* shift constant: <22,22,22,30> */
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sign_recovery_shift = dst_reg(this, glsl_type::uvec4_type);
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emit(MOV(with_writemask(sign_recovery_shift, WRITEMASK_XYZ), src_reg(22u)));
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emit(MOV(with_writemask(sign_recovery_shift, WRITEMASK_W), src_reg(30u)));
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}
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emit(SHL(reg_ud, src_reg(reg_ud), src_reg(sign_recovery_shift)));
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emit(ASR(reg_d, src_reg(reg_d), src_reg(sign_recovery_shift)));
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}
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/* Apply BGRA swizzle if required. */
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if (wa_flags & BRW_ATTRIB_WA_BGRA) {
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src_reg temp = src_reg(reg);
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temp.swizzle = BRW_SWIZZLE4(2,1,0,3);
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emit(MOV(reg, temp));
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}
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if (wa_flags & BRW_ATTRIB_WA_NORMALIZE) {
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/* ES 3.0 has different rules for converting signed normalized
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* fixed-point numbers than desktop GL.
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*/
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if (_mesa_is_gles3(ctx) && (wa_flags & BRW_ATTRIB_WA_SIGN)) {
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/* According to equation 2.2 of the ES 3.0 specification,
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* signed normalization conversion is done by:
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*
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* f = c / (2^(b-1)-1)
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*/
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if (es3_normalize_factor.file == BAD_FILE) {
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/* mul constant: 1 / (2^(b-1) - 1) */
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es3_normalize_factor = dst_reg(this, glsl_type::vec4_type);
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emit(MOV(with_writemask(es3_normalize_factor, WRITEMASK_XYZ),
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src_reg(1.0f / ((1<<9) - 1))));
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emit(MOV(with_writemask(es3_normalize_factor, WRITEMASK_W),
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src_reg(1.0f / ((1<<1) - 1))));
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}
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dst_reg dst = reg;
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dst.type = brw_type_for_base_type(glsl_type::vec4_type);
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emit(MOV(dst, src_reg(reg_d)));
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emit(MUL(dst, src_reg(dst), src_reg(es3_normalize_factor)));
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emit_minmax(BRW_CONDITIONAL_G, dst, src_reg(dst), src_reg(-1.0f));
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} else {
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/* The following equations are from the OpenGL 3.2 specification:
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*
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* 2.1 unsigned normalization
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* f = c/(2^n-1)
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*
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* 2.2 signed normalization
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* f = (2c+1)/(2^n-1)
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*
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* Both of these share a common divisor, which is represented by
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* "normalize_factor" in the code below.
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*/
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if (normalize_factor.file == BAD_FILE) {
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/* 1 / (2^b - 1) for b=<10,10,10,2> */
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normalize_factor = dst_reg(this, glsl_type::vec4_type);
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emit(MOV(with_writemask(normalize_factor, WRITEMASK_XYZ),
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src_reg(1.0f / ((1<<10) - 1))));
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emit(MOV(with_writemask(normalize_factor, WRITEMASK_W),
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src_reg(1.0f / ((1<<2) - 1))));
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}
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dst_reg dst = reg;
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dst.type = brw_type_for_base_type(glsl_type::vec4_type);
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emit(MOV(dst, src_reg((wa_flags & BRW_ATTRIB_WA_SIGN) ? reg_d : reg_ud)));
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/* For signed normalization, we want the numerator to be 2c+1. */
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if (wa_flags & BRW_ATTRIB_WA_SIGN) {
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emit(MUL(dst, src_reg(dst), src_reg(2.0f)));
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emit(ADD(dst, src_reg(dst), src_reg(1.0f)));
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}
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emit(MUL(dst, src_reg(dst), src_reg(normalize_factor)));
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}
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}
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if (wa_flags & BRW_ATTRIB_WA_SCALE) {
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dst_reg dst = reg;
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dst.type = brw_type_for_base_type(glsl_type::vec4_type);
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emit(MOV(dst, src_reg((wa_flags & BRW_ATTRIB_WA_SIGN) ? reg_d : reg_ud)));
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}
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}
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}
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}
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dst_reg *
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vec4_vs_visitor::make_reg_for_system_value(ir_variable *ir)
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{
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/* VertexID is stored by the VF as the last vertex element, but
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* we don't represent it with a flag in inputs_read, so we call
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* it VERT_ATTRIB_MAX, which setup_attributes() picks up on.
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*/
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dst_reg *reg = new(mem_ctx) dst_reg(ATTR, VERT_ATTRIB_MAX);
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vs_prog_data->uses_vertexid = true;
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switch (ir->location) {
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case SYSTEM_VALUE_VERTEX_ID:
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reg->writemask = WRITEMASK_X;
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break;
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case SYSTEM_VALUE_INSTANCE_ID:
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reg->writemask = WRITEMASK_Y;
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break;
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default:
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assert(!"not reached");
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break;
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}
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return reg;
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}
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void
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vec4_visitor::visit(ir_variable *ir)
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@ -2780,30 +2636,6 @@ align_interleaved_urb_mlen(struct brw_context *brw, int mlen)
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return mlen;
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}
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void
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vec4_vs_visitor::emit_urb_write_header(int mrf)
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{
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/* No need to do anything for VS; an implied write to this MRF will be
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* performed by VS_OPCODE_URB_WRITE.
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*/
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(void) mrf;
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}
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vec4_instruction *
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vec4_vs_visitor::emit_urb_write_opcode(bool complete)
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{
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/* For VS, the URB writes end the thread. */
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if (complete) {
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if (INTEL_DEBUG & DEBUG_SHADER_TIME)
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emit_shader_time_end();
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}
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vec4_instruction *inst = emit(VS_OPCODE_URB_WRITE);
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inst->urb_write_flags = complete ?
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BRW_URB_WRITE_EOT_COMPLETE : BRW_URB_WRITE_NO_FLAGS;
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return inst;
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}
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/**
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* Generates the VUE payload plus the necessary URB write instructions to
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@ -2894,15 +2726,6 @@ vec4_visitor::emit_vertex()
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}
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}
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void
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vec4_vs_visitor::emit_thread_end()
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{
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/* For VS, we always end the thread by emitting a single vertex.
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* emit_urb_write_opcode() will take care of setting the eot flag on the
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* SEND instruction.
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*/
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emit_vertex();
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}
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src_reg
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vec4_visitor::get_scratch_offset(vec4_instruction *inst,
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@ -3258,21 +3081,6 @@ vec4_visitor::~vec4_visitor()
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}
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vec4_vs_visitor::vec4_vs_visitor(struct brw_context *brw,
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struct brw_vs_compile *vs_compile,
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struct brw_vs_prog_data *vs_prog_data,
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struct gl_shader_program *prog,
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struct brw_shader *shader,
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void *mem_ctx)
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: vec4_visitor(brw, &vs_compile->base, &vs_compile->vp->program.Base,
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&vs_compile->key.base, &vs_prog_data->base, prog, shader,
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mem_ctx, INTEL_DEBUG & DEBUG_VS),
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vs_compile(vs_compile),
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vs_prog_data(vs_prog_data)
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{
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}
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void
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vec4_visitor::fail(const char *format, ...)
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{
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225
src/mesa/drivers/dri/i965/brw_vec4_vs_visitor.cpp
Normal file
225
src/mesa/drivers/dri/i965/brw_vec4_vs_visitor.cpp
Normal file
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@ -0,0 +1,225 @@
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/*
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* Copyright © 2013 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#include "brw_vs.h"
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#include "main/context.h"
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namespace brw {
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void
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vec4_vs_visitor::emit_prolog()
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{
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dst_reg sign_recovery_shift;
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dst_reg normalize_factor;
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dst_reg es3_normalize_factor;
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for (int i = 0; i < VERT_ATTRIB_MAX; i++) {
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if (vs_prog_data->inputs_read & BITFIELD64_BIT(i)) {
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uint8_t wa_flags = vs_compile->key.gl_attrib_wa_flags[i];
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dst_reg reg(ATTR, i);
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dst_reg reg_d = reg;
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reg_d.type = BRW_REGISTER_TYPE_D;
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dst_reg reg_ud = reg;
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reg_ud.type = BRW_REGISTER_TYPE_UD;
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/* Do GL_FIXED rescaling for GLES2.0. Our GL_FIXED attributes
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* come in as floating point conversions of the integer values.
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*/
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if (wa_flags & BRW_ATTRIB_WA_COMPONENT_MASK) {
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dst_reg dst = reg;
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dst.type = brw_type_for_base_type(glsl_type::vec4_type);
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dst.writemask = (1 << (wa_flags & BRW_ATTRIB_WA_COMPONENT_MASK)) - 1;
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emit(MUL(dst, src_reg(dst), src_reg(1.0f / 65536.0f)));
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}
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/* Do sign recovery for 2101010 formats if required. */
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if (wa_flags & BRW_ATTRIB_WA_SIGN) {
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if (sign_recovery_shift.file == BAD_FILE) {
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/* shift constant: <22,22,22,30> */
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sign_recovery_shift = dst_reg(this, glsl_type::uvec4_type);
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emit(MOV(with_writemask(sign_recovery_shift, WRITEMASK_XYZ), src_reg(22u)));
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emit(MOV(with_writemask(sign_recovery_shift, WRITEMASK_W), src_reg(30u)));
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}
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emit(SHL(reg_ud, src_reg(reg_ud), src_reg(sign_recovery_shift)));
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emit(ASR(reg_d, src_reg(reg_d), src_reg(sign_recovery_shift)));
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}
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/* Apply BGRA swizzle if required. */
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if (wa_flags & BRW_ATTRIB_WA_BGRA) {
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src_reg temp = src_reg(reg);
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temp.swizzle = BRW_SWIZZLE4(2,1,0,3);
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emit(MOV(reg, temp));
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}
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if (wa_flags & BRW_ATTRIB_WA_NORMALIZE) {
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/* ES 3.0 has different rules for converting signed normalized
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* fixed-point numbers than desktop GL.
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*/
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if (_mesa_is_gles3(ctx) && (wa_flags & BRW_ATTRIB_WA_SIGN)) {
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/* According to equation 2.2 of the ES 3.0 specification,
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* signed normalization conversion is done by:
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*
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* f = c / (2^(b-1)-1)
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*/
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if (es3_normalize_factor.file == BAD_FILE) {
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/* mul constant: 1 / (2^(b-1) - 1) */
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es3_normalize_factor = dst_reg(this, glsl_type::vec4_type);
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emit(MOV(with_writemask(es3_normalize_factor, WRITEMASK_XYZ),
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src_reg(1.0f / ((1<<9) - 1))));
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emit(MOV(with_writemask(es3_normalize_factor, WRITEMASK_W),
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src_reg(1.0f / ((1<<1) - 1))));
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}
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dst_reg dst = reg;
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dst.type = brw_type_for_base_type(glsl_type::vec4_type);
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emit(MOV(dst, src_reg(reg_d)));
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emit(MUL(dst, src_reg(dst), src_reg(es3_normalize_factor)));
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emit_minmax(BRW_CONDITIONAL_G, dst, src_reg(dst), src_reg(-1.0f));
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} else {
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/* The following equations are from the OpenGL 3.2 specification:
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*
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* 2.1 unsigned normalization
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* f = c/(2^n-1)
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*
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* 2.2 signed normalization
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* f = (2c+1)/(2^n-1)
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*
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* Both of these share a common divisor, which is represented by
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* "normalize_factor" in the code below.
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*/
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if (normalize_factor.file == BAD_FILE) {
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/* 1 / (2^b - 1) for b=<10,10,10,2> */
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normalize_factor = dst_reg(this, glsl_type::vec4_type);
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emit(MOV(with_writemask(normalize_factor, WRITEMASK_XYZ),
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src_reg(1.0f / ((1<<10) - 1))));
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emit(MOV(with_writemask(normalize_factor, WRITEMASK_W),
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src_reg(1.0f / ((1<<2) - 1))));
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}
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dst_reg dst = reg;
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dst.type = brw_type_for_base_type(glsl_type::vec4_type);
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emit(MOV(dst, src_reg((wa_flags & BRW_ATTRIB_WA_SIGN) ? reg_d : reg_ud)));
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/* For signed normalization, we want the numerator to be 2c+1. */
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if (wa_flags & BRW_ATTRIB_WA_SIGN) {
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emit(MUL(dst, src_reg(dst), src_reg(2.0f)));
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emit(ADD(dst, src_reg(dst), src_reg(1.0f)));
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}
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emit(MUL(dst, src_reg(dst), src_reg(normalize_factor)));
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}
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}
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if (wa_flags & BRW_ATTRIB_WA_SCALE) {
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dst_reg dst = reg;
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dst.type = brw_type_for_base_type(glsl_type::vec4_type);
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emit(MOV(dst, src_reg((wa_flags & BRW_ATTRIB_WA_SIGN) ? reg_d : reg_ud)));
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}
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}
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}
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}
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dst_reg *
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vec4_vs_visitor::make_reg_for_system_value(ir_variable *ir)
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{
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/* VertexID is stored by the VF as the last vertex element, but
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* we don't represent it with a flag in inputs_read, so we call
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* it VERT_ATTRIB_MAX, which setup_attributes() picks up on.
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*/
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dst_reg *reg = new(mem_ctx) dst_reg(ATTR, VERT_ATTRIB_MAX);
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vs_prog_data->uses_vertexid = true;
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switch (ir->location) {
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case SYSTEM_VALUE_VERTEX_ID:
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reg->writemask = WRITEMASK_X;
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break;
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case SYSTEM_VALUE_INSTANCE_ID:
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reg->writemask = WRITEMASK_Y;
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break;
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default:
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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 */
|
||||
Loading…
Add table
Reference in a new issue