mesa/src/glsl/nir/nir_lower_idiv.c
Jason Ekstrand 237f2f2d8b nir: Get rid of function overloads
When Connor originally drafted NIR, he copied the same function+overload
system that GLSL IR had with a few names changed.  However, this
double-indirection is not really needed and has only served to confuse
people.  Instead, let's just have functions which may not have unique names
and may or may not have an implementation.  If someone wants to do overload
resolving, they can hav a hash table based function+overload system in the
overload resolving pass.  There's no good reason to keep it in core NIR.

Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>

ir3 bits are

Reviewed-by: Rob Clark <robclark@gmail.com>
2015-12-28 09:59:53 -08:00

151 lines
4.1 KiB
C

/*
* Copyright © 2015 Red Hat
*
* 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.
*
* Authors:
* Rob Clark <robclark@freedesktop.org>
*/
#include "nir.h"
#include "nir_builder.h"
/* Lowers idiv/udiv/umod
* Based on NV50LegalizeSSA::handleDIV()
*
* Note that this is probably not enough precision for compute shaders.
* Perhaps we want a second higher precision (looping) version of this?
* Or perhaps we assume if you can do compute shaders you can also
* branch out to a pre-optimized shader library routine..
*/
static void
convert_instr(nir_builder *bld, nir_alu_instr *alu)
{
nir_ssa_def *numer, *denom, *af, *bf, *a, *b, *q, *r;
nir_op op = alu->op;
bool is_signed;
if ((op != nir_op_idiv) &&
(op != nir_op_udiv) &&
(op != nir_op_umod))
return;
is_signed = (op == nir_op_idiv);
bld->cursor = nir_before_instr(&alu->instr);
numer = nir_ssa_for_alu_src(bld, alu, 0);
denom = nir_ssa_for_alu_src(bld, alu, 1);
if (is_signed) {
af = nir_i2f(bld, numer);
bf = nir_i2f(bld, denom);
af = nir_fabs(bld, af);
bf = nir_fabs(bld, bf);
a = nir_iabs(bld, numer);
b = nir_iabs(bld, denom);
} else {
af = nir_u2f(bld, numer);
bf = nir_u2f(bld, denom);
a = numer;
b = denom;
}
/* get first result: */
bf = nir_frcp(bld, bf);
bf = nir_isub(bld, bf, nir_imm_int(bld, 2)); /* yes, really */
q = nir_fmul(bld, af, bf);
if (is_signed) {
q = nir_f2i(bld, q);
} else {
q = nir_f2u(bld, q);
}
/* get error of first result: */
r = nir_imul(bld, q, b);
r = nir_isub(bld, a, r);
r = nir_u2f(bld, r);
r = nir_fmul(bld, r, bf);
r = nir_f2u(bld, r);
/* add quotients: */
q = nir_iadd(bld, q, r);
/* correction: if modulus >= divisor, add 1 */
r = nir_imul(bld, q, b);
r = nir_isub(bld, a, r);
r = nir_uge(bld, r, b);
r = nir_b2i(bld, r);
q = nir_iadd(bld, q, r);
if (is_signed) {
/* fix the sign: */
r = nir_ixor(bld, numer, denom);
r = nir_ushr(bld, r, nir_imm_int(bld, 31));
r = nir_i2b(bld, r);
b = nir_ineg(bld, q);
q = nir_bcsel(bld, r, b, q);
}
if (op == nir_op_umod) {
/* division result in q */
r = nir_imul(bld, q, b);
q = nir_isub(bld, a, r);
}
assert(alu->dest.dest.is_ssa);
nir_ssa_def_rewrite_uses(&alu->dest.dest.ssa, nir_src_for_ssa(q));
}
static bool
convert_block(nir_block *block, void *state)
{
nir_builder *b = state;
nir_foreach_instr_safe(block, instr) {
if (instr->type == nir_instr_type_alu)
convert_instr(b, nir_instr_as_alu(instr));
}
return true;
}
static void
convert_impl(nir_function_impl *impl)
{
nir_builder b;
nir_builder_init(&b, impl);
nir_foreach_block(impl, convert_block, &b);
nir_metadata_preserve(impl, nir_metadata_block_index |
nir_metadata_dominance);
}
void
nir_lower_idiv(nir_shader *shader)
{
nir_foreach_function(shader, function) {
if (function->impl)
convert_impl(function->impl);
}
}