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Based on existing softfloat64 support and Berkeley SoftFloat. This is targeted at drivers that can't preserve denorms, so operations where denorm support is irrelevant like conversions to/from integers aren't handled. Because the existing mechanism used by Gallium for softfloat64 doesn't support includes, we unfortunately can't extract common code into a header. This can be done later if we switch Gallium to using glslang and spirv-to-nir. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37608>
156 lines
4.7 KiB
C
156 lines
4.7 KiB
C
/*
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* Copyright © 2015 Intel Corporation
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* Copyright © 2025 Valve 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 DEALINGS
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* IN THE SOFTWARE.
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*
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*/
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#include "nir.h"
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#include "nir_builder.h"
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#include "nir_softfloat.h"
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static nir_def *
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lower_float_instr_to_soft(nir_builder *b, nir_instr *instr,
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void *data)
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{
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const char *mangled_name;
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nir_alu_instr *alu = nir_instr_as_alu(instr);
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const struct glsl_type *return_type = glsl_uint_type();
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const nir_shader *softfp32 = data;
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switch (alu->op) {
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case nir_op_fabs:
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mangled_name = "__fabs32(u1;";
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break;
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case nir_op_fneg:
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mangled_name = "__fneg32(u1;";
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break;
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case nir_op_fsign:
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mangled_name = "__fsign32(u1;";
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break;
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case nir_op_feq:
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mangled_name = "__feq32(u1;u1;";
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return_type = glsl_bool_type();
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break;
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case nir_op_fneu:
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mangled_name = "__fneu32(u1;u1;";
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return_type = glsl_bool_type();
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break;
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case nir_op_flt:
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mangled_name = "__flt32(u1;u1;";
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return_type = glsl_bool_type();
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break;
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case nir_op_fge:
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mangled_name = "__fge32(u1;u1;";
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return_type = glsl_bool_type();
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break;
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case nir_op_fmin:
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mangled_name = "__fmin32(u1;u1;";
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break;
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case nir_op_fmax:
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mangled_name = "__fmax32(u1;u1;";
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break;
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case nir_op_fadd:
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mangled_name = "__fadd32(u1;u1;";
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break;
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case nir_op_fmul:
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mangled_name = "__fmul32(u1;u1;";
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break;
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case nir_op_ffma:
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mangled_name = "__ffma32(u1;u1;u1;";
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break;
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case nir_op_fsat:
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mangled_name = "__fsat32(u1;";
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break;
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default:
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return NULL;
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}
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/* Some of the implementations use floating-point primitives in a way where
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* rounding mode and denorm mode does not matter, for example to propagate
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* NaNs. By inserting everything before the instruction we avoid iterating
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* over the inlined instructions again and avoid calling the lowering on
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* them, avoiding infinite loops.
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*/
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b->cursor = nir_before_instr(instr);
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nir_function *func = nir_shader_get_function_for_name(softfp32, mangled_name);
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if (!func || !func->impl) {
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fprintf(stderr, "Cannot find function \"%s\"\n", mangled_name);
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assert(func);
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}
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return nir_lower_softfloat_func(b, alu, func, return_type);
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}
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static bool
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should_lower_float_instr(const nir_instr *instr, const void *_data)
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{
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if (instr->type != nir_instr_type_alu)
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return false;
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nir_alu_instr *alu = nir_instr_as_alu(instr);
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return alu->src[0].src.ssa->bit_size == 32;
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}
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static bool
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nir_lower_floats_impl(nir_function_impl *impl,
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const nir_shader *softfp32)
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{
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bool progress =
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nir_function_impl_lower_instructions(impl,
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should_lower_float_instr,
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lower_float_instr_to_soft,
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(void *)softfp32);
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if (progress) {
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/* Indices are completely messed up now */
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nir_index_ssa_defs(impl);
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nir_progress(true, impl, nir_metadata_none);
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/* And we have deref casts we need to clean up thanks to function
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* inlining.
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*/
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nir_opt_deref_impl(impl);
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} else
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nir_progress(progress, impl, nir_metadata_control_flow);
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return progress;
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}
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/* Some implementations do not implement preserving denorms for
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* single-precision floats. This implements lowering those to softfloats when
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* denorms are forced on.
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*/
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bool
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nir_lower_floats(nir_shader *shader,
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const nir_shader *softfp32)
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{
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bool progress = false;
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nir_foreach_function_impl(impl, shader) {
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progress |= nir_lower_floats_impl(impl, softfp32);
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}
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return progress;
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}
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