i965: emit w/a for packed attribute formats in VS

Implements BGRA swizzle, sign recovery, and normalization
as required by ARB_vertex_type_10_10_10_2_rev.

V2: Ported to the new VS backend, since that's all that's left;
	fixed normalization.

V3: Moved fixups out of the GLSL-only path, so it works for FF/VP too.

V4 (Kayden): Rework ES3 normalization, don't heap allocate registers;
	tidy comments.

Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Chris Forbes
2012-11-22 16:23:24 +13:00
committed by Kenneth Graunke
parent 352ae51efd
commit 4a64efc01b
3 changed files with 126 additions and 13 deletions
+1
View File
@@ -376,6 +376,7 @@ public:
void visit_instructions(const exec_list *list);
void setup_vp_regs();
void emit_attribute_fixups();
void emit_vertex_program_code();
void emit_vp_sop(uint32_t condmod, dst_reg dst,
src_reg src0, src_reg src1, src_reg one);
@@ -776,6 +776,8 @@ vec4_visitor::generate_vs_instruction(vec4_instruction *instruction,
bool
vec4_visitor::run()
{
emit_attribute_fixups();
/* Generate VS IR for main(). (the visitor only descends into
* functions called "main").
*/
+123 -13
View File
@@ -23,6 +23,7 @@
#include "brw_vec4.h"
extern "C" {
#include "main/context.h"
#include "main/macros.h"
#include "program/prog_parameter.h"
#include "program/sampler.h"
@@ -799,6 +800,128 @@ vec4_visitor::emit_if_gen6(ir_if *ir)
emit(IF(this->result, src_reg(0), BRW_CONDITIONAL_NZ));
}
static dst_reg
with_writemask(dst_reg const & r, int mask)
{
dst_reg result = r;
result.writemask = mask;
return result;
}
void
vec4_visitor::emit_attribute_fixups()
{
dst_reg sign_recovery_shift;
dst_reg normalize_factor;
dst_reg es3_normalize_factor;
for (int i = 0; i < VERT_ATTRIB_MAX; i++) {
if (prog_data->inputs_read & BITFIELD64_BIT(i)) {
uint8_t wa_flags = c->key.gl_attrib_wa_flags[i];
dst_reg reg(ATTR, i);
dst_reg reg_d = reg;
reg_d.type = BRW_REGISTER_TYPE_D;
dst_reg reg_ud = reg;
reg_ud.type = BRW_REGISTER_TYPE_UD;
/* 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) {
dst_reg dst = reg;
dst.type = brw_type_for_base_type(glsl_type::vec4_type);
dst.writemask = (1 << (wa_flags & BRW_ATTRIB_WA_COMPONENT_MASK)) - 1;
emit(MUL(dst, src_reg(dst), src_reg(1.0f / 65536.0f)));
}
/* Do sign recovery for 2101010 formats if required. */
if (wa_flags & BRW_ATTRIB_WA_SIGN) {
if (sign_recovery_shift.file == BAD_FILE) {
/* shift constant: <22,22,22,30> */
sign_recovery_shift = dst_reg(this, glsl_type::uvec4_type);
emit(MOV(with_writemask(sign_recovery_shift, WRITEMASK_XYZ), src_reg(22u)));
emit(MOV(with_writemask(sign_recovery_shift, WRITEMASK_W), src_reg(30u)));
}
emit(SHL(reg_ud, src_reg(reg_ud), src_reg(sign_recovery_shift)));
emit(ASR(reg_d, src_reg(reg_d), src_reg(sign_recovery_shift)));
}
/* Apply BGRA swizzle if required. */
if (wa_flags & BRW_ATTRIB_WA_BGRA) {
src_reg temp = src_reg(reg);
temp.swizzle = BRW_SWIZZLE4(2,1,0,3);
emit(MOV(reg, temp));
}
if (wa_flags & BRW_ATTRIB_WA_NORMALIZE) {
/* ES 3.0 has different rules for converting signed normalized
* fixed-point numbers than desktop GL.
*/
if (_mesa_is_gles3(ctx) && (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)
*/
if (es3_normalize_factor.file == BAD_FILE) {
/* mul constant: 1 / (2^(b-1) - 1) */
es3_normalize_factor = dst_reg(this, glsl_type::vec4_type);
emit(MOV(with_writemask(es3_normalize_factor, WRITEMASK_XYZ),
src_reg(1.0f / ((1<<9) - 1))));
emit(MOV(with_writemask(es3_normalize_factor, WRITEMASK_W),
src_reg(1.0f / ((1<<1) - 1))));
}
dst_reg dst = reg;
dst.type = brw_type_for_base_type(glsl_type::vec4_type);
emit(MOV(dst, src_reg(reg_d)));
emit(MUL(dst, src_reg(dst), src_reg(es3_normalize_factor)));
emit_minmax(BRW_CONDITIONAL_G, dst, src_reg(dst), src_reg(-1.0f));
} else {
/* The following equations are from the OpenGL 3.2 specification:
*
* 2.1 unsigned normalization
* f = c/(2^n-1)
*
* 2.2 signed normalization
* f = (2c+1)/(2^n-1)
*
* Both of these share a common divisor, which is represented by
* "normalize_factor" in the code below.
*/
if (normalize_factor.file == BAD_FILE) {
/* 1 / (2^b - 1) for b=<10,10,10,2> */
normalize_factor = dst_reg(this, glsl_type::vec4_type);
emit(MOV(with_writemask(normalize_factor, WRITEMASK_XYZ),
src_reg(1.0f / ((1<<10) - 1))));
emit(MOV(with_writemask(normalize_factor, WRITEMASK_W),
src_reg(1.0f / ((1<<2) - 1))));
}
dst_reg dst = reg;
dst.type = brw_type_for_base_type(glsl_type::vec4_type);
emit(MOV(dst, src_reg((wa_flags & BRW_ATTRIB_WA_SIGN) ? reg_d : reg_ud)));
/* For signed normalization, we want the numerator to be 2c+1. */
if (wa_flags & BRW_ATTRIB_WA_SIGN) {
emit(MUL(dst, src_reg(dst), src_reg(2.0f)));
emit(ADD(dst, src_reg(dst), src_reg(1.0f)));
}
emit(MUL(dst, src_reg(dst), src_reg(normalize_factor)));
}
}
if (wa_flags & BRW_ATTRIB_WA_SCALE) {
dst_reg dst = reg;
dst.type = brw_type_for_base_type(glsl_type::vec4_type);
emit(MOV(dst, src_reg((wa_flags & BRW_ATTRIB_WA_SIGN) ? reg_d : reg_ud)));
}
}
}
}
void
vec4_visitor::visit(ir_variable *ir)
{
@@ -810,19 +933,6 @@ vec4_visitor::visit(ir_variable *ir)
switch (ir->mode) {
case ir_var_in:
reg = new(mem_ctx) dst_reg(ATTR, ir->location);
/* Do GL_FIXED rescaling for GLES2.0. Our GL_FIXED attributes
* come in as floating point conversions of the integer values.
*/
for (int i = ir->location; i < ir->location + type_size(ir->type); i++) {
uint8_t wa_flags = c->key.gl_attrib_wa_flags[i];
if (wa_flags & BRW_ATTRIB_WA_COMPONENT_MASK) {
dst_reg dst = *reg;
dst.type = brw_type_for_base_type(ir->type);
dst.writemask = (1 << (wa_flags & BRW_ATTRIB_WA_COMPONENT_MASK)) - 1;
emit(MUL(dst, src_reg(dst), src_reg(1.0f / 65536.0f)));
}
}
break;
case ir_var_out: