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:
committed by
Kenneth Graunke
parent
352ae51efd
commit
4a64efc01b
@@ -376,6 +376,7 @@ public:
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void visit_instructions(const exec_list *list);
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void setup_vp_regs();
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void emit_attribute_fixups();
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void emit_vertex_program_code();
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void emit_vp_sop(uint32_t condmod, dst_reg dst,
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src_reg src0, src_reg src1, src_reg one);
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@@ -776,6 +776,8 @@ vec4_visitor::generate_vs_instruction(vec4_instruction *instruction,
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bool
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vec4_visitor::run()
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{
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emit_attribute_fixups();
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/* Generate VS IR for main(). (the visitor only descends into
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* functions called "main").
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*/
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@@ -23,6 +23,7 @@
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#include "brw_vec4.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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@@ -799,6 +800,128 @@ vec4_visitor::emit_if_gen6(ir_if *ir)
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emit(IF(this->result, src_reg(0), BRW_CONDITIONAL_NZ));
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}
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static dst_reg
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with_writemask(dst_reg const & r, int mask)
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{
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dst_reg result = r;
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result.writemask = mask;
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return result;
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}
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void
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vec4_visitor::emit_attribute_fixups()
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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 (prog_data->inputs_read & BITFIELD64_BIT(i)) {
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uint8_t wa_flags = c->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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void
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vec4_visitor::visit(ir_variable *ir)
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{
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@@ -810,19 +933,6 @@ vec4_visitor::visit(ir_variable *ir)
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switch (ir->mode) {
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case ir_var_in:
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reg = new(mem_ctx) dst_reg(ATTR, ir->location);
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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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for (int i = ir->location; i < ir->location + type_size(ir->type); i++) {
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uint8_t wa_flags = c->key.gl_attrib_wa_flags[i];
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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(ir->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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}
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break;
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case ir_var_out:
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