/*
* Copyright © 2016 Intel Corporation
*
* 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.
*/
#include "compiler/nir/nir_builder.h"
#include "brw_nir.h"
/**
* Prior to Haswell, the hardware can't natively support GL_FIXED or
* 2_10_10_10_REV vertex formats. This pass inserts extra shader code
* to produce the correct values.
*/
struct attr_wa_state {
nir_builder builder;
bool impl_progress;
const uint8_t *wa_flags;
};
static bool
apply_attr_wa_block(nir_block *block, struct attr_wa_state *state)
{
nir_builder *b = &state->builder;
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if (intrin->intrinsic != nir_intrinsic_load_input)
continue;
uint8_t wa_flags = state->wa_flags[intrin->const_index[0]];
if (wa_flags == 0)
continue;
b->cursor = nir_after_instr(instr);
nir_ssa_def *val = &intrin->dest.ssa;
/* 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) {
nir_ssa_def *scaled =
nir_fmul(b, val, nir_imm_float(b, 1.0f / 65536.0f));
nir_ssa_def *comps[4];
for (int i = 0; i < val->num_components; i++) {
bool rescale = i < (wa_flags & BRW_ATTRIB_WA_COMPONENT_MASK);
comps[i] = nir_channel(b, rescale ? scaled : val, i);
}
val = nir_vec(b, comps, val->num_components);
}
/* Do sign recovery for 2101010 formats if required. */
if (wa_flags & BRW_ATTRIB_WA_SIGN) {
/* sign recovery shift: <22, 22, 22, 30> */
nir_ssa_def *shift = nir_imm_ivec4(b, 22, 22, 22, 30);
val = nir_ishr(b, nir_ishl(b, val, shift), shift);
}
/* Apply BGRA swizzle if required. */
if (wa_flags & BRW_ATTRIB_WA_BGRA) {
val = nir_swizzle(b, val, (unsigned[4]){2,1,0,3}, 4, true);
}
if (wa_flags & BRW_ATTRIB_WA_NORMALIZE) {
/* ES 3.0 has different rules for converting signed normalized
* fixed-point numbers than desktop GL.
*/
if (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)
*
* OpenGL 4.2+ uses this equation as well. Since most contexts
* promote to the new higher version, and this is what Haswell+
* hardware does anyway, we just always use this formula.
*/
nir_ssa_def *es3_normalize_factor =
nir_imm_vec4(b, 1.0f / ((1 << 9) - 1), 1.0f / ((1 << 9) - 1),
1.0f / ((1 << 9) - 1), 1.0f / ((1 << 1) - 1));
val = nir_fmax(b,
nir_fmul(b, nir_i2f32(b, val), es3_normalize_factor),
nir_imm_float(b, -1.0f));
} else {
/* The following equation is from the OpenGL 3.2 specification:
*
* 2.1 unsigned normalization
* f = c/(2^n-1)
*/
nir_ssa_def *normalize_factor =
nir_imm_vec4(b, 1.0f / ((1 << 10) - 1), 1.0f / ((1 << 10) - 1),
1.0f / ((1 << 10) - 1), 1.0f / ((1 << 2) - 1));
val = nir_fmul(b, nir_u2f32(b, val), normalize_factor);
}
}
if (wa_flags & BRW_ATTRIB_WA_SCALE) {
val = (wa_flags & BRW_ATTRIB_WA_SIGN) ? nir_i2f32(b, val)
: nir_u2f32(b, val);
}
nir_ssa_def_rewrite_uses_after(&intrin->dest.ssa, nir_src_for_ssa(val),
val->parent_instr);
state->impl_progress = true;
}
return true;
}
bool
brw_nir_apply_attribute_workarounds(nir_shader *shader,
const uint8_t *attrib_wa_flags)
{
bool progress = false;
struct attr_wa_state state = {
.wa_flags = attrib_wa_flags,
};
nir_foreach_function(func, shader) {
if (!func->impl)
continue;
nir_builder_init(&state.builder, func->impl);
state.impl_progress = false;
nir_foreach_block(block, func->impl) {
apply_attr_wa_block(block, &state);
}
if (state.impl_progress) {
nir_metadata_preserve(func->impl, nir_metadata_block_index |
nir_metadata_dominance);
progress = true;
}
}
return progress;
}