Mesa (master): i965/vs: Move vs-specific code out of brw_vec4_visitor.cpp.

Paul Berry stereotype441 at kemper.freedesktop.org
Thu Sep 5 17:36:51 UTC 2013


Module: Mesa
Branch: master
Commit: ae79e3332eca5c8024c894c7c7689bfbf3311038
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=ae79e3332eca5c8024c894c7c7689bfbf3311038

Author: Paul Berry <stereotype441 at gmail.com>
Date:   Sat Aug 31 20:56:06 2013 -0700

i965/vs: Move vs-specific code out of brw_vec4_visitor.cpp.

This patch creates a new file brw_vec4_vs_visitor.cpp, to contain code
that is specific to the vertex shader.  Now the organization of vertex
shader and geometry shader visitor code is symmetric: vs-specific code
is in brw_vec4_vs_visitor.cpp, gs-specific code is in
brw_vec4_gs_visitor.cpp, and code shared between vs and gs is in
brw_vec4_visitor.cpp.

Acked-by: Kenneth Graunke <kenneth at whitecape.org>

---

 src/mesa/drivers/dri/i965/Makefile.sources        |    1 +
 src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp    |  192 ------------------
 src/mesa/drivers/dri/i965/brw_vec4_vs_visitor.cpp |  225 +++++++++++++++++++++
 3 files changed, 226 insertions(+), 192 deletions(-)

diff --git a/src/mesa/drivers/dri/i965/Makefile.sources b/src/mesa/drivers/dri/i965/Makefile.sources
index 1f3abac..5299d0d 100644
--- a/src/mesa/drivers/dri/i965/Makefile.sources
+++ b/src/mesa/drivers/dri/i965/Makefile.sources
@@ -94,6 +94,7 @@ i965_FILES = \
 	brw_vec4_reg_allocate.cpp \
 	brw_vec4_visitor.cpp \
 	brw_vec4_vp.cpp \
+	brw_vec4_vs_visitor.cpp \
 	brw_vs.c \
 	brw_vs_state.c \
 	brw_vs_surface_state.c \
diff --git a/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp b/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp
index e3bbf91..ca52fd3 100644
--- a/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp
+++ b/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp
@@ -22,12 +22,8 @@
  */
 
 #include "brw_vec4.h"
-#include "brw_vs.h"
 #include "glsl/ir_uniform.h"
 extern "C" {
-#include "main/context.h"
-#include "main/macros.h"
-#include "program/prog_parameter.h"
 #include "program/sampler.h"
 }
 
@@ -916,146 +912,6 @@ with_writemask(dst_reg const & r, int mask)
    return result;
 }
 
-void
-vec4_vs_visitor::emit_prolog()
-{
-   dst_reg sign_recovery_shift;
-   dst_reg normalize_factor;
-   dst_reg es3_normalize_factor;
-
-   for (int i = 0; i < VERT_ATTRIB_MAX; i++) {
-      if (vs_prog_data->inputs_read & BITFIELD64_BIT(i)) {
-         uint8_t wa_flags = vs_compile->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)));
-         }
-      }
-   }
-}
-
-
-dst_reg *
-vec4_vs_visitor::make_reg_for_system_value(ir_variable *ir)
-{
-   /* VertexID is stored by the VF as the last vertex element, but
-    * we don't represent it with a flag in inputs_read, so we call
-    * it VERT_ATTRIB_MAX, which setup_attributes() picks up on.
-    */
-   dst_reg *reg = new(mem_ctx) dst_reg(ATTR, VERT_ATTRIB_MAX);
-   vs_prog_data->uses_vertexid = true;
-
-   switch (ir->location) {
-   case SYSTEM_VALUE_VERTEX_ID:
-      reg->writemask = WRITEMASK_X;
-      break;
-   case SYSTEM_VALUE_INSTANCE_ID:
-      reg->writemask = WRITEMASK_Y;
-      break;
-   default:
-      assert(!"not reached");
-      break;
-   }
-
-   return reg;
-}
-
 
 void
 vec4_visitor::visit(ir_variable *ir)
@@ -2780,30 +2636,6 @@ align_interleaved_urb_mlen(struct brw_context *brw, int mlen)
    return mlen;
 }
 
-void
-vec4_vs_visitor::emit_urb_write_header(int mrf)
-{
-   /* No need to do anything for VS; an implied write to this MRF will be
-    * performed by VS_OPCODE_URB_WRITE.
-    */
-   (void) mrf;
-}
-
-vec4_instruction *
-vec4_vs_visitor::emit_urb_write_opcode(bool complete)
-{
-   /* For VS, the URB writes end the thread. */
-   if (complete) {
-      if (INTEL_DEBUG & DEBUG_SHADER_TIME)
-         emit_shader_time_end();
-   }
-
-   vec4_instruction *inst = emit(VS_OPCODE_URB_WRITE);
-   inst->urb_write_flags = complete ?
-      BRW_URB_WRITE_EOT_COMPLETE : BRW_URB_WRITE_NO_FLAGS;
-
-   return inst;
-}
 
 /**
  * Generates the VUE payload plus the necessary URB write instructions to
@@ -2894,15 +2726,6 @@ vec4_visitor::emit_vertex()
    }
 }
 
-void
-vec4_vs_visitor::emit_thread_end()
-{
-   /* For VS, we always end the thread by emitting a single vertex.
-    * emit_urb_write_opcode() will take care of setting the eot flag on the
-    * SEND instruction.
-    */
-   emit_vertex();
-}
 
 src_reg
 vec4_visitor::get_scratch_offset(vec4_instruction *inst,
@@ -3258,21 +3081,6 @@ vec4_visitor::~vec4_visitor()
 }
 
 
-vec4_vs_visitor::vec4_vs_visitor(struct brw_context *brw,
-                                 struct brw_vs_compile *vs_compile,
-                                 struct brw_vs_prog_data *vs_prog_data,
-                                 struct gl_shader_program *prog,
-                                 struct brw_shader *shader,
-                                 void *mem_ctx)
-   : vec4_visitor(brw, &vs_compile->base, &vs_compile->vp->program.Base,
-                  &vs_compile->key.base, &vs_prog_data->base, prog, shader,
-                  mem_ctx, INTEL_DEBUG & DEBUG_VS),
-     vs_compile(vs_compile),
-     vs_prog_data(vs_prog_data)
-{
-}
-
-
 void
 vec4_visitor::fail(const char *format, ...)
 {
diff --git a/src/mesa/drivers/dri/i965/brw_vec4_vs_visitor.cpp b/src/mesa/drivers/dri/i965/brw_vec4_vs_visitor.cpp
new file mode 100644
index 0000000..1f5cc25
--- /dev/null
+++ b/src/mesa/drivers/dri/i965/brw_vec4_vs_visitor.cpp
@@ -0,0 +1,225 @@
+/*
+ * Copyright © 2013 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 "brw_vs.h"
+#include "main/context.h"
+
+
+namespace brw {
+
+void
+vec4_vs_visitor::emit_prolog()
+{
+   dst_reg sign_recovery_shift;
+   dst_reg normalize_factor;
+   dst_reg es3_normalize_factor;
+
+   for (int i = 0; i < VERT_ATTRIB_MAX; i++) {
+      if (vs_prog_data->inputs_read & BITFIELD64_BIT(i)) {
+         uint8_t wa_flags = vs_compile->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)));
+         }
+      }
+   }
+}
+
+
+dst_reg *
+vec4_vs_visitor::make_reg_for_system_value(ir_variable *ir)
+{
+   /* VertexID is stored by the VF as the last vertex element, but
+    * we don't represent it with a flag in inputs_read, so we call
+    * it VERT_ATTRIB_MAX, which setup_attributes() picks up on.
+    */
+   dst_reg *reg = new(mem_ctx) dst_reg(ATTR, VERT_ATTRIB_MAX);
+   vs_prog_data->uses_vertexid = true;
+
+   switch (ir->location) {
+   case SYSTEM_VALUE_VERTEX_ID:
+      reg->writemask = WRITEMASK_X;
+      break;
+   case SYSTEM_VALUE_INSTANCE_ID:
+      reg->writemask = WRITEMASK_Y;
+      break;
+   default:
+      assert(!"not reached");
+      break;
+   }
+
+   return reg;
+}
+
+
+void
+vec4_vs_visitor::emit_urb_write_header(int mrf)
+{
+   /* No need to do anything for VS; an implied write to this MRF will be
+    * performed by VS_OPCODE_URB_WRITE.
+    */
+   (void) mrf;
+}
+
+
+vec4_instruction *
+vec4_vs_visitor::emit_urb_write_opcode(bool complete)
+{
+   /* For VS, the URB writes end the thread. */
+   if (complete) {
+      if (INTEL_DEBUG & DEBUG_SHADER_TIME)
+         emit_shader_time_end();
+   }
+
+   vec4_instruction *inst = emit(VS_OPCODE_URB_WRITE);
+   inst->urb_write_flags = complete ?
+      BRW_URB_WRITE_EOT_COMPLETE : BRW_URB_WRITE_NO_FLAGS;
+
+   return inst;
+}
+
+
+void
+vec4_vs_visitor::emit_thread_end()
+{
+   /* For VS, we always end the thread by emitting a single vertex.
+    * emit_urb_write_opcode() will take care of setting the eot flag on the
+    * SEND instruction.
+    */
+   emit_vertex();
+}
+
+
+vec4_vs_visitor::vec4_vs_visitor(struct brw_context *brw,
+                                 struct brw_vs_compile *vs_compile,
+                                 struct brw_vs_prog_data *vs_prog_data,
+                                 struct gl_shader_program *prog,
+                                 struct brw_shader *shader,
+                                 void *mem_ctx)
+   : vec4_visitor(brw, &vs_compile->base, &vs_compile->vp->program.Base,
+                  &vs_compile->key.base, &vs_prog_data->base, prog, shader,
+                  mem_ctx, INTEL_DEBUG & DEBUG_VS),
+     vs_compile(vs_compile),
+     vs_prog_data(vs_prog_data)
+{
+}
+
+
+} /* namespace brw */




More information about the mesa-commit mailing list