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|
/*
* Copyright © 2012 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 "ir.h"
#include "ir_builder.h"
#include "ir_optimization.h"
#include "ir_rvalue_visitor.h"
namespace {
using namespace ir_builder;
/**
* A visitor that lowers built-in floating-point pack/unpack expressions
* such packSnorm2x16.
*/
class lower_packing_builtins_visitor : public ir_rvalue_visitor {
public:
/**
* \param op_mask is a bitmask of `enum lower_packing_builtins_op`
*/
explicit lower_packing_builtins_visitor(int op_mask)
: op_mask(op_mask),
progress(false)
{
/* Mutually exclusive options. */
assert(!((op_mask & LOWER_PACK_HALF_2x16) &&
(op_mask & LOWER_PACK_HALF_2x16_TO_SPLIT)));
assert(!((op_mask & LOWER_UNPACK_HALF_2x16) &&
(op_mask & LOWER_UNPACK_HALF_2x16_TO_SPLIT)));
factory.instructions = &factory_instructions;
}
virtual ~lower_packing_builtins_visitor()
{
assert(factory_instructions.is_empty());
}
bool get_progress() { return progress; }
void handle_rvalue(ir_rvalue **rvalue)
{
if (!*rvalue)
return;
ir_expression *expr = (*rvalue)->as_expression();
if (!expr)
return;
enum lower_packing_builtins_op lowering_op =
choose_lowering_op(expr->operation);
if (lowering_op == LOWER_PACK_UNPACK_NONE)
return;
setup_factory(ralloc_parent(expr));
ir_rvalue *op0 = expr->operands[0];
ralloc_steal(factory.mem_ctx, op0);
switch (lowering_op) {
case LOWER_PACK_SNORM_2x16:
*rvalue = lower_pack_snorm_2x16(op0);
break;
case LOWER_PACK_SNORM_4x8:
*rvalue = lower_pack_snorm_4x8(op0);
break;
case LOWER_PACK_UNORM_2x16:
*rvalue = lower_pack_unorm_2x16(op0);
break;
case LOWER_PACK_UNORM_4x8:
*rvalue = lower_pack_unorm_4x8(op0);
break;
case LOWER_PACK_HALF_2x16:
*rvalue = lower_pack_half_2x16(op0);
break;
case LOWER_PACK_HALF_2x16_TO_SPLIT:
*rvalue = split_pack_half_2x16(op0);
break;
case LOWER_UNPACK_SNORM_2x16:
*rvalue = lower_unpack_snorm_2x16(op0);
break;
case LOWER_UNPACK_SNORM_4x8:
*rvalue = lower_unpack_snorm_4x8(op0);
break;
case LOWER_UNPACK_UNORM_2x16:
*rvalue = lower_unpack_unorm_2x16(op0);
break;
case LOWER_UNPACK_UNORM_4x8:
*rvalue = lower_unpack_unorm_4x8(op0);
break;
case LOWER_UNPACK_HALF_2x16:
*rvalue = lower_unpack_half_2x16(op0);
break;
case LOWER_UNPACK_HALF_2x16_TO_SPLIT:
*rvalue = split_unpack_half_2x16(op0);
break;
case LOWER_PACK_UNPACK_NONE:
assert(!"not reached");
break;
}
teardown_factory();
progress = true;
}
private:
const int op_mask;
bool progress;
ir_factory factory;
exec_list factory_instructions;
/**
* Determine the needed lowering operation by filtering \a expr_op
* through \ref op_mask.
*/
enum lower_packing_builtins_op
choose_lowering_op(ir_expression_operation expr_op)
{
/* C++ regards int and enum as fundamentally different types.
* So, we can't simply return from each case; we must cast the return
* value.
*/
int result;
switch (expr_op) {
case ir_unop_pack_snorm_2x16:
result = op_mask & LOWER_PACK_SNORM_2x16;
break;
case ir_unop_pack_snorm_4x8:
result = op_mask & LOWER_PACK_SNORM_4x8;
break;
case ir_unop_pack_unorm_2x16:
result = op_mask & LOWER_PACK_UNORM_2x16;
break;
case ir_unop_pack_unorm_4x8:
result = op_mask & LOWER_PACK_UNORM_4x8;
break;
case ir_unop_pack_half_2x16:
result = op_mask & (LOWER_PACK_HALF_2x16 | LOWER_PACK_HALF_2x16_TO_SPLIT);
break;
case ir_unop_unpack_snorm_2x16:
result = op_mask & LOWER_UNPACK_SNORM_2x16;
break;
case ir_unop_unpack_snorm_4x8:
result = op_mask & LOWER_UNPACK_SNORM_4x8;
break;
case ir_unop_unpack_unorm_2x16:
result = op_mask & LOWER_UNPACK_UNORM_2x16;
break;
case ir_unop_unpack_unorm_4x8:
result = op_mask & LOWER_UNPACK_UNORM_4x8;
break;
case ir_unop_unpack_half_2x16:
result = op_mask & (LOWER_UNPACK_HALF_2x16 | LOWER_UNPACK_HALF_2x16_TO_SPLIT);
break;
default:
result = LOWER_PACK_UNPACK_NONE;
break;
}
return static_cast<enum lower_packing_builtins_op>(result);
}
void
setup_factory(void *mem_ctx)
{
assert(factory.mem_ctx == NULL);
assert(factory.instructions->is_empty());
factory.mem_ctx = mem_ctx;
}
void
teardown_factory()
{
base_ir->insert_before(factory.instructions);
assert(factory.instructions->is_empty());
factory.mem_ctx = NULL;
}
template <typename T>
ir_constant*
constant(T x)
{
return factory.constant(x);
}
/**
* \brief Pack two uint16's into a single uint32.
*
* Interpret the given uvec2 as a uint16 pair. Pack the pair into a uint32
* where the least significant bits specify the first element of the pair.
* Return the uint32.
*/
ir_rvalue*
pack_uvec2_to_uint(ir_rvalue *uvec2_rval)
{
assert(uvec2_rval->type == glsl_type::uvec2_type);
/* uvec2 u = UVEC2_RVAL; */
ir_variable *u = factory.make_temp(glsl_type::uvec2_type,
"tmp_pack_uvec2_to_uint");
factory.emit(assign(u, uvec2_rval));
/* return (u.y << 16) | (u.x & 0xffff); */
return bit_or(lshift(swizzle_y(u), constant(16u)),
bit_and(swizzle_x(u), constant(0xffffu)));
}
/**
* \brief Pack four uint8's into a single uint32.
*
* Interpret the given uvec4 as a uint32 4-typle. Pack the 4-tuple into a
* uint32 where the least significant bits specify the first element of the
* 4-tuple. Return the uint32.
*/
ir_rvalue*
pack_uvec4_to_uint(ir_rvalue *uvec4_rval)
{
assert(uvec4_rval->type == glsl_type::uvec4_type);
/* uvec4 u = UVEC4_RVAL; */
ir_variable *u = factory.make_temp(glsl_type::uvec4_type,
"tmp_pack_uvec4_to_uint");
factory.emit(assign(u, bit_and(uvec4_rval, constant(0xffu))));
/* return (u.w << 24) | (u.z << 16) | (u.y << 8) | u.x; */
return bit_or(bit_or(lshift(swizzle_w(u), constant(24u)),
lshift(swizzle_z(u), constant(16u))),
bit_or(lshift(swizzle_y(u), constant(8u)),
swizzle_x(u)));
}
/**
* \brief Unpack a uint32 into two uint16's.
*
* Interpret the given uint32 as a uint16 pair where the uint32's least
* significant bits specify the pair's first element. Return the uint16
* pair as a uvec2.
*/
ir_rvalue*
unpack_uint_to_uvec2(ir_rvalue *uint_rval)
{
assert(uint_rval->type == glsl_type::uint_type);
/* uint u = UINT_RVAL; */
ir_variable *u = factory.make_temp(glsl_type::uint_type,
"tmp_unpack_uint_to_uvec2_u");
factory.emit(assign(u, uint_rval));
/* uvec2 u2; */
ir_variable *u2 = factory.make_temp(glsl_type::uvec2_type,
"tmp_unpack_uint_to_uvec2_u2");
/* u2.x = u & 0xffffu; */
factory.emit(assign(u2, bit_and(u, constant(0xffffu)), WRITEMASK_X));
/* u2.y = u >> 16u; */
factory.emit(assign(u2, rshift(u, constant(16u)), WRITEMASK_Y));
return deref(u2).val;
}
/**
* \brief Unpack a uint32 into four uint8's.
*
* Interpret the given uint32 as a uint8 4-tuple where the uint32's least
* significant bits specify the 4-tuple's first element. Return the uint8
* 4-tuple as a uvec4.
*/
ir_rvalue*
unpack_uint_to_uvec4(ir_rvalue *uint_rval)
{
assert(uint_rval->type == glsl_type::uint_type);
/* uint u = UINT_RVAL; */
ir_variable *u = factory.make_temp(glsl_type::uint_type,
"tmp_unpack_uint_to_uvec4_u");
factory.emit(assign(u, uint_rval));
/* uvec4 u4; */
ir_variable *u4 = factory.make_temp(glsl_type::uvec4_type,
"tmp_unpack_uint_to_uvec4_u4");
/* u4.x = u & 0xffu; */
factory.emit(assign(u4, bit_and(u, constant(0xffu)), WRITEMASK_X));
/* u4.y = (u >> 8u) & 0xffu; */
factory.emit(assign(u4, bit_and(rshift(u, constant(8u)),
constant(0xffu)), WRITEMASK_Y));
/* u4.z = (u >> 16u) & 0xffu; */
factory.emit(assign(u4, bit_and(rshift(u, constant(16u)),
constant(0xffu)), WRITEMASK_Z));
/* u4.w = (u >> 24u) */
factory.emit(assign(u4, rshift(u, constant(24u)), WRITEMASK_W));
return deref(u4).val;
}
/**
* \brief Lower a packSnorm2x16 expression.
*
* \param vec2_rval is packSnorm2x16's input
* \return packSnorm2x16's output as a uint rvalue
*/
ir_rvalue*
lower_pack_snorm_2x16(ir_rvalue *vec2_rval)
{
/* From page 88 (94 of pdf) of the GLSL ES 3.00 spec:
*
* highp uint packSnorm2x16(vec2 v)
* --------------------------------
* First, converts each component of the normalized floating-point value
* v into 16-bit integer values. Then, the results are packed into the
* returned 32-bit unsigned integer.
*
* The conversion for component c of v to fixed point is done as
* follows:
*
* packSnorm2x16: round(clamp(c, -1, +1) * 32767.0)
*
* The first component of the vector will be written to the least
* significant bits of the output; the last component will be written to
* the most significant bits.
*
* This function generates IR that approximates the following pseudo-GLSL:
*
* return pack_uvec2_to_uint(
* uvec2(ivec2(
* round(clamp(VEC2_RVALUE, -1.0f, 1.0f) * 32767.0f))));
*
* It is necessary to first convert the vec2 to ivec2 rather than directly
* converting vec2 to uvec2 because the latter conversion is undefined.
* From page 56 (62 of pdf) of the GLSL ES 3.00 spec: "It is undefined to
* convert a negative floating point value to an uint".
*/
assert(vec2_rval->type == glsl_type::vec2_type);
ir_rvalue *result = pack_uvec2_to_uint(
i2u(f2i(round_even(mul(clamp(vec2_rval,
constant(-1.0f),
constant(1.0f)),
constant(32767.0f))))));
assert(result->type == glsl_type::uint_type);
return result;
}
/**
* \brief Lower a packSnorm4x8 expression.
*
* \param vec4_rval is packSnorm4x8's input
* \return packSnorm4x8's output as a uint rvalue
*/
ir_rvalue*
lower_pack_snorm_4x8(ir_rvalue *vec4_rval)
{
/* From page 137 (143 of pdf) of the GLSL 4.30 spec:
*
* highp uint packSnorm4x8(vec4 v)
* -------------------------------
* First, converts each component of the normalized floating-point value
* v into 8-bit integer values. Then, the results are packed into the
* returned 32-bit unsigned integer.
*
* The conversion for component c of v to fixed point is done as
* follows:
*
* packSnorm4x8: round(clamp(c, -1, +1) * 127.0)
*
* The first component of the vector will be written to the least
* significant bits of the output; the last component will be written to
* the most significant bits.
*
* This function generates IR that approximates the following pseudo-GLSL:
*
* return pack_uvec4_to_uint(
* uvec4(ivec4(
* round(clamp(VEC4_RVALUE, -1.0f, 1.0f) * 127.0f))));
*
* It is necessary to first convert the vec4 to ivec4 rather than directly
* converting vec4 to uvec4 because the latter conversion is undefined.
* From page 87 (93 of pdf) of the GLSL 4.30 spec: "It is undefined to
* convert a negative floating point value to an uint".
*/
assert(vec4_rval->type == glsl_type::vec4_type);
ir_rvalue *result = pack_uvec4_to_uint(
i2u(f2i(round_even(mul(clamp(vec4_rval,
constant(-1.0f),
constant(1.0f)),
constant(127.0f))))));
assert(result->type == glsl_type::uint_type);
return result;
}
/**
* \brief Lower an unpackSnorm2x16 expression.
*
* \param uint_rval is unpackSnorm2x16's input
* \return unpackSnorm2x16's output as a vec2 rvalue
*/
ir_rvalue*
lower_unpack_snorm_2x16(ir_rvalue *uint_rval)
{
/* From page 88 (94 of pdf) of the GLSL ES 3.00 spec:
*
* highp vec2 unpackSnorm2x16 (highp uint p)
* -----------------------------------------
* First, unpacks a single 32-bit unsigned integer p into a pair of
* 16-bit unsigned integers. Then, each component is converted to
* a normalized floating-point value to generate the returned
* two-component vector.
*
* The conversion for unpacked fixed-point value f to floating point is
* done as follows:
*
* unpackSnorm2x16: clamp(f / 32767.0, -1,+1)
*
* The first component of the returned vector will be extracted from the
* least significant bits of the input; the last component will be
* extracted from the most significant bits.
*
* This function generates IR that approximates the following pseudo-GLSL:
*
* return clamp(
* ((ivec2(unpack_uint_to_uvec2(UINT_RVALUE)) << 16) >> 16) / 32767.0f,
* -1.0f, 1.0f);
*
* The above IR may appear unnecessarily complex, but the intermediate
* conversion to ivec2 and the bit shifts are necessary to correctly unpack
* negative floats.
*
* To see why, consider packing and then unpacking vec2(-1.0, 0.0).
* packSnorm2x16 encodes -1.0 as the int16 0xffff. During unpacking, we
* place that int16 into an int32, which results in the *positive* integer
* 0x0000ffff. The int16's sign bit becomes, in the int32, the rather
* unimportant bit 16. We must now extend the int16's sign bit into bits
* 17-32, which is accomplished by left-shifting then right-shifting.
*/
assert(uint_rval->type == glsl_type::uint_type);
ir_rvalue *result =
clamp(div(i2f(rshift(lshift(u2i(unpack_uint_to_uvec2(uint_rval)),
constant(16)),
constant(16u))),
constant(32767.0f)),
constant(-1.0f),
constant(1.0f));
assert(result->type == glsl_type::vec2_type);
return result;
}
/**
* \brief Lower an unpackSnorm4x8 expression.
*
* \param uint_rval is unpackSnorm4x8's input
* \return unpackSnorm4x8's output as a vec4 rvalue
*/
ir_rvalue*
lower_unpack_snorm_4x8(ir_rvalue *uint_rval)
{
/* From page 137 (143 of pdf) of the GLSL 4.30 spec:
*
* highp vec4 unpackSnorm4x8 (highp uint p)
* ----------------------------------------
* First, unpacks a single 32-bit unsigned integer p into four
* 8-bit unsigned integers. Then, each component is converted to
* a normalized floating-point value to generate the returned
* four-component vector.
*
* The conversion for unpacked fixed-point value f to floating point is
* done as follows:
*
* unpackSnorm4x8: clamp(f / 127.0, -1, +1)
*
* The first component of the returned vector will be extracted from the
* least significant bits of the input; the last component will be
* extracted from the most significant bits.
*
* This function generates IR that approximates the following pseudo-GLSL:
*
* return clamp(
* ((ivec4(unpack_uint_to_uvec4(UINT_RVALUE)) << 24) >> 24) / 127.0f,
* -1.0f, 1.0f);
*
* The above IR may appear unnecessarily complex, but the intermediate
* conversion to ivec4 and the bit shifts are necessary to correctly unpack
* negative floats.
*
* To see why, consider packing and then unpacking vec4(-1.0, 0.0, 0.0,
* 0.0). packSnorm4x8 encodes -1.0 as the int8 0xff. During unpacking, we
* place that int8 into an int32, which results in the *positive* integer
* 0x000000ff. The int8's sign bit becomes, in the int32, the rather
* unimportant bit 8. We must now extend the int8's sign bit into bits
* 9-32, which is accomplished by left-shifting then right-shifting.
*/
assert(uint_rval->type == glsl_type::uint_type);
ir_rvalue *result =
clamp(div(i2f(rshift(lshift(u2i(unpack_uint_to_uvec4(uint_rval)),
constant(24u)),
constant(24u))),
constant(127.0f)),
constant(-1.0f),
constant(1.0f));
assert(result->type == glsl_type::vec4_type);
return result;
}
/**
* \brief Lower a packUnorm2x16 expression.
*
* \param vec2_rval is packUnorm2x16's input
* \return packUnorm2x16's output as a uint rvalue
*/
ir_rvalue*
lower_pack_unorm_2x16(ir_rvalue *vec2_rval)
{
/* From page 88 (94 of pdf) of the GLSL ES 3.00 spec:
*
* highp uint packUnorm2x16 (vec2 v)
* ---------------------------------
* First, converts each component of the normalized floating-point value
* v into 16-bit integer values. Then, the results are packed into the
* returned 32-bit unsigned integer.
*
* The conversion for component c of v to fixed point is done as
* follows:
*
* packUnorm2x16: round(clamp(c, 0, +1) * 65535.0)
*
* The first component of the vector will be written to the least
* significant bits of the output; the last component will be written to
* the most significant bits.
*
* This function generates IR that approximates the following pseudo-GLSL:
*
* return pack_uvec2_to_uint(uvec2(
* round(clamp(VEC2_RVALUE, 0.0f, 1.0f) * 65535.0f)));
*
* Here it is safe to directly convert the vec2 to uvec2 because the the
* vec2 has been clamped to a non-negative range.
*/
assert(vec2_rval->type == glsl_type::vec2_type);
ir_rvalue *result = pack_uvec2_to_uint(
f2u(round_even(mul(saturate(vec2_rval), constant(65535.0f)))));
assert(result->type == glsl_type::uint_type);
return result;
}
/**
* \brief Lower a packUnorm4x8 expression.
*
* \param vec4_rval is packUnorm4x8's input
* \return packUnorm4x8's output as a uint rvalue
*/
ir_rvalue*
lower_pack_unorm_4x8(ir_rvalue *vec4_rval)
{
/* From page 137 (143 of pdf) of the GLSL 4.30 spec:
*
* highp uint packUnorm4x8 (vec4 v)
* --------------------------------
* First, converts each component of the normalized floating-point value
* v into 8-bit integer values. Then, the results are packed into the
* returned 32-bit unsigned integer.
*
* The conversion for component c of v to fixed point is done as
* follows:
*
* packUnorm4x8: round(clamp(c, 0, +1) * 255.0)
*
* The first component of the vector will be written to the least
* significant bits of the output; the last component will be written to
* the most significant bits.
*
* This function generates IR that approximates the following pseudo-GLSL:
*
* return pack_uvec4_to_uint(uvec4(
* round(clamp(VEC2_RVALUE, 0.0f, 1.0f) * 255.0f)));
*
* Here it is safe to directly convert the vec4 to uvec4 because the the
* vec4 has been clamped to a non-negative range.
*/
assert(vec4_rval->type == glsl_type::vec4_type);
ir_rvalue *result = pack_uvec4_to_uint(
f2u(round_even(mul(saturate(vec4_rval), constant(255.0f)))));
assert(result->type == glsl_type::uint_type);
return result;
}
/**
* \brief Lower an unpackUnorm2x16 expression.
*
* \param uint_rval is unpackUnorm2x16's input
* \return unpackUnorm2x16's output as a vec2 rvalue
*/
ir_rvalue*
lower_unpack_unorm_2x16(ir_rvalue *uint_rval)
{
/* From page 89 (95 of pdf) of the GLSL ES 3.00 spec:
*
* highp vec2 unpackUnorm2x16 (highp uint p)
* -----------------------------------------
* First, unpacks a single 32-bit unsigned integer p into a pair of
* 16-bit unsigned integers. Then, each component is converted to
* a normalized floating-point value to generate the returned
* two-component vector.
*
* The conversion for unpacked fixed-point value f to floating point is
* done as follows:
*
* unpackUnorm2x16: f / 65535.0
*
* The first component of the returned vector will be extracted from the
* least significant bits of the input; the last component will be
* extracted from the most significant bits.
*
* This function generates IR that approximates the following pseudo-GLSL:
*
* return vec2(unpack_uint_to_uvec2(UINT_RVALUE)) / 65535.0;
*/
assert(uint_rval->type == glsl_type::uint_type);
ir_rvalue *result = div(u2f(unpack_uint_to_uvec2(uint_rval)),
constant(65535.0f));
assert(result->type == glsl_type::vec2_type);
return result;
}
/**
* \brief Lower an unpackUnorm4x8 expression.
*
* \param uint_rval is unpackUnorm4x8's input
* \return unpackUnorm4x8's output as a vec4 rvalue
*/
ir_rvalue*
lower_unpack_unorm_4x8(ir_rvalue *uint_rval)
{
/* From page 137 (143 of pdf) of the GLSL 4.30 spec:
*
* highp vec4 unpackUnorm4x8 (highp uint p)
* ----------------------------------------
* First, unpacks a single 32-bit unsigned integer p into four
* 8-bit unsigned integers. Then, each component is converted to
* a normalized floating-point value to generate the returned
* two-component vector.
*
* The conversion for unpacked fixed-point value f to floating point is
* done as follows:
*
* unpackUnorm4x8: f / 255.0
*
* The first component of the returned vector will be extracted from the
* least significant bits of the input; the last component will be
* extracted from the most significant bits.
*
* This function generates IR that approximates the following pseudo-GLSL:
*
* return vec4(unpack_uint_to_uvec4(UINT_RVALUE)) / 255.0;
*/
assert(uint_rval->type == glsl_type::uint_type);
ir_rvalue *result = div(u2f(unpack_uint_to_uvec4(uint_rval)),
constant(255.0f));
assert(result->type == glsl_type::vec4_type);
return result;
}
/**
* \brief Lower the component-wise calculation of packHalf2x16.
*
* \param f_rval is one component of packHafl2x16's input
* \param e_rval is the unshifted exponent bits of f_rval
* \param m_rval is the unshifted mantissa bits of f_rval
*
* \return a uint rvalue that encodes a float16 in its lower 16 bits
*/
ir_rvalue*
pack_half_1x16_nosign(ir_rvalue *f_rval,
ir_rvalue *e_rval,
ir_rvalue *m_rval)
{
assert(e_rval->type == glsl_type::uint_type);
assert(m_rval->type == glsl_type::uint_type);
/* uint u16; */
ir_variable *u16 = factory.make_temp(glsl_type::uint_type,
"tmp_pack_half_1x16_u16");
/* float f = FLOAT_RVAL; */
ir_variable *f = factory.make_temp(glsl_type::float_type,
"tmp_pack_half_1x16_f");
factory.emit(assign(f, f_rval));
/* uint e = E_RVAL; */
ir_variable *e = factory.make_temp(glsl_type::uint_type,
"tmp_pack_half_1x16_e");
factory.emit(assign(e, e_rval));
/* uint m = M_RVAL; */
ir_variable *m = factory.make_temp(glsl_type::uint_type,
"tmp_pack_half_1x16_m");
factory.emit(assign(m, m_rval));
/* Preliminaries
* -------------
*
* For a float16, the bit layout is:
*
* sign: 15
* exponent: 10:14
* mantissa: 0:9
*
* Let f16 be a float16 value. The sign, exponent, and mantissa
* determine its value thus:
*
* if e16 = 0 and m16 = 0, then zero: (-1)^s16 * 0 (1)
* if e16 = 0 and m16!= 0, then subnormal: (-1)^s16 * 2^(e16 - 14) * (m16 / 2^10) (2)
* if 0 < e16 < 31, then normal: (-1)^s16 * 2^(e16 - 15) * (1 + m16 / 2^10) (3)
* if e16 = 31 and m16 = 0, then infinite: (-1)^s16 * inf (4)
* if e16 = 31 and m16 != 0, then NaN (5)
*
* where 0 <= m16 < 2^10.
*
* For a float32, the bit layout is:
*
* sign: 31
* exponent: 23:30
* mantissa: 0:22
*
* Let f32 be a float32 value. The sign, exponent, and mantissa
* determine its value thus:
*
* if e32 = 0 and m32 = 0, then zero: (-1)^s * 0 (10)
* if e32 = 0 and m32 != 0, then subnormal: (-1)^s * 2^(e32 - 126) * (m32 / 2^23) (11)
* if 0 < e32 < 255, then normal: (-1)^s * 2^(e32 - 127) * (1 + m32 / 2^23) (12)
* if e32 = 255 and m32 = 0, then infinite: (-1)^s * inf (13)
* if e32 = 255 and m32 != 0, then NaN (14)
*
* where 0 <= m32 < 2^23.
*
* The minimum and maximum normal float16 values are
*
* min_norm16 = 2^(1 - 15) * (1 + 0 / 2^10) = 2^(-14) (20)
* max_norm16 = 2^(30 - 15) * (1 + 1023 / 2^10) (21)
*
* The step at max_norm16 is
*
* max_step16 = 2^5 (22)
*
* Observe that the float16 boundary values in equations 20-21 lie in the
* range of normal float32 values.
*
*
* Rounding Behavior
* -----------------
* Not all float32 values can be exactly represented as a float16. We
* round all such intermediate float32 values to the nearest float16; if
* the float32 is exactly between to float16 values, we round to the one
* with an even mantissa. This rounding behavior has several benefits:
*
* - It has no sign bias.
*
* - It reproduces the behavior of real hardware: opcode F32TO16 in Intel's
* GPU ISA.
*
* - By reproducing the behavior of the GPU (at least on Intel hardware),
* compile-time evaluation of constant packHalf2x16 GLSL expressions will
* result in the same value as if the expression were executed on the
* GPU.
*
* Calculation
* -----------
* Our task is to compute s16, e16, m16 given f32. Since this function
* ignores the sign bit, assume that s32 = s16 = 0. There are several
* cases consider.
*/
factory.emit(
/* Case 1) f32 is NaN
*
* The resultant f16 will also be NaN.
*/
/* if (e32 == 255 && m32 != 0) { */
if_tree(logic_and(equal(e, constant(0xffu << 23u)),
logic_not(equal(m, constant(0u)))),
assign(u16, constant(0x7fffu)),
/* Case 2) f32 lies in the range [0, min_norm16).
*
* The resultant float16 will be either zero, subnormal, or normal.
*
* Solving
*
* f32 = min_norm16 (30)
*
* gives
*
* e32 = 113 and m32 = 0 (31)
*
* Therefore this case occurs if and only if
*
* e32 < 113 (32)
*/
/* } else if (e32 < 113) { */
if_tree(less(e, constant(113u << 23u)),
/* u16 = uint(round_to_even(abs(f32) * float(1u << 24u))); */
assign(u16, f2u(round_even(mul(expr(ir_unop_abs, f),
constant((float) (1 << 24)))))),
/* Case 3) f32 lies in the range
* [min_norm16, max_norm16 + max_step16).
*
* The resultant float16 will be either normal or infinite.
*
* Solving
*
* f32 = max_norm16 + max_step16 (40)
* = 2^15 * (1 + 1023 / 2^10) + 2^5 (41)
* = 2^16 (42)
* gives
*
* e32 = 143 and m32 = 0 (43)
*
* We already solved the boundary condition f32 = min_norm16 above
* in equation 31. Therefore this case occurs if and only if
*
* 113 <= e32 and e32 < 143
*/
/* } else if (e32 < 143) { */
if_tree(less(e, constant(143u << 23u)),
/* The addition below handles the case where the mantissa rounds
* up to 1024 and bumps the exponent.
*
* u16 = ((e - (112u << 23u)) >> 13u)
* + round_to_even((float(m) / (1u << 13u));
*/
assign(u16, add(rshift(sub(e, constant(112u << 23u)),
constant(13u)),
f2u(round_even(
div(u2f(m), constant((float) (1 << 13))))))),
/* Case 4) f32 lies in the range [max_norm16 + max_step16, inf].
*
* The resultant float16 will be infinite.
*
* The cases above caught all float32 values in the range
* [0, max_norm16 + max_step16), so this is the fall-through case.
*/
/* } else { */
assign(u16, constant(31u << 10u))))));
/* } */
return deref(u16).val;
}
/**
* \brief Lower a packHalf2x16 expression.
*
* \param vec2_rval is packHalf2x16's input
* \return packHalf2x16's output as a uint rvalue
*/
ir_rvalue*
lower_pack_half_2x16(ir_rvalue *vec2_rval)
{
/* From page 89 (95 of pdf) of the GLSL ES 3.00 spec:
*
* highp uint packHalf2x16 (mediump vec2 v)
* ----------------------------------------
* Returns an unsigned integer obtained by converting the components of
* a two-component floating-point vector to the 16-bit floating-point
* representation found in the OpenGL ES Specification, and then packing
* these two 16-bit integers into a 32-bit unsigned integer.
*
* The first vector component specifies the 16 least- significant bits
* of the result; the second component specifies the 16 most-significant
* bits.
*/
assert(vec2_rval->type == glsl_type::vec2_type);
/* vec2 f = VEC2_RVAL; */
ir_variable *f = factory.make_temp(glsl_type::vec2_type,
"tmp_pack_half_2x16_f");
factory.emit(assign(f, vec2_rval));
/* uvec2 f32 = bitcast_f2u(f); */
ir_variable *f32 = factory.make_temp(glsl_type::uvec2_type,
"tmp_pack_half_2x16_f32");
factory.emit(assign(f32, expr(ir_unop_bitcast_f2u, f)));
/* uvec2 f16; */
ir_variable *f16 = factory.make_temp(glsl_type::uvec2_type,
"tmp_pack_half_2x16_f16");
/* Get f32's unshifted exponent bits.
*
* uvec2 e = f32 & 0x7f800000u;
*/
ir_variable *e = factory.make_temp(glsl_type::uvec2_type,
"tmp_pack_half_2x16_e");
factory.emit(assign(e, bit_and(f32, constant(0x7f800000u))));
/* Get f32's unshifted mantissa bits.
*
* uvec2 m = f32 & 0x007fffffu;
*/
ir_variable *m = factory.make_temp(glsl_type::uvec2_type,
"tmp_pack_half_2x16_m");
factory.emit(assign(m, bit_and(f32, constant(0x007fffffu))));
/* Set f16's exponent and mantissa bits.
*
* f16.x = pack_half_1x16_nosign(e.x, m.x);
* f16.y = pack_half_1y16_nosign(e.y, m.y);
*/
factory.emit(assign(f16, pack_half_1x16_nosign(swizzle_x(f),
swizzle_x(e),
swizzle_x(m)),
WRITEMASK_X));
factory.emit(assign(f16, pack_half_1x16_nosign(swizzle_y(f),
swizzle_y(e),
swizzle_y(m)),
WRITEMASK_Y));
/* Set f16's sign bits.
*
* f16 |= (f32 & (1u << 31u) >> 16u;
*/
factory.emit(
assign(f16, bit_or(f16,
rshift(bit_and(f32, constant(1u << 31u)),
constant(16u)))));
/* return (f16.y << 16u) | f16.x; */
ir_rvalue *result = bit_or(lshift(swizzle_y(f16),
constant(16u)),
swizzle_x(f16));
assert(result->type == glsl_type::uint_type);
return result;
}
/**
* \brief Split packHalf2x16's vec2 operand into two floats.
*
* \param vec2_rval is packHalf2x16's input
* \return a uint rvalue
*
* Some code generators, such as the i965 fragment shader, require that all
* vector expressions be lowered to a sequence of scalar expressions.
* However, packHalf2x16 cannot be scalarized by the same mechanism as
* a true vector operation because its input and output have a differing
* number of vector components.
*
* This method scalarizes packHalf2x16 by transforming it from an unary
* operation having vector input to a binary operation having scalar input.
* That is, it transforms
*
* packHalf2x16(VEC2_RVAL);
*
* into
*
* vec2 v = VEC2_RVAL;
* return packHalf2x16_split(v.x, v.y);
*/
ir_rvalue*
split_pack_half_2x16(ir_rvalue *vec2_rval)
{
assert(vec2_rval->type == glsl_type::vec2_type);
ir_variable *v = factory.make_temp(glsl_type::vec2_type,
"tmp_split_pack_half_2x16_v");
factory.emit(assign(v, vec2_rval));
return expr(ir_binop_pack_half_2x16_split, swizzle_x(v), swizzle_y(v));
}
/**
* \brief Lower the component-wise calculation of unpackHalf2x16.
*
* Given a uint that encodes a float16 in its lower 16 bits, this function
* returns a uint that encodes a float32 with the same value. The sign bit
* of the float16 is ignored.
*
* \param e_rval is the unshifted exponent bits of a float16
* \param m_rval is the unshifted mantissa bits of a float16
* \param a uint rvalue that encodes a float32
*/
ir_rvalue*
unpack_half_1x16_nosign(ir_rvalue *e_rval, ir_rvalue *m_rval)
{
assert(e_rval->type == glsl_type::uint_type);
assert(m_rval->type == glsl_type::uint_type);
/* uint u32; */
ir_variable *u32 = factory.make_temp(glsl_type::uint_type,
"tmp_unpack_half_1x16_u32");
/* uint e = E_RVAL; */
ir_variable *e = factory.make_temp(glsl_type::uint_type,
"tmp_unpack_half_1x16_e");
factory.emit(assign(e, e_rval));
/* uint m = M_RVAL; */
ir_variable *m = factory.make_temp(glsl_type::uint_type,
"tmp_unpack_half_1x16_m");
factory.emit(assign(m, m_rval));
/* Preliminaries
* -------------
*
* For a float16, the bit layout is:
*
* sign: 15
* exponent: 10:14
* mantissa: 0:9
*
* Let f16 be a float16 value. The sign, exponent, and mantissa
* determine its value thus:
*
* if e16 = 0 and m16 = 0, then zero: (-1)^s16 * 0 (1)
* if e16 = 0 and m16!= 0, then subnormal: (-1)^s16 * 2^(e16 - 14) * (m16 / 2^10) (2)
* if 0 < e16 < 31, then normal: (-1)^s16 * 2^(e16 - 15) * (1 + m16 / 2^10) (3)
* if e16 = 31 and m16 = 0, then infinite: (-1)^s16 * inf (4)
* if e16 = 31 and m16 != 0, then NaN (5)
*
* where 0 <= m16 < 2^10.
*
* For a float32, the bit layout is:
*
* sign: 31
* exponent: 23:30
* mantissa: 0:22
*
* Let f32 be a float32 value. The sign, exponent, and mantissa
* determine its value thus:
*
* if e32 = 0 and m32 = 0, then zero: (-1)^s * 0 (10)
* if e32 = 0 and m32 != 0, then subnormal: (-1)^s * 2^(e32 - 126) * (m32 / 2^23) (11)
* if 0 < e32 < 255, then normal: (-1)^s * 2^(e32 - 127) * (1 + m32 / 2^23) (12)
* if e32 = 255 and m32 = 0, then infinite: (-1)^s * inf (13)
* if e32 = 255 and m32 != 0, then NaN (14)
*
* where 0 <= m32 < 2^23.
*
* Calculation
* -----------
* Our task is to compute s32, e32, m32 given f16. Since this function
* ignores the sign bit, assume that s32 = s16 = 0. There are several
* cases consider.
*/
factory.emit(
/* Case 1) f16 is zero or subnormal.
*
* The simplest method of calcuating f32 in this case is
*
* f32 = f16 (20)
* = 2^(-14) * (m16 / 2^10) (21)
* = m16 / 2^(-24) (22)
*/
/* if (e16 == 0) { */
if_tree(equal(e, constant(0u)),
/* u32 = bitcast_f2u(float(m) / float(1 << 24)); */
assign(u32, expr(ir_unop_bitcast_f2u,
div(u2f(m), constant((float)(1 << 24))))),
/* Case 2) f16 is normal.
*
* The equation
*
* f32 = f16 (30)
* 2^(e32 - 127) * (1 + m32 / 2^23) = (31)
* 2^(e16 - 15) * (1 + m16 / 2^10)
*
* can be decomposed into two
*
* 2^(e32 - 127) = 2^(e16 - 15) (32)
* 1 + m32 / 2^23 = 1 + m16 / 2^10 (33)
*
* which solve to
*
* e32 = e16 + 112 (34)
* m32 = m16 * 2^13 (35)
*/
/* } else if (e16 < 31)) { */
if_tree(less(e, constant(31u << 10u)),
/* u32 = ((e + (112 << 10)) | m) << 13;
*/
assign(u32, lshift(bit_or(add(e, constant(112u << 10u)), m),
constant(13u))),
/* Case 3) f16 is infinite. */
if_tree(equal(m, constant(0u)),
assign(u32, constant(255u << 23u)),
/* Case 4) f16 is NaN. */
/* } else { */
assign(u32, constant(0x7fffffffu))))));
/* } */
return deref(u32).val;
}
/**
* \brief Lower an unpackHalf2x16 expression.
*
* \param uint_rval is unpackHalf2x16's input
* \return unpackHalf2x16's output as a vec2 rvalue
*/
ir_rvalue*
lower_unpack_half_2x16(ir_rvalue *uint_rval)
{
/* From page 89 (95 of pdf) of the GLSL ES 3.00 spec:
*
* mediump vec2 unpackHalf2x16 (highp uint v)
* ------------------------------------------
* Returns a two-component floating-point vector with components
* obtained by unpacking a 32-bit unsigned integer into a pair of 16-bit
* values, interpreting those values as 16-bit floating-point numbers
* according to the OpenGL ES Specification, and converting them to
* 32-bit floating-point values.
*
* The first component of the vector is obtained from the
* 16 least-significant bits of v; the second component is obtained
* from the 16 most-significant bits of v.
*/
assert(uint_rval->type == glsl_type::uint_type);
/* uint u = RVALUE;
* uvec2 f16 = uvec2(u.x & 0xffff, u.y >> 16);
*/
ir_variable *f16 = factory.make_temp(glsl_type::uvec2_type,
"tmp_unpack_half_2x16_f16");
factory.emit(assign(f16, unpack_uint_to_uvec2(uint_rval)));
/* uvec2 f32; */
ir_variable *f32 = factory.make_temp(glsl_type::uvec2_type,
"tmp_unpack_half_2x16_f32");
/* Get f16's unshifted exponent bits.
*
* uvec2 e = f16 & 0x7c00u;
*/
ir_variable *e = factory.make_temp(glsl_type::uvec2_type,
"tmp_unpack_half_2x16_e");
factory.emit(assign(e, bit_and(f16, constant(0x7c00u))));
/* Get f16's unshifted mantissa bits.
*
* uvec2 m = f16 & 0x03ffu;
*/
ir_variable *m = factory.make_temp(glsl_type::uvec2_type,
"tmp_unpack_half_2x16_m");
factory.emit(assign(m, bit_and(f16, constant(0x03ffu))));
/* Set f32's exponent and mantissa bits.
*
* f32.x = unpack_half_1x16_nosign(e.x, m.x);
* f32.y = unpack_half_1x16_nosign(e.y, m.y);
*/
factory.emit(assign(f32, unpack_half_1x16_nosign(swizzle_x(e),
swizzle_x(m)),
WRITEMASK_X));
factory.emit(assign(f32, unpack_half_1x16_nosign(swizzle_y(e),
swizzle_y(m)),
WRITEMASK_Y));
/* Set f32's sign bit.
*
* f32 |= (f16 & 0x8000u) << 16u;
*/
factory.emit(assign(f32, bit_or(f32,
lshift(bit_and(f16,
constant(0x8000u)),
constant(16u)))));
/* return bitcast_u2f(f32); */
ir_rvalue *result = expr(ir_unop_bitcast_u2f, f32);
assert(result->type == glsl_type::vec2_type);
return result;
}
/**
* \brief Split unpackHalf2x16 into two operations.
*
* \param uint_rval is unpackHalf2x16's input
* \return a vec2 rvalue
*
* Some code generators, such as the i965 fragment shader, require that all
* vector expressions be lowered to a sequence of scalar expressions.
* However, unpackHalf2x16 cannot be scalarized by the same method as
* a true vector operation because the number of components of its input
* and output differ.
*
* This method scalarizes unpackHalf2x16 by transforming it from a single
* operation having vec2 output to a pair of operations each having float
* output. That is, it transforms
*
* unpackHalf2x16(UINT_RVAL)
*
* into
*
* uint u = UINT_RVAL;
* vec2 v;
*
* v.x = unpackHalf2x16_split_x(u);
* v.y = unpackHalf2x16_split_y(u);
*
* return v;
*/
ir_rvalue*
split_unpack_half_2x16(ir_rvalue *uint_rval)
{
assert(uint_rval->type == glsl_type::uint_type);
/* uint u = uint_rval; */
ir_variable *u = factory.make_temp(glsl_type::uint_type,
"tmp_split_unpack_half_2x16_u");
factory.emit(assign(u, uint_rval));
/* vec2 v; */
ir_variable *v = factory.make_temp(glsl_type::vec2_type,
"tmp_split_unpack_half_2x16_v");
/* v.x = unpack_half_2x16_split_x(u); */
factory.emit(assign(v, expr(ir_unop_unpack_half_2x16_split_x, u),
WRITEMASK_X));
/* v.y = unpack_half_2x16_split_y(u); */
factory.emit(assign(v, expr(ir_unop_unpack_half_2x16_split_y, u),
WRITEMASK_Y));
return deref(v).val;
}
};
} // namespace anonymous
/**
* \brief Lower the builtin packing functions.
*
* \param op_mask is a bitmask of `enum lower_packing_builtins_op`.
*/
bool
lower_packing_builtins(exec_list *instructions, int op_mask)
{
lower_packing_builtins_visitor v(op_mask);
visit_list_elements(&v, instructions, true);
return v.get_progress();
}
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