i965/vec4: Add support for SHADER_OPCODE_MOV_INDIRECT

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Jason Ekstrand 2015-11-23 21:39:15 -08:00
parent 61ee5e62a2
commit aaac8a1890
2 changed files with 68 additions and 0 deletions

View File

@ -251,6 +251,7 @@ vec4_instruction::can_do_writemask(const struct brw_device_info *devinfo)
case TES_OPCODE_CREATE_INPUT_READ_HEADER:
case TES_OPCODE_ADD_INDIRECT_URB_OFFSET:
case VEC4_OPCODE_URB_READ:
case SHADER_OPCODE_MOV_INDIRECT:
return false;
default:
/* The MATH instruction on Gen6 only executes in align1 mode, which does

View File

@ -1398,6 +1398,69 @@ generate_set_simd4x2_header_gen9(struct brw_codegen *p,
brw_pop_insn_state(p);
}
static void
generate_mov_indirect(struct brw_codegen *p,
vec4_instruction *inst,
struct brw_reg dst, struct brw_reg reg,
struct brw_reg indirect, struct brw_reg length)
{
assert(indirect.type == BRW_REGISTER_TYPE_UD);
assert(p->devinfo->gen >= 6);
unsigned imm_byte_offset = reg.nr * REG_SIZE + reg.subnr * (REG_SIZE / 2);
/* This instruction acts in align1 mode */
assert(dst.writemask == WRITEMASK_XYZW);
if (indirect.file == BRW_IMMEDIATE_VALUE) {
imm_byte_offset += indirect.ud;
reg.nr = imm_byte_offset / REG_SIZE;
reg.subnr = (imm_byte_offset / (REG_SIZE / 2)) % 2;
unsigned shift = (imm_byte_offset / 4) % 4;
reg.swizzle += BRW_SWIZZLE4(shift, shift, shift, shift);
brw_MOV(p, dst, reg);
} else {
brw_push_insn_state(p);
brw_set_default_access_mode(p, BRW_ALIGN_1);
brw_set_default_mask_control(p, BRW_MASK_DISABLE);
struct brw_reg addr = vec8(brw_address_reg(0));
/* We need to move the indirect value into the address register. In
* order to make things make some sense, we want to respect at least the
* X component of the swizzle. In order to do that, we need to convert
* the subnr (probably 0) to an align1 subnr and add in the swizzle.
*/
assert(brw_is_single_value_swizzle(indirect.swizzle));
indirect.subnr = (indirect.subnr * 4 + BRW_GET_SWZ(indirect.swizzle, 0));
/* We then use a region of <8,4,0>:uw to pick off the first 2 bytes of
* the indirect and splat it out to all four channels of the given half
* of a0.
*/
indirect.subnr *= 2;
indirect = stride(retype(indirect, BRW_REGISTER_TYPE_UW), 8, 4, 0);
brw_ADD(p, addr, indirect, brw_imm_uw(imm_byte_offset));
/* Now we need to incorporate the swizzle from the source register */
if (reg.swizzle != BRW_SWIZZLE_XXXX) {
uint32_t uv_swiz = BRW_GET_SWZ(reg.swizzle, 0) << 2 |
BRW_GET_SWZ(reg.swizzle, 1) << 6 |
BRW_GET_SWZ(reg.swizzle, 2) << 10 |
BRW_GET_SWZ(reg.swizzle, 3) << 14;
uv_swiz |= uv_swiz << 16;
brw_ADD(p, addr, addr, brw_imm_uv(uv_swiz));
}
brw_MOV(p, dst, retype(brw_VxH_indirect(0, 0), reg.type));
brw_pop_insn_state(p);
}
}
static void
generate_code(struct brw_codegen *p,
const struct brw_compiler *compiler,
@ -1946,6 +2009,10 @@ generate_code(struct brw_codegen *p,
brw_WAIT(p);
break;
case SHADER_OPCODE_MOV_INDIRECT:
generate_mov_indirect(p, inst, dst, src[0], src[1], src[2]);
break;
default:
unreachable("Unsupported opcode");
}