--- /dev/null
+/*
+ * Copyright © 2010 Intel Corporation
+ * Copyright © 2018 Broadcom
+ *
+ * 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 "nir.h"
+#include "nir_builder.h"
+
+/** nir_lower_alu.c
+ *
+ * NIR's home for miscellaneous ALU operation lowering implementations.
+ *
+ * Most NIR ALU lowering occurs in nir_opt_algebraic.py, since it's generally
+ * easy to write them there. However, if terms appear multiple times in the
+ * lowered code, it can get very verbose and cause a lot of work for CSE, so
+ * it may end up being easier to write out in C code.
+ *
+ * The shader must be in SSA for this pass.
+ */
+
+#define LOWER_MUL_HIGH (1 << 0)
+
+static bool
+lower_alu_instr(nir_alu_instr *instr, nir_builder *b)
+{
+ nir_ssa_def *lowered = NULL;
+
+ assert(instr->dest.dest.is_ssa);
+
+ b->cursor = nir_before_instr(&instr->instr);
+ b->exact = instr->exact;
+
+ switch (instr->op) {
+ case nir_op_imul_high:
+ case nir_op_umul_high:
+ if (b->shader->options->lower_mul_high) {
+ nir_ssa_def *c1 = nir_imm_int(b, 1);
+ nir_ssa_def *c16 = nir_imm_int(b, 16);
+
+ nir_ssa_def *src0 = nir_ssa_for_alu_src(b, instr, 0);
+ nir_ssa_def *src1 = nir_ssa_for_alu_src(b, instr, 1);
+ nir_ssa_def *different_signs = NULL;
+ if (instr->op == nir_op_imul_high) {
+ nir_ssa_def *c0 = nir_imm_int(b, 0);
+ different_signs = nir_ixor(b,
+ nir_ilt(b, src0, c0),
+ nir_ilt(b, src1, c0));
+ src0 = nir_iabs(b, src0);
+ src1 = nir_iabs(b, src1);
+ }
+
+ /* ABCD
+ * * EFGH
+ * ======
+ * (GH * CD) + (GH * AB) << 16 + (EF * CD) << 16 + (EF * AB) << 32
+ *
+ * Start by splitting into the 4 multiplies.
+ */
+ nir_ssa_def *src0l = nir_iand(b, src0, nir_imm_int(b, 0xffff));
+ nir_ssa_def *src1l = nir_iand(b, src1, nir_imm_int(b, 0xffff));
+ nir_ssa_def *src0h = nir_ushr(b, src0, c16);
+ nir_ssa_def *src1h = nir_ushr(b, src1, c16);
+
+ nir_ssa_def *lo = nir_imul(b, src0l, src1l);
+ nir_ssa_def *m1 = nir_imul(b, src0l, src1h);
+ nir_ssa_def *m2 = nir_imul(b, src0h, src1l);
+ nir_ssa_def *hi = nir_imul(b, src0h, src1h);
+
+ nir_ssa_def *tmp;
+
+ tmp = nir_ishl(b, m1, c16);
+ hi = nir_iadd(b, hi, nir_iand(b, nir_uadd_carry(b, lo, tmp), c1));
+ lo = nir_iadd(b, lo, tmp);
+ hi = nir_iadd(b, hi, nir_ushr(b, m1, c16));
+
+ tmp = nir_ishl(b, m2, c16);
+ hi = nir_iadd(b, hi, nir_iand(b, nir_uadd_carry(b, lo, tmp), c1));
+ lo = nir_iadd(b, lo, tmp);
+ hi = nir_iadd(b, hi, nir_ushr(b, m2, c16));
+
+ if (instr->op == nir_op_imul_high) {
+ /* For channels where different_signs is set we have to perform a
+ * 64-bit negation. This is *not* the same as just negating the
+ * high 32-bits. Consider -3 * 2. The high 32-bits is 0, but the
+ * desired result is -1, not -0! Recall -x == ~x + 1.
+ */
+ hi = nir_bcsel(b, different_signs,
+ nir_iadd(b,
+ nir_inot(b, hi),
+ nir_iand(b,
+ nir_uadd_carry(b,
+ nir_inot(b, lo),
+ c1),
+ nir_imm_int(b, 1))),
+ hi);
+ }
+
+ lowered = hi;
+ }
+ break;
+
+ default:
+ break;
+ }
+
+ if (lowered) {
+ nir_ssa_def_rewrite_uses(&instr->dest.dest.ssa, nir_src_for_ssa(lowered));
+ nir_instr_remove(&instr->instr);
+ return true;
+ } else {
+ return false;
+ }
+}
+
+bool
+nir_lower_alu(nir_shader *shader)
+{
+ bool progress = false;
+
+ if (!shader->options->lower_mul_high)
+ return false;
+
+ nir_foreach_function(function, shader) {
+ if (function->impl) {
+ nir_builder builder;
+ nir_builder_init(&builder, function->impl);
+
+ nir_foreach_block(block, function->impl) {
+ nir_foreach_instr_safe(instr, block) {
+ if (instr->type == nir_instr_type_alu) {
+ progress = lower_alu_instr(nir_instr_as_alu(instr),
+ &builder) || progress;
+ }
+ }
+ }
+
+ if (progress) {
+ nir_metadata_preserve(function->impl,
+ nir_metadata_block_index |
+ nir_metadata_dominance);
+ }
+ }
+ }
+
+ return progress;
+}