i965: Store uniform constant values in a gl_constant_value instead of float
[mesa.git] / src / mesa / drivers / dri / i965 / brw_shader.cpp
1 /*
2 * Copyright © 2010 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 extern "C" {
25 #include "main/macros.h"
26 #include "brw_context.h"
27 }
28 #include "brw_vs.h"
29 #include "brw_vec4_gs.h"
30 #include "brw_fs.h"
31 #include "brw_cfg.h"
32 #include "glsl/ir_optimization.h"
33 #include "glsl/glsl_parser_extras.h"
34 #include "main/shaderapi.h"
35
36 struct gl_shader *
37 brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type)
38 {
39 struct brw_shader *shader;
40
41 shader = rzalloc(NULL, struct brw_shader);
42 if (shader) {
43 shader->base.Type = type;
44 shader->base.Stage = _mesa_shader_enum_to_shader_stage(type);
45 shader->base.Name = name;
46 _mesa_init_shader(ctx, &shader->base);
47 }
48
49 return &shader->base;
50 }
51
52 struct gl_shader_program *
53 brw_new_shader_program(struct gl_context *ctx, GLuint name)
54 {
55 struct gl_shader_program *prog = rzalloc(NULL, struct gl_shader_program);
56 if (prog) {
57 prog->Name = name;
58 _mesa_init_shader_program(ctx, prog);
59 }
60 return prog;
61 }
62
63 /**
64 * Performs a compile of the shader stages even when we don't know
65 * what non-orthogonal state will be set, in the hope that it reflects
66 * the eventual NOS used, and thus allows us to produce link failures.
67 */
68 static bool
69 brw_shader_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
70 {
71 struct brw_context *brw = brw_context(ctx);
72
73 if (brw->precompile && !brw_fs_precompile(ctx, prog))
74 return false;
75
76 if (brw->precompile && !brw_gs_precompile(ctx, prog))
77 return false;
78
79 if (brw->precompile && !brw_vs_precompile(ctx, prog))
80 return false;
81
82 return true;
83 }
84
85 static void
86 brw_lower_packing_builtins(struct brw_context *brw,
87 gl_shader_stage shader_type,
88 exec_list *ir)
89 {
90 int ops = LOWER_PACK_SNORM_2x16
91 | LOWER_UNPACK_SNORM_2x16
92 | LOWER_PACK_UNORM_2x16
93 | LOWER_UNPACK_UNORM_2x16
94 | LOWER_PACK_SNORM_4x8
95 | LOWER_UNPACK_SNORM_4x8
96 | LOWER_PACK_UNORM_4x8
97 | LOWER_UNPACK_UNORM_4x8;
98
99 if (brw->gen >= 7) {
100 /* Gen7 introduced the f32to16 and f16to32 instructions, which can be
101 * used to execute packHalf2x16 and unpackHalf2x16. For AOS code, no
102 * lowering is needed. For SOA code, the Half2x16 ops must be
103 * scalarized.
104 */
105 if (shader_type == MESA_SHADER_FRAGMENT) {
106 ops |= LOWER_PACK_HALF_2x16_TO_SPLIT
107 | LOWER_UNPACK_HALF_2x16_TO_SPLIT;
108 }
109 } else {
110 ops |= LOWER_PACK_HALF_2x16
111 | LOWER_UNPACK_HALF_2x16;
112 }
113
114 lower_packing_builtins(ir, ops);
115 }
116
117 GLboolean
118 brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
119 {
120 struct brw_context *brw = brw_context(ctx);
121 unsigned int stage;
122
123 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
124 const struct gl_shader_compiler_options *options =
125 &ctx->Const.ShaderCompilerOptions[stage];
126 struct brw_shader *shader =
127 (struct brw_shader *)shProg->_LinkedShaders[stage];
128
129 if (!shader)
130 continue;
131
132 struct gl_program *prog =
133 ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
134 shader->base.Name);
135 if (!prog)
136 return false;
137 prog->Parameters = _mesa_new_parameter_list();
138
139 _mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog);
140
141 bool progress;
142
143 /* lower_packing_builtins() inserts arithmetic instructions, so it
144 * must precede lower_instructions().
145 */
146 brw_lower_packing_builtins(brw, (gl_shader_stage) stage, shader->base.ir);
147 do_mat_op_to_vec(shader->base.ir);
148 const int bitfield_insert = brw->gen >= 7
149 ? BITFIELD_INSERT_TO_BFM_BFI
150 : 0;
151 lower_instructions(shader->base.ir,
152 MOD_TO_FRACT |
153 DIV_TO_MUL_RCP |
154 SUB_TO_ADD_NEG |
155 EXP_TO_EXP2 |
156 LOG_TO_LOG2 |
157 bitfield_insert |
158 LDEXP_TO_ARITH);
159
160 /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
161 * if-statements need to be flattened.
162 */
163 if (brw->gen < 6)
164 lower_if_to_cond_assign(shader->base.ir, 16);
165
166 do_lower_texture_projection(shader->base.ir);
167 brw_lower_texture_gradients(brw, shader->base.ir);
168 do_vec_index_to_cond_assign(shader->base.ir);
169 lower_vector_insert(shader->base.ir, true);
170 brw_do_cubemap_normalize(shader->base.ir);
171 lower_offset_arrays(shader->base.ir);
172 brw_do_lower_unnormalized_offset(shader->base.ir);
173 lower_noise(shader->base.ir);
174 lower_quadop_vector(shader->base.ir, false);
175
176 bool lowered_variable_indexing =
177 lower_variable_index_to_cond_assign(shader->base.ir,
178 options->EmitNoIndirectInput,
179 options->EmitNoIndirectOutput,
180 options->EmitNoIndirectTemp,
181 options->EmitNoIndirectUniform);
182
183 if (unlikely(brw->perf_debug && lowered_variable_indexing)) {
184 perf_debug("Unsupported form of variable indexing in FS; falling "
185 "back to very inefficient code generation\n");
186 }
187
188 lower_ubo_reference(&shader->base, shader->base.ir);
189
190 do {
191 progress = false;
192
193 if (stage == MESA_SHADER_FRAGMENT) {
194 brw_do_channel_expressions(shader->base.ir);
195 brw_do_vector_splitting(shader->base.ir);
196 }
197
198 progress = do_lower_jumps(shader->base.ir, true, true,
199 true, /* main return */
200 false, /* continue */
201 false /* loops */
202 ) || progress;
203
204 progress = do_common_optimization(shader->base.ir, true, true,
205 options, ctx->Const.NativeIntegers)
206 || progress;
207 } while (progress);
208
209 /* Make a pass over the IR to add state references for any built-in
210 * uniforms that are used. This has to be done now (during linking).
211 * Code generation doesn't happen until the first time this shader is
212 * used for rendering. Waiting until then to generate the parameters is
213 * too late. At that point, the values for the built-in uniforms won't
214 * get sent to the shader.
215 */
216 foreach_in_list(ir_instruction, node, shader->base.ir) {
217 ir_variable *var = node->as_variable();
218
219 if ((var == NULL) || (var->data.mode != ir_var_uniform)
220 || (strncmp(var->name, "gl_", 3) != 0))
221 continue;
222
223 const ir_state_slot *const slots = var->state_slots;
224 assert(var->state_slots != NULL);
225
226 for (unsigned int i = 0; i < var->num_state_slots; i++) {
227 _mesa_add_state_reference(prog->Parameters,
228 (gl_state_index *) slots[i].tokens);
229 }
230 }
231
232 validate_ir_tree(shader->base.ir);
233
234 do_set_program_inouts(shader->base.ir, prog, shader->base.Stage);
235
236 prog->SamplersUsed = shader->base.active_samplers;
237 _mesa_update_shader_textures_used(shProg, prog);
238
239 _mesa_reference_program(ctx, &shader->base.Program, prog);
240
241 brw_add_texrect_params(prog);
242
243 /* This has to be done last. Any operation that can cause
244 * prog->ParameterValues to get reallocated (e.g., anything that adds a
245 * program constant) has to happen before creating this linkage.
246 */
247 _mesa_associate_uniform_storage(ctx, shProg, prog->Parameters);
248
249 _mesa_reference_program(ctx, &prog, NULL);
250
251 if (ctx->_Shader->Flags & GLSL_DUMP) {
252 fprintf(stderr, "\n");
253 fprintf(stderr, "GLSL IR for linked %s program %d:\n",
254 _mesa_shader_stage_to_string(shader->base.Stage),
255 shProg->Name);
256 _mesa_print_ir(stderr, shader->base.ir, NULL);
257 fprintf(stderr, "\n");
258 }
259 }
260
261 if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) {
262 for (unsigned i = 0; i < shProg->NumShaders; i++) {
263 const struct gl_shader *sh = shProg->Shaders[i];
264 if (!sh)
265 continue;
266
267 fprintf(stderr, "GLSL %s shader %d source for linked program %d:\n",
268 _mesa_shader_stage_to_string(sh->Stage),
269 i, shProg->Name);
270 fprintf(stderr, "%s", sh->Source);
271 fprintf(stderr, "\n");
272 }
273 }
274
275 if (!brw_shader_precompile(ctx, shProg))
276 return false;
277
278 return true;
279 }
280
281
282 enum brw_reg_type
283 brw_type_for_base_type(const struct glsl_type *type)
284 {
285 switch (type->base_type) {
286 case GLSL_TYPE_FLOAT:
287 return BRW_REGISTER_TYPE_F;
288 case GLSL_TYPE_INT:
289 case GLSL_TYPE_BOOL:
290 return BRW_REGISTER_TYPE_D;
291 case GLSL_TYPE_UINT:
292 return BRW_REGISTER_TYPE_UD;
293 case GLSL_TYPE_ARRAY:
294 return brw_type_for_base_type(type->fields.array);
295 case GLSL_TYPE_STRUCT:
296 case GLSL_TYPE_SAMPLER:
297 case GLSL_TYPE_ATOMIC_UINT:
298 /* These should be overridden with the type of the member when
299 * dereferenced into. BRW_REGISTER_TYPE_UD seems like a likely
300 * way to trip up if we don't.
301 */
302 return BRW_REGISTER_TYPE_UD;
303 case GLSL_TYPE_IMAGE:
304 return BRW_REGISTER_TYPE_UD;
305 case GLSL_TYPE_VOID:
306 case GLSL_TYPE_ERROR:
307 case GLSL_TYPE_INTERFACE:
308 unreachable("not reached");
309 }
310
311 return BRW_REGISTER_TYPE_F;
312 }
313
314 enum brw_conditional_mod
315 brw_conditional_for_comparison(unsigned int op)
316 {
317 switch (op) {
318 case ir_binop_less:
319 return BRW_CONDITIONAL_L;
320 case ir_binop_greater:
321 return BRW_CONDITIONAL_G;
322 case ir_binop_lequal:
323 return BRW_CONDITIONAL_LE;
324 case ir_binop_gequal:
325 return BRW_CONDITIONAL_GE;
326 case ir_binop_equal:
327 case ir_binop_all_equal: /* same as equal for scalars */
328 return BRW_CONDITIONAL_Z;
329 case ir_binop_nequal:
330 case ir_binop_any_nequal: /* same as nequal for scalars */
331 return BRW_CONDITIONAL_NZ;
332 default:
333 unreachable("not reached: bad operation for comparison");
334 }
335 }
336
337 uint32_t
338 brw_math_function(enum opcode op)
339 {
340 switch (op) {
341 case SHADER_OPCODE_RCP:
342 return BRW_MATH_FUNCTION_INV;
343 case SHADER_OPCODE_RSQ:
344 return BRW_MATH_FUNCTION_RSQ;
345 case SHADER_OPCODE_SQRT:
346 return BRW_MATH_FUNCTION_SQRT;
347 case SHADER_OPCODE_EXP2:
348 return BRW_MATH_FUNCTION_EXP;
349 case SHADER_OPCODE_LOG2:
350 return BRW_MATH_FUNCTION_LOG;
351 case SHADER_OPCODE_POW:
352 return BRW_MATH_FUNCTION_POW;
353 case SHADER_OPCODE_SIN:
354 return BRW_MATH_FUNCTION_SIN;
355 case SHADER_OPCODE_COS:
356 return BRW_MATH_FUNCTION_COS;
357 case SHADER_OPCODE_INT_QUOTIENT:
358 return BRW_MATH_FUNCTION_INT_DIV_QUOTIENT;
359 case SHADER_OPCODE_INT_REMAINDER:
360 return BRW_MATH_FUNCTION_INT_DIV_REMAINDER;
361 default:
362 unreachable("not reached: unknown math function");
363 }
364 }
365
366 uint32_t
367 brw_texture_offset(struct gl_context *ctx, ir_constant *offset)
368 {
369 /* If the driver does not support GL_ARB_gpu_shader5, the offset
370 * must be constant.
371 */
372 assert(offset != NULL || ctx->Extensions.ARB_gpu_shader5);
373
374 if (!offset) return 0; /* nonconstant offset; caller will handle it. */
375
376 signed char offsets[3];
377 for (unsigned i = 0; i < offset->type->vector_elements; i++)
378 offsets[i] = (signed char) offset->value.i[i];
379
380 /* Combine all three offsets into a single unsigned dword:
381 *
382 * bits 11:8 - U Offset (X component)
383 * bits 7:4 - V Offset (Y component)
384 * bits 3:0 - R Offset (Z component)
385 */
386 unsigned offset_bits = 0;
387 for (unsigned i = 0; i < offset->type->vector_elements; i++) {
388 const unsigned shift = 4 * (2 - i);
389 offset_bits |= (offsets[i] << shift) & (0xF << shift);
390 }
391 return offset_bits;
392 }
393
394 const char *
395 brw_instruction_name(enum opcode op)
396 {
397 char *fallback;
398
399 if (op < ARRAY_SIZE(opcode_descs) && opcode_descs[op].name)
400 return opcode_descs[op].name;
401
402 switch (op) {
403 case FS_OPCODE_FB_WRITE:
404 return "fb_write";
405 case FS_OPCODE_BLORP_FB_WRITE:
406 return "blorp_fb_write";
407
408 case SHADER_OPCODE_RCP:
409 return "rcp";
410 case SHADER_OPCODE_RSQ:
411 return "rsq";
412 case SHADER_OPCODE_SQRT:
413 return "sqrt";
414 case SHADER_OPCODE_EXP2:
415 return "exp2";
416 case SHADER_OPCODE_LOG2:
417 return "log2";
418 case SHADER_OPCODE_POW:
419 return "pow";
420 case SHADER_OPCODE_INT_QUOTIENT:
421 return "int_quot";
422 case SHADER_OPCODE_INT_REMAINDER:
423 return "int_rem";
424 case SHADER_OPCODE_SIN:
425 return "sin";
426 case SHADER_OPCODE_COS:
427 return "cos";
428
429 case SHADER_OPCODE_TEX:
430 return "tex";
431 case SHADER_OPCODE_TXD:
432 return "txd";
433 case SHADER_OPCODE_TXF:
434 return "txf";
435 case SHADER_OPCODE_TXL:
436 return "txl";
437 case SHADER_OPCODE_TXS:
438 return "txs";
439 case FS_OPCODE_TXB:
440 return "txb";
441 case SHADER_OPCODE_TXF_CMS:
442 return "txf_cms";
443 case SHADER_OPCODE_TXF_UMS:
444 return "txf_ums";
445 case SHADER_OPCODE_TXF_MCS:
446 return "txf_mcs";
447 case SHADER_OPCODE_TG4:
448 return "tg4";
449 case SHADER_OPCODE_TG4_OFFSET:
450 return "tg4_offset";
451 case SHADER_OPCODE_SHADER_TIME_ADD:
452 return "shader_time_add";
453
454 case SHADER_OPCODE_LOAD_PAYLOAD:
455 return "load_payload";
456
457 case SHADER_OPCODE_GEN4_SCRATCH_READ:
458 return "gen4_scratch_read";
459 case SHADER_OPCODE_GEN4_SCRATCH_WRITE:
460 return "gen4_scratch_write";
461 case SHADER_OPCODE_GEN7_SCRATCH_READ:
462 return "gen7_scratch_read";
463
464 case FS_OPCODE_DDX:
465 return "ddx";
466 case FS_OPCODE_DDY:
467 return "ddy";
468
469 case FS_OPCODE_PIXEL_X:
470 return "pixel_x";
471 case FS_OPCODE_PIXEL_Y:
472 return "pixel_y";
473
474 case FS_OPCODE_CINTERP:
475 return "cinterp";
476 case FS_OPCODE_LINTERP:
477 return "linterp";
478
479 case FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD:
480 return "uniform_pull_const";
481 case FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD_GEN7:
482 return "uniform_pull_const_gen7";
483 case FS_OPCODE_VARYING_PULL_CONSTANT_LOAD:
484 return "varying_pull_const";
485 case FS_OPCODE_VARYING_PULL_CONSTANT_LOAD_GEN7:
486 return "varying_pull_const_gen7";
487
488 case FS_OPCODE_MOV_DISPATCH_TO_FLAGS:
489 return "mov_dispatch_to_flags";
490 case FS_OPCODE_DISCARD_JUMP:
491 return "discard_jump";
492
493 case FS_OPCODE_SET_SIMD4X2_OFFSET:
494 return "set_simd4x2_offset";
495
496 case FS_OPCODE_PACK_HALF_2x16_SPLIT:
497 return "pack_half_2x16_split";
498 case FS_OPCODE_UNPACK_HALF_2x16_SPLIT_X:
499 return "unpack_half_2x16_split_x";
500 case FS_OPCODE_UNPACK_HALF_2x16_SPLIT_Y:
501 return "unpack_half_2x16_split_y";
502
503 case FS_OPCODE_PLACEHOLDER_HALT:
504 return "placeholder_halt";
505
506 case VS_OPCODE_URB_WRITE:
507 return "vs_urb_write";
508 case VS_OPCODE_PULL_CONSTANT_LOAD:
509 return "pull_constant_load";
510 case VS_OPCODE_PULL_CONSTANT_LOAD_GEN7:
511 return "pull_constant_load_gen7";
512 case VS_OPCODE_UNPACK_FLAGS_SIMD4X2:
513 return "unpack_flags_simd4x2";
514
515 case GS_OPCODE_URB_WRITE:
516 return "gs_urb_write";
517 case GS_OPCODE_THREAD_END:
518 return "gs_thread_end";
519 case GS_OPCODE_SET_WRITE_OFFSET:
520 return "set_write_offset";
521 case GS_OPCODE_SET_VERTEX_COUNT:
522 return "set_vertex_count";
523 case GS_OPCODE_SET_DWORD_2_IMMED:
524 return "set_dword_2_immed";
525 case GS_OPCODE_PREPARE_CHANNEL_MASKS:
526 return "prepare_channel_masks";
527 case GS_OPCODE_SET_CHANNEL_MASKS:
528 return "set_channel_masks";
529 case GS_OPCODE_GET_INSTANCE_ID:
530 return "get_instance_id";
531
532 default:
533 /* Yes, this leaks. It's in debug code, it should never occur, and if
534 * it does, you should just add the case to the list above.
535 */
536 asprintf(&fallback, "op%d", op);
537 return fallback;
538 }
539 }
540
541 backend_visitor::backend_visitor(struct brw_context *brw,
542 struct gl_shader_program *shader_prog,
543 struct gl_program *prog,
544 struct brw_stage_prog_data *stage_prog_data,
545 gl_shader_stage stage)
546 : brw(brw),
547 ctx(&brw->ctx),
548 shader(shader_prog ?
549 (struct brw_shader *)shader_prog->_LinkedShaders[stage] : NULL),
550 shader_prog(shader_prog),
551 prog(prog),
552 stage_prog_data(stage_prog_data),
553 cfg(NULL),
554 stage(stage)
555 {
556 }
557
558 bool
559 backend_reg::is_zero() const
560 {
561 if (file != IMM)
562 return false;
563
564 return fixed_hw_reg.dw1.d == 0;
565 }
566
567 bool
568 backend_reg::is_one() const
569 {
570 if (file != IMM)
571 return false;
572
573 return type == BRW_REGISTER_TYPE_F
574 ? fixed_hw_reg.dw1.f == 1.0
575 : fixed_hw_reg.dw1.d == 1;
576 }
577
578 bool
579 backend_reg::is_null() const
580 {
581 return file == HW_REG &&
582 fixed_hw_reg.file == BRW_ARCHITECTURE_REGISTER_FILE &&
583 fixed_hw_reg.nr == BRW_ARF_NULL;
584 }
585
586
587 bool
588 backend_reg::is_accumulator() const
589 {
590 return file == HW_REG &&
591 fixed_hw_reg.file == BRW_ARCHITECTURE_REGISTER_FILE &&
592 fixed_hw_reg.nr == BRW_ARF_ACCUMULATOR;
593 }
594
595 bool
596 backend_instruction::is_tex() const
597 {
598 return (opcode == SHADER_OPCODE_TEX ||
599 opcode == FS_OPCODE_TXB ||
600 opcode == SHADER_OPCODE_TXD ||
601 opcode == SHADER_OPCODE_TXF ||
602 opcode == SHADER_OPCODE_TXF_CMS ||
603 opcode == SHADER_OPCODE_TXF_UMS ||
604 opcode == SHADER_OPCODE_TXF_MCS ||
605 opcode == SHADER_OPCODE_TXL ||
606 opcode == SHADER_OPCODE_TXS ||
607 opcode == SHADER_OPCODE_LOD ||
608 opcode == SHADER_OPCODE_TG4 ||
609 opcode == SHADER_OPCODE_TG4_OFFSET);
610 }
611
612 bool
613 backend_instruction::is_math() const
614 {
615 return (opcode == SHADER_OPCODE_RCP ||
616 opcode == SHADER_OPCODE_RSQ ||
617 opcode == SHADER_OPCODE_SQRT ||
618 opcode == SHADER_OPCODE_EXP2 ||
619 opcode == SHADER_OPCODE_LOG2 ||
620 opcode == SHADER_OPCODE_SIN ||
621 opcode == SHADER_OPCODE_COS ||
622 opcode == SHADER_OPCODE_INT_QUOTIENT ||
623 opcode == SHADER_OPCODE_INT_REMAINDER ||
624 opcode == SHADER_OPCODE_POW);
625 }
626
627 bool
628 backend_instruction::is_control_flow() const
629 {
630 switch (opcode) {
631 case BRW_OPCODE_DO:
632 case BRW_OPCODE_WHILE:
633 case BRW_OPCODE_IF:
634 case BRW_OPCODE_ELSE:
635 case BRW_OPCODE_ENDIF:
636 case BRW_OPCODE_BREAK:
637 case BRW_OPCODE_CONTINUE:
638 return true;
639 default:
640 return false;
641 }
642 }
643
644 bool
645 backend_instruction::can_do_source_mods() const
646 {
647 switch (opcode) {
648 case BRW_OPCODE_ADDC:
649 case BRW_OPCODE_BFE:
650 case BRW_OPCODE_BFI1:
651 case BRW_OPCODE_BFI2:
652 case BRW_OPCODE_BFREV:
653 case BRW_OPCODE_CBIT:
654 case BRW_OPCODE_FBH:
655 case BRW_OPCODE_FBL:
656 case BRW_OPCODE_SUBB:
657 return false;
658 default:
659 return true;
660 }
661 }
662
663 bool
664 backend_instruction::can_do_saturate() const
665 {
666 switch (opcode) {
667 case BRW_OPCODE_ADD:
668 case BRW_OPCODE_ASR:
669 case BRW_OPCODE_AVG:
670 case BRW_OPCODE_DP2:
671 case BRW_OPCODE_DP3:
672 case BRW_OPCODE_DP4:
673 case BRW_OPCODE_DPH:
674 case BRW_OPCODE_F16TO32:
675 case BRW_OPCODE_F32TO16:
676 case BRW_OPCODE_LINE:
677 case BRW_OPCODE_LRP:
678 case BRW_OPCODE_MAC:
679 case BRW_OPCODE_MACH:
680 case BRW_OPCODE_MAD:
681 case BRW_OPCODE_MATH:
682 case BRW_OPCODE_MOV:
683 case BRW_OPCODE_MUL:
684 case BRW_OPCODE_PLN:
685 case BRW_OPCODE_RNDD:
686 case BRW_OPCODE_RNDE:
687 case BRW_OPCODE_RNDU:
688 case BRW_OPCODE_RNDZ:
689 case BRW_OPCODE_SEL:
690 case BRW_OPCODE_SHL:
691 case BRW_OPCODE_SHR:
692 case FS_OPCODE_LINTERP:
693 case SHADER_OPCODE_COS:
694 case SHADER_OPCODE_EXP2:
695 case SHADER_OPCODE_LOG2:
696 case SHADER_OPCODE_POW:
697 case SHADER_OPCODE_RCP:
698 case SHADER_OPCODE_RSQ:
699 case SHADER_OPCODE_SIN:
700 case SHADER_OPCODE_SQRT:
701 return true;
702 default:
703 return false;
704 }
705 }
706
707 bool
708 backend_instruction::reads_accumulator_implicitly() const
709 {
710 switch (opcode) {
711 case BRW_OPCODE_MAC:
712 case BRW_OPCODE_MACH:
713 case BRW_OPCODE_SADA2:
714 return true;
715 default:
716 return false;
717 }
718 }
719
720 bool
721 backend_instruction::writes_accumulator_implicitly(struct brw_context *brw) const
722 {
723 return writes_accumulator ||
724 (brw->gen < 6 &&
725 ((opcode >= BRW_OPCODE_ADD && opcode < BRW_OPCODE_NOP) ||
726 (opcode >= FS_OPCODE_DDX && opcode <= FS_OPCODE_LINTERP &&
727 opcode != FS_OPCODE_CINTERP)));
728 }
729
730 bool
731 backend_instruction::has_side_effects() const
732 {
733 switch (opcode) {
734 case SHADER_OPCODE_UNTYPED_ATOMIC:
735 return true;
736 default:
737 return false;
738 }
739 }
740
741 void
742 backend_visitor::dump_instructions()
743 {
744 dump_instructions(NULL);
745 }
746
747 void
748 backend_visitor::dump_instructions(const char *name)
749 {
750 FILE *file = stderr;
751 if (name && geteuid() != 0) {
752 file = fopen(name, "w");
753 if (!file)
754 file = stderr;
755 }
756
757 int ip = 0;
758 foreach_in_list(backend_instruction, inst, &instructions) {
759 if (!name)
760 fprintf(stderr, "%d: ", ip++);
761 dump_instruction(inst, file);
762 }
763
764 if (file != stderr) {
765 fclose(file);
766 }
767 }
768
769 void
770 backend_visitor::calculate_cfg()
771 {
772 if (this->cfg)
773 return;
774 cfg = new(mem_ctx) cfg_t(&this->instructions);
775 }
776
777 void
778 backend_visitor::invalidate_cfg()
779 {
780 ralloc_free(this->cfg);
781 this->cfg = NULL;
782 }
783
784 /**
785 * Sets up the starting offsets for the groups of binding table entries
786 * commong to all pipeline stages.
787 *
788 * Unused groups are initialized to 0xd0d0d0d0 to make it obvious that they're
789 * unused but also make sure that addition of small offsets to them will
790 * trigger some of our asserts that surface indices are < BRW_MAX_SURFACES.
791 */
792 void
793 backend_visitor::assign_common_binding_table_offsets(uint32_t next_binding_table_offset)
794 {
795 int num_textures = _mesa_fls(prog->SamplersUsed);
796
797 stage_prog_data->binding_table.texture_start = next_binding_table_offset;
798 next_binding_table_offset += num_textures;
799
800 if (shader) {
801 stage_prog_data->binding_table.ubo_start = next_binding_table_offset;
802 next_binding_table_offset += shader->base.NumUniformBlocks;
803 } else {
804 stage_prog_data->binding_table.ubo_start = 0xd0d0d0d0;
805 }
806
807 if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
808 stage_prog_data->binding_table.shader_time_start = next_binding_table_offset;
809 next_binding_table_offset++;
810 } else {
811 stage_prog_data->binding_table.shader_time_start = 0xd0d0d0d0;
812 }
813
814 if (prog->UsesGather) {
815 if (brw->gen >= 8) {
816 stage_prog_data->binding_table.gather_texture_start =
817 stage_prog_data->binding_table.texture_start;
818 } else {
819 stage_prog_data->binding_table.gather_texture_start = next_binding_table_offset;
820 next_binding_table_offset += num_textures;
821 }
822 } else {
823 stage_prog_data->binding_table.gather_texture_start = 0xd0d0d0d0;
824 }
825
826 if (shader_prog && shader_prog->NumAtomicBuffers) {
827 stage_prog_data->binding_table.abo_start = next_binding_table_offset;
828 next_binding_table_offset += shader_prog->NumAtomicBuffers;
829 } else {
830 stage_prog_data->binding_table.abo_start = 0xd0d0d0d0;
831 }
832
833 /* This may or may not be used depending on how the compile goes. */
834 stage_prog_data->binding_table.pull_constants_start = next_binding_table_offset;
835 next_binding_table_offset++;
836
837 assert(next_binding_table_offset <= BRW_MAX_SURFACES);
838
839 /* prog_data->base.binding_table.size will be set by brw_mark_surface_used. */
840 }