fce2ec75961e8457e0c9930a28c6268b901cd157
[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 "glsl/ir_optimization.h"
32 #include "glsl/glsl_parser_extras.h"
33 #include "main/shaderapi.h"
34
35 struct gl_shader *
36 brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type)
37 {
38 struct brw_shader *shader;
39
40 shader = rzalloc(NULL, struct brw_shader);
41 if (shader) {
42 shader->base.Type = type;
43 shader->base.Stage = _mesa_shader_enum_to_shader_stage(type);
44 shader->base.Name = name;
45 _mesa_init_shader(ctx, &shader->base);
46 }
47
48 return &shader->base;
49 }
50
51 struct gl_shader_program *
52 brw_new_shader_program(struct gl_context *ctx, GLuint name)
53 {
54 struct gl_shader_program *prog = rzalloc(NULL, struct gl_shader_program);
55 if (prog) {
56 prog->Name = name;
57 _mesa_init_shader_program(ctx, prog);
58 }
59 return prog;
60 }
61
62 /**
63 * Performs a compile of the shader stages even when we don't know
64 * what non-orthogonal state will be set, in the hope that it reflects
65 * the eventual NOS used, and thus allows us to produce link failures.
66 */
67 static bool
68 brw_shader_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
69 {
70 struct brw_context *brw = brw_context(ctx);
71
72 if (brw->precompile && !brw_fs_precompile(ctx, prog))
73 return false;
74
75 if (brw->precompile && !brw_gs_precompile(ctx, prog))
76 return false;
77
78 if (brw->precompile && !brw_vs_precompile(ctx, prog))
79 return false;
80
81 return true;
82 }
83
84 static void
85 brw_lower_packing_builtins(struct brw_context *brw,
86 gl_shader_stage shader_type,
87 exec_list *ir)
88 {
89 int ops = LOWER_PACK_SNORM_2x16
90 | LOWER_UNPACK_SNORM_2x16
91 | LOWER_PACK_UNORM_2x16
92 | LOWER_UNPACK_UNORM_2x16
93 | LOWER_PACK_SNORM_4x8
94 | LOWER_UNPACK_SNORM_4x8
95 | LOWER_PACK_UNORM_4x8
96 | LOWER_UNPACK_UNORM_4x8;
97
98 if (brw->gen >= 7) {
99 /* Gen7 introduced the f32to16 and f16to32 instructions, which can be
100 * used to execute packHalf2x16 and unpackHalf2x16. For AOS code, no
101 * lowering is needed. For SOA code, the Half2x16 ops must be
102 * scalarized.
103 */
104 if (shader_type == MESA_SHADER_FRAGMENT) {
105 ops |= LOWER_PACK_HALF_2x16_TO_SPLIT
106 | LOWER_UNPACK_HALF_2x16_TO_SPLIT;
107 }
108 } else {
109 ops |= LOWER_PACK_HALF_2x16
110 | LOWER_UNPACK_HALF_2x16;
111 }
112
113 lower_packing_builtins(ir, ops);
114 }
115
116 GLboolean
117 brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
118 {
119 struct brw_context *brw = brw_context(ctx);
120 unsigned int stage;
121
122 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
123 struct brw_shader *shader =
124 (struct brw_shader *)shProg->_LinkedShaders[stage];
125
126 if (!shader)
127 continue;
128
129 struct gl_program *prog =
130 ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
131 shader->base.Name);
132 if (!prog)
133 return false;
134 prog->Parameters = _mesa_new_parameter_list();
135
136 _mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog);
137
138 bool progress;
139
140 /* lower_packing_builtins() inserts arithmetic instructions, so it
141 * must precede lower_instructions().
142 */
143 brw_lower_packing_builtins(brw, (gl_shader_stage) stage, shader->base.ir);
144 do_mat_op_to_vec(shader->base.ir);
145 const int bitfield_insert = brw->gen >= 7
146 ? BITFIELD_INSERT_TO_BFM_BFI
147 : 0;
148 const int lrp_to_arith = brw->gen < 6 ? LRP_TO_ARITH : 0;
149 lower_instructions(shader->base.ir,
150 MOD_TO_FRACT |
151 DIV_TO_MUL_RCP |
152 SUB_TO_ADD_NEG |
153 EXP_TO_EXP2 |
154 LOG_TO_LOG2 |
155 bitfield_insert |
156 lrp_to_arith |
157 LDEXP_TO_ARITH);
158
159 /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
160 * if-statements need to be flattened.
161 */
162 if (brw->gen < 6)
163 lower_if_to_cond_assign(shader->base.ir, 16);
164
165 do_lower_texture_projection(shader->base.ir);
166 brw_lower_texture_gradients(brw, shader->base.ir);
167 do_vec_index_to_cond_assign(shader->base.ir);
168 lower_vector_insert(shader->base.ir, true);
169 brw_do_cubemap_normalize(shader->base.ir);
170 lower_offset_arrays(shader->base.ir);
171 brw_do_lower_unnormalized_offset(shader->base.ir);
172 lower_noise(shader->base.ir);
173 lower_quadop_vector(shader->base.ir, false);
174
175 bool input = true;
176 bool output = stage == MESA_SHADER_FRAGMENT;
177 bool temp = stage == MESA_SHADER_FRAGMENT;
178 bool uniform = false;
179
180 bool lowered_variable_indexing =
181 lower_variable_index_to_cond_assign(shader->base.ir,
182 input, output, temp, uniform);
183
184 if (unlikely(brw->perf_debug && lowered_variable_indexing)) {
185 perf_debug("Unsupported form of variable indexing in FS; falling "
186 "back to very inefficient code generation\n");
187 }
188
189 /* FINISHME: Do this before the variable index lowering. */
190 lower_ubo_reference(&shader->base, shader->base.ir);
191
192 do {
193 progress = false;
194
195 if (stage == MESA_SHADER_FRAGMENT) {
196 brw_do_channel_expressions(shader->base.ir);
197 brw_do_vector_splitting(shader->base.ir);
198 }
199
200 progress = do_lower_jumps(shader->base.ir, true, true,
201 true, /* main return */
202 false, /* continue */
203 false /* loops */
204 ) || progress;
205
206 progress = do_common_optimization(shader->base.ir, true, true, 32,
207 &ctx->ShaderCompilerOptions[stage])
208 || progress;
209 } while (progress);
210
211 /* Make a pass over the IR to add state references for any built-in
212 * uniforms that are used. This has to be done now (during linking).
213 * Code generation doesn't happen until the first time this shader is
214 * used for rendering. Waiting until then to generate the parameters is
215 * too late. At that point, the values for the built-in uniforms won't
216 * get sent to the shader.
217 */
218 foreach_list(node, shader->base.ir) {
219 ir_variable *var = ((ir_instruction *) node)->as_variable();
220
221 if ((var == NULL) || (var->data.mode != ir_var_uniform)
222 || (strncmp(var->name, "gl_", 3) != 0))
223 continue;
224
225 const ir_state_slot *const slots = var->state_slots;
226 assert(var->state_slots != NULL);
227
228 for (unsigned int i = 0; i < var->num_state_slots; i++) {
229 _mesa_add_state_reference(prog->Parameters,
230 (gl_state_index *) slots[i].tokens);
231 }
232 }
233
234 validate_ir_tree(shader->base.ir);
235
236 do_set_program_inouts(shader->base.ir, prog, shader->base.Stage);
237
238 prog->SamplersUsed = shader->base.active_samplers;
239 _mesa_update_shader_textures_used(shProg, prog);
240
241 _mesa_reference_program(ctx, &shader->base.Program, prog);
242
243 brw_add_texrect_params(prog);
244
245 /* This has to be done last. Any operation that can cause
246 * prog->ParameterValues to get reallocated (e.g., anything that adds a
247 * program constant) has to happen before creating this linkage.
248 */
249 _mesa_associate_uniform_storage(ctx, shProg, prog->Parameters);
250
251 _mesa_reference_program(ctx, &prog, NULL);
252
253 if (ctx->Shader.Flags & GLSL_DUMP) {
254 fprintf(stderr, "\n");
255 fprintf(stderr, "GLSL IR for linked %s program %d:\n",
256 _mesa_shader_stage_to_string(shader->base.Stage),
257 shProg->Name);
258 _mesa_print_ir(stderr, shader->base.ir, NULL);
259 fprintf(stderr, "\n");
260 }
261 }
262
263 if (ctx->Shader.Flags & GLSL_DUMP) {
264 for (unsigned i = 0; i < shProg->NumShaders; i++) {
265 const struct gl_shader *sh = shProg->Shaders[i];
266 if (!sh)
267 continue;
268
269 fprintf(stderr, "GLSL %s shader %d source for linked program %d:\n",
270 _mesa_shader_stage_to_string(sh->Stage),
271 i, shProg->Name);
272 fprintf(stderr, "%s", sh->Source);
273 fprintf(stderr, "\n");
274 }
275 }
276
277 if (!brw_shader_precompile(ctx, shProg))
278 return false;
279
280 return true;
281 }
282
283
284 int
285 brw_type_for_base_type(const struct glsl_type *type)
286 {
287 switch (type->base_type) {
288 case GLSL_TYPE_FLOAT:
289 return BRW_REGISTER_TYPE_F;
290 case GLSL_TYPE_INT:
291 case GLSL_TYPE_BOOL:
292 return BRW_REGISTER_TYPE_D;
293 case GLSL_TYPE_UINT:
294 return BRW_REGISTER_TYPE_UD;
295 case GLSL_TYPE_ARRAY:
296 return brw_type_for_base_type(type->fields.array);
297 case GLSL_TYPE_STRUCT:
298 case GLSL_TYPE_SAMPLER:
299 case GLSL_TYPE_ATOMIC_UINT:
300 /* These should be overridden with the type of the member when
301 * dereferenced into. BRW_REGISTER_TYPE_UD seems like a likely
302 * way to trip up if we don't.
303 */
304 return BRW_REGISTER_TYPE_UD;
305 case GLSL_TYPE_IMAGE:
306 return BRW_REGISTER_TYPE_UD;
307 case GLSL_TYPE_VOID:
308 case GLSL_TYPE_ERROR:
309 case GLSL_TYPE_INTERFACE:
310 assert(!"not reached");
311 break;
312 }
313
314 return BRW_REGISTER_TYPE_F;
315 }
316
317 uint32_t
318 brw_conditional_for_comparison(unsigned int op)
319 {
320 switch (op) {
321 case ir_binop_less:
322 return BRW_CONDITIONAL_L;
323 case ir_binop_greater:
324 return BRW_CONDITIONAL_G;
325 case ir_binop_lequal:
326 return BRW_CONDITIONAL_LE;
327 case ir_binop_gequal:
328 return BRW_CONDITIONAL_GE;
329 case ir_binop_equal:
330 case ir_binop_all_equal: /* same as equal for scalars */
331 return BRW_CONDITIONAL_Z;
332 case ir_binop_nequal:
333 case ir_binop_any_nequal: /* same as nequal for scalars */
334 return BRW_CONDITIONAL_NZ;
335 default:
336 assert(!"not reached: bad operation for comparison");
337 return BRW_CONDITIONAL_NZ;
338 }
339 }
340
341 uint32_t
342 brw_math_function(enum opcode op)
343 {
344 switch (op) {
345 case SHADER_OPCODE_RCP:
346 return BRW_MATH_FUNCTION_INV;
347 case SHADER_OPCODE_RSQ:
348 return BRW_MATH_FUNCTION_RSQ;
349 case SHADER_OPCODE_SQRT:
350 return BRW_MATH_FUNCTION_SQRT;
351 case SHADER_OPCODE_EXP2:
352 return BRW_MATH_FUNCTION_EXP;
353 case SHADER_OPCODE_LOG2:
354 return BRW_MATH_FUNCTION_LOG;
355 case SHADER_OPCODE_POW:
356 return BRW_MATH_FUNCTION_POW;
357 case SHADER_OPCODE_SIN:
358 return BRW_MATH_FUNCTION_SIN;
359 case SHADER_OPCODE_COS:
360 return BRW_MATH_FUNCTION_COS;
361 case SHADER_OPCODE_INT_QUOTIENT:
362 return BRW_MATH_FUNCTION_INT_DIV_QUOTIENT;
363 case SHADER_OPCODE_INT_REMAINDER:
364 return BRW_MATH_FUNCTION_INT_DIV_REMAINDER;
365 default:
366 assert(!"not reached: unknown math function");
367 return 0;
368 }
369 }
370
371 uint32_t
372 brw_texture_offset(struct gl_context *ctx, ir_constant *offset)
373 {
374 /* If the driver does not support GL_ARB_gpu_shader5, the offset
375 * must be constant.
376 */
377 assert(offset != NULL || ctx->Extensions.ARB_gpu_shader5);
378
379 if (!offset) return 0; /* nonconstant offset; caller will handle it. */
380
381 signed char offsets[3];
382 for (unsigned i = 0; i < offset->type->vector_elements; i++)
383 offsets[i] = (signed char) offset->value.i[i];
384
385 /* Combine all three offsets into a single unsigned dword:
386 *
387 * bits 11:8 - U Offset (X component)
388 * bits 7:4 - V Offset (Y component)
389 * bits 3:0 - R Offset (Z component)
390 */
391 unsigned offset_bits = 0;
392 for (unsigned i = 0; i < offset->type->vector_elements; i++) {
393 const unsigned shift = 4 * (2 - i);
394 offset_bits |= (offsets[i] << shift) & (0xF << shift);
395 }
396 return offset_bits;
397 }
398
399 const char *
400 brw_instruction_name(enum opcode op)
401 {
402 char *fallback;
403
404 if (op < ARRAY_SIZE(opcode_descs) && opcode_descs[op].name)
405 return opcode_descs[op].name;
406
407 switch (op) {
408 case FS_OPCODE_FB_WRITE:
409 return "fb_write";
410 case FS_OPCODE_BLORP_FB_WRITE:
411 return "blorp_fb_write";
412
413 case SHADER_OPCODE_RCP:
414 return "rcp";
415 case SHADER_OPCODE_RSQ:
416 return "rsq";
417 case SHADER_OPCODE_SQRT:
418 return "sqrt";
419 case SHADER_OPCODE_EXP2:
420 return "exp2";
421 case SHADER_OPCODE_LOG2:
422 return "log2";
423 case SHADER_OPCODE_POW:
424 return "pow";
425 case SHADER_OPCODE_INT_QUOTIENT:
426 return "int_quot";
427 case SHADER_OPCODE_INT_REMAINDER:
428 return "int_rem";
429 case SHADER_OPCODE_SIN:
430 return "sin";
431 case SHADER_OPCODE_COS:
432 return "cos";
433
434 case SHADER_OPCODE_TEX:
435 return "tex";
436 case SHADER_OPCODE_TXD:
437 return "txd";
438 case SHADER_OPCODE_TXF:
439 return "txf";
440 case SHADER_OPCODE_TXL:
441 return "txl";
442 case SHADER_OPCODE_TXS:
443 return "txs";
444 case FS_OPCODE_TXB:
445 return "txb";
446 case SHADER_OPCODE_TXF_CMS:
447 return "txf_cms";
448 case SHADER_OPCODE_TXF_UMS:
449 return "txf_ums";
450 case SHADER_OPCODE_TXF_MCS:
451 return "txf_mcs";
452 case SHADER_OPCODE_TG4:
453 return "tg4";
454 case SHADER_OPCODE_TG4_OFFSET:
455 return "tg4_offset";
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 bool
542 backend_instruction::is_tex()
543 {
544 return (opcode == SHADER_OPCODE_TEX ||
545 opcode == FS_OPCODE_TXB ||
546 opcode == SHADER_OPCODE_TXD ||
547 opcode == SHADER_OPCODE_TXF ||
548 opcode == SHADER_OPCODE_TXF_CMS ||
549 opcode == SHADER_OPCODE_TXF_UMS ||
550 opcode == SHADER_OPCODE_TXF_MCS ||
551 opcode == SHADER_OPCODE_TXL ||
552 opcode == SHADER_OPCODE_TXS ||
553 opcode == SHADER_OPCODE_LOD ||
554 opcode == SHADER_OPCODE_TG4 ||
555 opcode == SHADER_OPCODE_TG4_OFFSET);
556 }
557
558 bool
559 backend_instruction::is_math()
560 {
561 return (opcode == SHADER_OPCODE_RCP ||
562 opcode == SHADER_OPCODE_RSQ ||
563 opcode == SHADER_OPCODE_SQRT ||
564 opcode == SHADER_OPCODE_EXP2 ||
565 opcode == SHADER_OPCODE_LOG2 ||
566 opcode == SHADER_OPCODE_SIN ||
567 opcode == SHADER_OPCODE_COS ||
568 opcode == SHADER_OPCODE_INT_QUOTIENT ||
569 opcode == SHADER_OPCODE_INT_REMAINDER ||
570 opcode == SHADER_OPCODE_POW);
571 }
572
573 bool
574 backend_instruction::is_control_flow()
575 {
576 switch (opcode) {
577 case BRW_OPCODE_DO:
578 case BRW_OPCODE_WHILE:
579 case BRW_OPCODE_IF:
580 case BRW_OPCODE_ELSE:
581 case BRW_OPCODE_ENDIF:
582 case BRW_OPCODE_BREAK:
583 case BRW_OPCODE_CONTINUE:
584 return true;
585 default:
586 return false;
587 }
588 }
589
590 bool
591 backend_instruction::can_do_source_mods()
592 {
593 switch (opcode) {
594 case BRW_OPCODE_ADDC:
595 case BRW_OPCODE_BFE:
596 case BRW_OPCODE_BFI1:
597 case BRW_OPCODE_BFI2:
598 case BRW_OPCODE_BFREV:
599 case BRW_OPCODE_CBIT:
600 case BRW_OPCODE_FBH:
601 case BRW_OPCODE_FBL:
602 case BRW_OPCODE_SUBB:
603 return false;
604 default:
605 return true;
606 }
607 }
608
609 bool
610 backend_instruction::can_do_saturate()
611 {
612 switch (opcode) {
613 case BRW_OPCODE_ADD:
614 case BRW_OPCODE_ASR:
615 case BRW_OPCODE_AVG:
616 case BRW_OPCODE_DP2:
617 case BRW_OPCODE_DP3:
618 case BRW_OPCODE_DP4:
619 case BRW_OPCODE_DPH:
620 case BRW_OPCODE_F16TO32:
621 case BRW_OPCODE_F32TO16:
622 case BRW_OPCODE_LINE:
623 case BRW_OPCODE_LRP:
624 case BRW_OPCODE_MAC:
625 case BRW_OPCODE_MACH:
626 case BRW_OPCODE_MAD:
627 case BRW_OPCODE_MATH:
628 case BRW_OPCODE_MOV:
629 case BRW_OPCODE_MUL:
630 case BRW_OPCODE_PLN:
631 case BRW_OPCODE_RNDD:
632 case BRW_OPCODE_RNDE:
633 case BRW_OPCODE_RNDU:
634 case BRW_OPCODE_RNDZ:
635 case BRW_OPCODE_SEL:
636 case BRW_OPCODE_SHL:
637 case BRW_OPCODE_SHR:
638 case FS_OPCODE_LINTERP:
639 case SHADER_OPCODE_COS:
640 case SHADER_OPCODE_EXP2:
641 case SHADER_OPCODE_LOG2:
642 case SHADER_OPCODE_POW:
643 case SHADER_OPCODE_RCP:
644 case SHADER_OPCODE_RSQ:
645 case SHADER_OPCODE_SIN:
646 case SHADER_OPCODE_SQRT:
647 return true;
648 default:
649 return false;
650 }
651 }
652
653 bool
654 backend_instruction::has_side_effects() const
655 {
656 switch (opcode) {
657 case SHADER_OPCODE_UNTYPED_ATOMIC:
658 return true;
659 default:
660 return false;
661 }
662 }
663
664 void
665 backend_visitor::dump_instructions()
666 {
667 int ip = 0;
668 foreach_list(node, &this->instructions) {
669 backend_instruction *inst = (backend_instruction *)node;
670 fprintf(stderr, "%d: ", ip++);
671 dump_instruction(inst);
672 }
673 }
674
675
676 /**
677 * Sets up the starting offsets for the groups of binding table entries
678 * commong to all pipeline stages.
679 *
680 * Unused groups are initialized to 0xd0d0d0d0 to make it obvious that they're
681 * unused but also make sure that addition of small offsets to them will
682 * trigger some of our asserts that surface indices are < BRW_MAX_SURFACES.
683 */
684 void
685 backend_visitor::assign_common_binding_table_offsets(uint32_t next_binding_table_offset)
686 {
687 int num_textures = _mesa_fls(prog->SamplersUsed);
688
689 stage_prog_data->binding_table.texture_start = next_binding_table_offset;
690 next_binding_table_offset += num_textures;
691
692 if (shader) {
693 stage_prog_data->binding_table.ubo_start = next_binding_table_offset;
694 next_binding_table_offset += shader->base.NumUniformBlocks;
695 } else {
696 stage_prog_data->binding_table.ubo_start = 0xd0d0d0d0;
697 }
698
699 if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
700 stage_prog_data->binding_table.shader_time_start = next_binding_table_offset;
701 next_binding_table_offset++;
702 } else {
703 stage_prog_data->binding_table.shader_time_start = 0xd0d0d0d0;
704 }
705
706 if (prog->UsesGather) {
707 stage_prog_data->binding_table.gather_texture_start = next_binding_table_offset;
708 next_binding_table_offset += num_textures;
709 } else {
710 stage_prog_data->binding_table.gather_texture_start = 0xd0d0d0d0;
711 }
712
713 if (shader_prog && shader_prog->NumAtomicBuffers) {
714 stage_prog_data->binding_table.abo_start = next_binding_table_offset;
715 next_binding_table_offset += shader_prog->NumAtomicBuffers;
716 } else {
717 stage_prog_data->binding_table.abo_start = 0xd0d0d0d0;
718 }
719
720 /* This may or may not be used depending on how the compile goes. */
721 stage_prog_data->binding_table.pull_constants_start = next_binding_table_offset;
722 next_binding_table_offset++;
723
724 assert(next_binding_table_offset <= BRW_MAX_SURFACES);
725
726 /* prog_data->base.binding_table.size will be set by brw_mark_surface_used. */
727 }