i965: Don't try to dump shader source for fixed-function FS programs.
[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 lower_instructions(shader->base.ir,
149 MOD_TO_FRACT |
150 DIV_TO_MUL_RCP |
151 SUB_TO_ADD_NEG |
152 EXP_TO_EXP2 |
153 LOG_TO_LOG2 |
154 bitfield_insert |
155 LDEXP_TO_ARITH);
156
157 /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
158 * if-statements need to be flattened.
159 */
160 if (brw->gen < 6)
161 lower_if_to_cond_assign(shader->base.ir, 16);
162
163 do_lower_texture_projection(shader->base.ir);
164 brw_lower_texture_gradients(brw, shader->base.ir);
165 do_vec_index_to_cond_assign(shader->base.ir);
166 lower_vector_insert(shader->base.ir, true);
167 brw_do_cubemap_normalize(shader->base.ir);
168 lower_offset_arrays(shader->base.ir);
169 brw_do_lower_unnormalized_offset(shader->base.ir);
170 lower_noise(shader->base.ir);
171 lower_quadop_vector(shader->base.ir, false);
172
173 bool input = true;
174 bool output = stage == MESA_SHADER_FRAGMENT;
175 bool temp = stage == MESA_SHADER_FRAGMENT;
176 bool uniform = false;
177
178 bool lowered_variable_indexing =
179 lower_variable_index_to_cond_assign(shader->base.ir,
180 input, output, temp, uniform);
181
182 if (unlikely(brw->perf_debug && lowered_variable_indexing)) {
183 perf_debug("Unsupported form of variable indexing in FS; falling "
184 "back to very inefficient code generation\n");
185 }
186
187 /* FINISHME: Do this before the variable index lowering. */
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, 32,
205 &ctx->ShaderCompilerOptions[stage])
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_list(node, shader->base.ir) {
217 ir_variable *var = ((ir_instruction *) 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 int
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 assert(!"not reached");
309 break;
310 }
311
312 return BRW_REGISTER_TYPE_F;
313 }
314
315 uint32_t
316 brw_conditional_for_comparison(unsigned int op)
317 {
318 switch (op) {
319 case ir_binop_less:
320 return BRW_CONDITIONAL_L;
321 case ir_binop_greater:
322 return BRW_CONDITIONAL_G;
323 case ir_binop_lequal:
324 return BRW_CONDITIONAL_LE;
325 case ir_binop_gequal:
326 return BRW_CONDITIONAL_GE;
327 case ir_binop_equal:
328 case ir_binop_all_equal: /* same as equal for scalars */
329 return BRW_CONDITIONAL_Z;
330 case ir_binop_nequal:
331 case ir_binop_any_nequal: /* same as nequal for scalars */
332 return BRW_CONDITIONAL_NZ;
333 default:
334 assert(!"not reached: bad operation for comparison");
335 return BRW_CONDITIONAL_NZ;
336 }
337 }
338
339 uint32_t
340 brw_math_function(enum opcode op)
341 {
342 switch (op) {
343 case SHADER_OPCODE_RCP:
344 return BRW_MATH_FUNCTION_INV;
345 case SHADER_OPCODE_RSQ:
346 return BRW_MATH_FUNCTION_RSQ;
347 case SHADER_OPCODE_SQRT:
348 return BRW_MATH_FUNCTION_SQRT;
349 case SHADER_OPCODE_EXP2:
350 return BRW_MATH_FUNCTION_EXP;
351 case SHADER_OPCODE_LOG2:
352 return BRW_MATH_FUNCTION_LOG;
353 case SHADER_OPCODE_POW:
354 return BRW_MATH_FUNCTION_POW;
355 case SHADER_OPCODE_SIN:
356 return BRW_MATH_FUNCTION_SIN;
357 case SHADER_OPCODE_COS:
358 return BRW_MATH_FUNCTION_COS;
359 case SHADER_OPCODE_INT_QUOTIENT:
360 return BRW_MATH_FUNCTION_INT_DIV_QUOTIENT;
361 case SHADER_OPCODE_INT_REMAINDER:
362 return BRW_MATH_FUNCTION_INT_DIV_REMAINDER;
363 default:
364 assert(!"not reached: unknown math function");
365 return 0;
366 }
367 }
368
369 uint32_t
370 brw_texture_offset(struct gl_context *ctx, ir_constant *offset)
371 {
372 /* If the driver does not support GL_ARB_gpu_shader5, the offset
373 * must be constant.
374 */
375 assert(offset != NULL || ctx->Extensions.ARB_gpu_shader5);
376
377 if (!offset) return 0; /* nonconstant offset; caller will handle it. */
378
379 signed char offsets[3];
380 for (unsigned i = 0; i < offset->type->vector_elements; i++)
381 offsets[i] = (signed char) offset->value.i[i];
382
383 /* Combine all three offsets into a single unsigned dword:
384 *
385 * bits 11:8 - U Offset (X component)
386 * bits 7:4 - V Offset (Y component)
387 * bits 3:0 - R Offset (Z component)
388 */
389 unsigned offset_bits = 0;
390 for (unsigned i = 0; i < offset->type->vector_elements; i++) {
391 const unsigned shift = 4 * (2 - i);
392 offset_bits |= (offsets[i] << shift) & (0xF << shift);
393 }
394 return offset_bits;
395 }
396
397 const char *
398 brw_instruction_name(enum opcode op)
399 {
400 char *fallback;
401
402 if (op < ARRAY_SIZE(opcode_descs) && opcode_descs[op].name)
403 return opcode_descs[op].name;
404
405 switch (op) {
406 case FS_OPCODE_FB_WRITE:
407 return "fb_write";
408 case FS_OPCODE_BLORP_FB_WRITE:
409 return "blorp_fb_write";
410
411 case SHADER_OPCODE_RCP:
412 return "rcp";
413 case SHADER_OPCODE_RSQ:
414 return "rsq";
415 case SHADER_OPCODE_SQRT:
416 return "sqrt";
417 case SHADER_OPCODE_EXP2:
418 return "exp2";
419 case SHADER_OPCODE_LOG2:
420 return "log2";
421 case SHADER_OPCODE_POW:
422 return "pow";
423 case SHADER_OPCODE_INT_QUOTIENT:
424 return "int_quot";
425 case SHADER_OPCODE_INT_REMAINDER:
426 return "int_rem";
427 case SHADER_OPCODE_SIN:
428 return "sin";
429 case SHADER_OPCODE_COS:
430 return "cos";
431
432 case SHADER_OPCODE_TEX:
433 return "tex";
434 case SHADER_OPCODE_TXD:
435 return "txd";
436 case SHADER_OPCODE_TXF:
437 return "txf";
438 case SHADER_OPCODE_TXL:
439 return "txl";
440 case SHADER_OPCODE_TXS:
441 return "txs";
442 case FS_OPCODE_TXB:
443 return "txb";
444 case SHADER_OPCODE_TXF_CMS:
445 return "txf_cms";
446 case SHADER_OPCODE_TXF_UMS:
447 return "txf_ums";
448 case SHADER_OPCODE_TXF_MCS:
449 return "txf_mcs";
450 case SHADER_OPCODE_TG4:
451 return "tg4";
452 case SHADER_OPCODE_TG4_OFFSET:
453 return "tg4_offset";
454
455 case SHADER_OPCODE_GEN4_SCRATCH_READ:
456 return "gen4_scratch_read";
457 case SHADER_OPCODE_GEN4_SCRATCH_WRITE:
458 return "gen4_scratch_write";
459 case SHADER_OPCODE_GEN7_SCRATCH_READ:
460 return "gen7_scratch_read";
461
462 case FS_OPCODE_DDX:
463 return "ddx";
464 case FS_OPCODE_DDY:
465 return "ddy";
466
467 case FS_OPCODE_PIXEL_X:
468 return "pixel_x";
469 case FS_OPCODE_PIXEL_Y:
470 return "pixel_y";
471
472 case FS_OPCODE_CINTERP:
473 return "cinterp";
474 case FS_OPCODE_LINTERP:
475 return "linterp";
476
477 case FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD:
478 return "uniform_pull_const";
479 case FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD_GEN7:
480 return "uniform_pull_const_gen7";
481 case FS_OPCODE_VARYING_PULL_CONSTANT_LOAD:
482 return "varying_pull_const";
483 case FS_OPCODE_VARYING_PULL_CONSTANT_LOAD_GEN7:
484 return "varying_pull_const_gen7";
485
486 case FS_OPCODE_MOV_DISPATCH_TO_FLAGS:
487 return "mov_dispatch_to_flags";
488 case FS_OPCODE_DISCARD_JUMP:
489 return "discard_jump";
490
491 case FS_OPCODE_SET_SIMD4X2_OFFSET:
492 return "set_simd4x2_offset";
493
494 case FS_OPCODE_PACK_HALF_2x16_SPLIT:
495 return "pack_half_2x16_split";
496 case FS_OPCODE_UNPACK_HALF_2x16_SPLIT_X:
497 return "unpack_half_2x16_split_x";
498 case FS_OPCODE_UNPACK_HALF_2x16_SPLIT_Y:
499 return "unpack_half_2x16_split_y";
500
501 case FS_OPCODE_PLACEHOLDER_HALT:
502 return "placeholder_halt";
503
504 case VS_OPCODE_URB_WRITE:
505 return "vs_urb_write";
506 case VS_OPCODE_PULL_CONSTANT_LOAD:
507 return "pull_constant_load";
508 case VS_OPCODE_PULL_CONSTANT_LOAD_GEN7:
509 return "pull_constant_load_gen7";
510 case VS_OPCODE_UNPACK_FLAGS_SIMD4X2:
511 return "unpack_flags_simd4x2";
512
513 case GS_OPCODE_URB_WRITE:
514 return "gs_urb_write";
515 case GS_OPCODE_THREAD_END:
516 return "gs_thread_end";
517 case GS_OPCODE_SET_WRITE_OFFSET:
518 return "set_write_offset";
519 case GS_OPCODE_SET_VERTEX_COUNT:
520 return "set_vertex_count";
521 case GS_OPCODE_SET_DWORD_2_IMMED:
522 return "set_dword_2_immed";
523 case GS_OPCODE_PREPARE_CHANNEL_MASKS:
524 return "prepare_channel_masks";
525 case GS_OPCODE_SET_CHANNEL_MASKS:
526 return "set_channel_masks";
527 case GS_OPCODE_GET_INSTANCE_ID:
528 return "get_instance_id";
529
530 default:
531 /* Yes, this leaks. It's in debug code, it should never occur, and if
532 * it does, you should just add the case to the list above.
533 */
534 asprintf(&fallback, "op%d", op);
535 return fallback;
536 }
537 }
538
539 bool
540 backend_instruction::is_tex()
541 {
542 return (opcode == SHADER_OPCODE_TEX ||
543 opcode == FS_OPCODE_TXB ||
544 opcode == SHADER_OPCODE_TXD ||
545 opcode == SHADER_OPCODE_TXF ||
546 opcode == SHADER_OPCODE_TXF_CMS ||
547 opcode == SHADER_OPCODE_TXF_UMS ||
548 opcode == SHADER_OPCODE_TXF_MCS ||
549 opcode == SHADER_OPCODE_TXL ||
550 opcode == SHADER_OPCODE_TXS ||
551 opcode == SHADER_OPCODE_LOD ||
552 opcode == SHADER_OPCODE_TG4 ||
553 opcode == SHADER_OPCODE_TG4_OFFSET);
554 }
555
556 bool
557 backend_instruction::is_math()
558 {
559 return (opcode == SHADER_OPCODE_RCP ||
560 opcode == SHADER_OPCODE_RSQ ||
561 opcode == SHADER_OPCODE_SQRT ||
562 opcode == SHADER_OPCODE_EXP2 ||
563 opcode == SHADER_OPCODE_LOG2 ||
564 opcode == SHADER_OPCODE_SIN ||
565 opcode == SHADER_OPCODE_COS ||
566 opcode == SHADER_OPCODE_INT_QUOTIENT ||
567 opcode == SHADER_OPCODE_INT_REMAINDER ||
568 opcode == SHADER_OPCODE_POW);
569 }
570
571 bool
572 backend_instruction::is_control_flow()
573 {
574 switch (opcode) {
575 case BRW_OPCODE_DO:
576 case BRW_OPCODE_WHILE:
577 case BRW_OPCODE_IF:
578 case BRW_OPCODE_ELSE:
579 case BRW_OPCODE_ENDIF:
580 case BRW_OPCODE_BREAK:
581 case BRW_OPCODE_CONTINUE:
582 return true;
583 default:
584 return false;
585 }
586 }
587
588 bool
589 backend_instruction::can_do_source_mods()
590 {
591 switch (opcode) {
592 case BRW_OPCODE_ADDC:
593 case BRW_OPCODE_BFE:
594 case BRW_OPCODE_BFI1:
595 case BRW_OPCODE_BFI2:
596 case BRW_OPCODE_BFREV:
597 case BRW_OPCODE_CBIT:
598 case BRW_OPCODE_FBH:
599 case BRW_OPCODE_FBL:
600 case BRW_OPCODE_SUBB:
601 return false;
602 default:
603 return true;
604 }
605 }
606
607 bool
608 backend_instruction::can_do_saturate()
609 {
610 switch (opcode) {
611 case BRW_OPCODE_ADD:
612 case BRW_OPCODE_ASR:
613 case BRW_OPCODE_AVG:
614 case BRW_OPCODE_DP2:
615 case BRW_OPCODE_DP3:
616 case BRW_OPCODE_DP4:
617 case BRW_OPCODE_DPH:
618 case BRW_OPCODE_F16TO32:
619 case BRW_OPCODE_F32TO16:
620 case BRW_OPCODE_LINE:
621 case BRW_OPCODE_LRP:
622 case BRW_OPCODE_MAC:
623 case BRW_OPCODE_MACH:
624 case BRW_OPCODE_MAD:
625 case BRW_OPCODE_MATH:
626 case BRW_OPCODE_MOV:
627 case BRW_OPCODE_MUL:
628 case BRW_OPCODE_PLN:
629 case BRW_OPCODE_RNDD:
630 case BRW_OPCODE_RNDE:
631 case BRW_OPCODE_RNDU:
632 case BRW_OPCODE_RNDZ:
633 case BRW_OPCODE_SEL:
634 case BRW_OPCODE_SHL:
635 case BRW_OPCODE_SHR:
636 case FS_OPCODE_LINTERP:
637 case SHADER_OPCODE_COS:
638 case SHADER_OPCODE_EXP2:
639 case SHADER_OPCODE_LOG2:
640 case SHADER_OPCODE_POW:
641 case SHADER_OPCODE_RCP:
642 case SHADER_OPCODE_RSQ:
643 case SHADER_OPCODE_SIN:
644 case SHADER_OPCODE_SQRT:
645 return true;
646 default:
647 return false;
648 }
649 }
650
651 bool
652 backend_instruction::has_side_effects() const
653 {
654 switch (opcode) {
655 case SHADER_OPCODE_UNTYPED_ATOMIC:
656 return true;
657 default:
658 return false;
659 }
660 }
661
662 void
663 backend_visitor::dump_instructions()
664 {
665 int ip = 0;
666 foreach_list(node, &this->instructions) {
667 backend_instruction *inst = (backend_instruction *)node;
668 fprintf(stderr, "%d: ", ip++);
669 dump_instruction(inst);
670 }
671 }
672
673
674 /**
675 * Sets up the starting offsets for the groups of binding table entries
676 * commong to all pipeline stages.
677 *
678 * Unused groups are initialized to 0xd0d0d0d0 to make it obvious that they're
679 * unused but also make sure that addition of small offsets to them will
680 * trigger some of our asserts that surface indices are < BRW_MAX_SURFACES.
681 */
682 void
683 backend_visitor::assign_common_binding_table_offsets(uint32_t next_binding_table_offset)
684 {
685 int num_textures = _mesa_fls(prog->SamplersUsed);
686
687 stage_prog_data->binding_table.texture_start = next_binding_table_offset;
688 next_binding_table_offset += num_textures;
689
690 if (shader) {
691 stage_prog_data->binding_table.ubo_start = next_binding_table_offset;
692 next_binding_table_offset += shader->base.NumUniformBlocks;
693 } else {
694 stage_prog_data->binding_table.ubo_start = 0xd0d0d0d0;
695 }
696
697 if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
698 stage_prog_data->binding_table.shader_time_start = next_binding_table_offset;
699 next_binding_table_offset++;
700 } else {
701 stage_prog_data->binding_table.shader_time_start = 0xd0d0d0d0;
702 }
703
704 if (prog->UsesGather) {
705 stage_prog_data->binding_table.gather_texture_start = next_binding_table_offset;
706 next_binding_table_offset += num_textures;
707 } else {
708 stage_prog_data->binding_table.gather_texture_start = 0xd0d0d0d0;
709 }
710
711 if (shader_prog && shader_prog->NumAtomicBuffers) {
712 stage_prog_data->binding_table.abo_start = next_binding_table_offset;
713 next_binding_table_offset += shader_prog->NumAtomicBuffers;
714 } else {
715 stage_prog_data->binding_table.abo_start = 0xd0d0d0d0;
716 }
717
718 /* This may or may not be used depending on how the compile goes. */
719 stage_prog_data->binding_table.pull_constants_start = next_binding_table_offset;
720 next_binding_table_offset++;
721
722 assert(next_binding_table_offset <= BRW_MAX_SURFACES);
723
724 /* prog_data->base.binding_table.size will be set by brw_mark_surface_used. */
725 }