return "typed_surface_write_logical";
case SHADER_OPCODE_MEMORY_FENCE:
return "memory_fence";
+ case FS_OPCODE_SCHEDULING_FENCE:
+ return "scheduling_fence";
case SHADER_OPCODE_INTERLOCK:
/* For an interlock we actually issue a memory fence via sendc. */
return "interlock";
case SHADER_OPCODE_FIND_LIVE_CHANNEL:
return "find_live_channel";
+ case FS_OPCODE_LOAD_LIVE_CHANNELS:
+ return "load_live_channels";
+
case SHADER_OPCODE_BROADCAST:
return "broadcast";
case SHADER_OPCODE_SHUFFLE:
return "barrier";
case SHADER_OPCODE_MULH:
return "mulh";
+ case SHADER_OPCODE_ISUB_SAT:
+ return "isub_sat";
+ case SHADER_OPCODE_USUB_SAT:
+ return "usub_sat";
case SHADER_OPCODE_MOV_INDIRECT:
return "mov_indirect";
nir(shader),
stage_prog_data(stage_prog_data),
mem_ctx(mem_ctx),
- cfg(NULL),
+ cfg(NULL), idom_analysis(this),
stage(shader->info.stage)
{
debug_enabled = INTEL_DEBUG & intel_debug_flag_for_shader_stage(stage);
case TCS_OPCODE_RELEASE_INPUT:
case SHADER_OPCODE_RND_MODE:
case SHADER_OPCODE_FLOAT_CONTROL_MODE:
+ case FS_OPCODE_SCHEDULING_FENCE:
return true;
default:
return eot;
}
void
-backend_shader::dump_instructions()
+backend_shader::dump_instructions() const
{
dump_instructions(NULL);
}
void
-backend_shader::dump_instructions(const char *name)
+backend_shader::dump_instructions(const char *name) const
{
FILE *file = stderr;
if (name && geteuid() != 0) {
{
if (this->cfg)
return;
- cfg = new(mem_ctx) cfg_t(&this->instructions);
+ cfg = new(mem_ctx) cfg_t(this, &this->instructions);
+}
+
+void
+backend_shader::invalidate_analysis(brw::analysis_dependency_class c)
+{
+ idom_analysis.invalidate(c);
}
extern "C" const unsigned *
prog_data->base.dispatch_mode = DISPATCH_MODE_SIMD8;
fs_generator g(compiler, log_data, mem_ctx,
- &prog_data->base.base, v.shader_stats, false,
- MESA_SHADER_TESS_EVAL);
+ &prog_data->base.base, false, MESA_SHADER_TESS_EVAL);
if (unlikely(INTEL_DEBUG & DEBUG_TES)) {
g.enable_debug(ralloc_asprintf(mem_ctx,
"%s tessellation evaluation shader %s",
nir->info.name));
}
- g.generate_code(v.cfg, 8, stats);
+ g.generate_code(v.cfg, 8, v.shader_stats, stats);
assembly = g.get_assembly();
} else {