brw_shader_precompile(struct gl_context *ctx,
struct gl_shader_program *sh_prog)
{
- struct gl_shader *vs = sh_prog->_LinkedShaders[MESA_SHADER_VERTEX];
- struct gl_shader *tcs = sh_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
- struct gl_shader *tes = sh_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
- struct gl_shader *gs = sh_prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
- struct gl_shader *fs = sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
- struct gl_shader *cs = sh_prog->_LinkedShaders[MESA_SHADER_COMPUTE];
+ struct gl_linked_shader *vs = sh_prog->_LinkedShaders[MESA_SHADER_VERTEX];
+ struct gl_linked_shader *tcs = sh_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
+ struct gl_linked_shader *tes = sh_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
+ struct gl_linked_shader *gs = sh_prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
+ struct gl_linked_shader *fs = sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
+ struct gl_linked_shader *cs = sh_prog->_LinkedShaders[MESA_SHADER_COMPUTE];
if (fs && !brw_fs_precompile(ctx, sh_prog, fs->Program))
return false;
}
static void
-process_glsl_ir(gl_shader_stage stage,
- struct brw_context *brw,
+process_glsl_ir(struct brw_context *brw,
struct gl_shader_program *shader_prog,
- struct gl_shader *shader)
+ struct gl_linked_shader *shader)
{
struct gl_context *ctx = &brw->ctx;
- const struct brw_compiler *compiler = brw->intelScreen->compiler;
+ const struct brw_compiler *compiler = brw->screen->compiler;
const struct gl_shader_compiler_options *options =
&ctx->Const.ShaderCompilerOptions[shader->Stage];
ralloc_adopt(mem_ctx, shader->ir);
+ lower_blend_equation_advanced(shader);
+
/* lower_packing_builtins() inserts arithmetic instructions, so it
* must precede lower_instructions().
*/
brw_lower_packing_builtins(brw, shader->Stage, shader->ir);
do_mat_op_to_vec(shader->ir);
- lower_instructions(shader->ir,
- DIV_TO_MUL_RCP |
- SUB_TO_ADD_NEG |
- EXP_TO_EXP2 |
- LOG_TO_LOG2 |
- DFREXP_DLDEXP_TO_ARITH |
- CARRY_TO_ARITH |
- BORROW_TO_ARITH);
+
+ unsigned instructions_to_lower = (DIV_TO_MUL_RCP |
+ SUB_TO_ADD_NEG |
+ EXP_TO_EXP2 |
+ LOG_TO_LOG2 |
+ DFREXP_DLDEXP_TO_ARITH);
+ if (brw->gen < 7) {
+ instructions_to_lower |= BIT_COUNT_TO_MATH |
+ EXTRACT_TO_SHIFTS |
+ INSERT_TO_SHIFTS |
+ REVERSE_TO_SHIFTS;
+ }
+
+ lower_instructions(shader->ir, instructions_to_lower);
/* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
* if-statements need to be flattened.
do_vec_index_to_cond_assign(shader->ir);
lower_vector_insert(shader->ir, true);
lower_offset_arrays(shader->ir);
- brw_do_lower_unnormalized_offset(shader->ir);
lower_noise(shader->ir);
lower_quadop_vector(shader->ir, false);
+ do_copy_propagation(shader->ir);
+
bool lowered_variable_indexing =
- lower_variable_index_to_cond_assign((gl_shader_stage)stage,
- shader->ir,
+ lower_variable_index_to_cond_assign(shader->Stage, shader->ir,
options->EmitNoIndirectInput,
options->EmitNoIndirectOutput,
options->EmitNoIndirectTemp,
}
}
-extern "C" struct gl_shader *
-brw_new_shader(struct gl_context *ctx, GLuint name, gl_shader_stage stage)
+extern "C" struct gl_linked_shader *
+brw_new_shader(gl_shader_stage stage)
{
struct brw_shader *shader;
shader = rzalloc(NULL, struct brw_shader);
if (shader) {
shader->base.Stage = stage;
- shader->base.Name = name;
- _mesa_init_shader(ctx, &shader->base);
}
return &shader->base;
brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
{
struct brw_context *brw = brw_context(ctx);
- const struct brw_compiler *compiler = brw->intelScreen->compiler;
+ const struct brw_compiler *compiler = brw->screen->compiler;
unsigned int stage;
for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
- struct gl_shader *shader = shProg->_LinkedShaders[stage];
+ struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
if (!shader)
continue;
struct gl_program *prog =
ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
- shader->Name);
+ 0);
if (!prog)
return false;
prog->Parameters = _mesa_new_parameter_list();
_mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog);
- process_glsl_ir((gl_shader_stage) stage, brw, shProg, shader);
+ process_glsl_ir(brw, shProg, shader);
/* Make a pass over the IR to add state references for any built-in
* uniforms that are used. This has to be done now (during linking).
return false;
build_program_resource_list(ctx, shProg);
+
+ for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
+ struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
+ if (!shader)
+ continue;
+
+ /* The GLSL IR won't be needed anymore. */
+ ralloc_free(shader->ir);
+ shader->ir = NULL;
+ }
+
return true;
}