shader = rzalloc(NULL, struct brw_shader);
if (shader) {
shader->base.Type = type;
+ shader->base.Stage = _mesa_shader_enum_to_shader_stage(type);
shader->base.Name = name;
_mesa_init_shader(ctx, &shader->base);
}
static void
brw_lower_packing_builtins(struct brw_context *brw,
- gl_shader_type shader_type,
+ gl_shader_stage shader_type,
exec_list *ir)
{
int ops = LOWER_PACK_SNORM_2x16
continue;
struct gl_program *prog =
- ctx->Driver.NewProgram(ctx, _mesa_program_index_to_target(stage),
+ ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
shader->base.Name);
if (!prog)
return false;
prog->Parameters = _mesa_new_parameter_list();
- _mesa_copy_linked_program_data((gl_shader_type) stage, shProg, prog);
+ _mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog);
- void *mem_ctx = ralloc_context(NULL);
bool progress;
- if (shader->ir)
- ralloc_free(shader->ir);
- shader->ir = new(shader) exec_list;
- clone_ir_list(mem_ctx, shader->ir, shader->base.ir);
-
/* lower_packing_builtins() inserts arithmetic instructions, so it
* must precede lower_instructions().
*/
- brw_lower_packing_builtins(brw, (gl_shader_type) stage, shader->ir);
- do_mat_op_to_vec(shader->ir);
+ brw_lower_packing_builtins(brw, (gl_shader_stage) stage, shader->base.ir);
+ do_mat_op_to_vec(shader->base.ir);
const int bitfield_insert = brw->gen >= 7
? BITFIELD_INSERT_TO_BFM_BFI
: 0;
- const int lrp_to_arith = brw->gen < 6 ? LRP_TO_ARITH : 0;
- lower_instructions(shader->ir,
+ lower_instructions(shader->base.ir,
MOD_TO_FRACT |
DIV_TO_MUL_RCP |
SUB_TO_ADD_NEG |
EXP_TO_EXP2 |
LOG_TO_LOG2 |
bitfield_insert |
- lrp_to_arith |
LDEXP_TO_ARITH);
/* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
* if-statements need to be flattened.
*/
if (brw->gen < 6)
- lower_if_to_cond_assign(shader->ir, 16);
-
- do_lower_texture_projection(shader->ir);
- brw_lower_texture_gradients(brw, shader->ir);
- do_vec_index_to_cond_assign(shader->ir);
- lower_vector_insert(shader->ir, true);
- brw_do_cubemap_normalize(shader->ir);
- lower_noise(shader->ir);
- lower_quadop_vector(shader->ir, false);
+ lower_if_to_cond_assign(shader->base.ir, 16);
+
+ do_lower_texture_projection(shader->base.ir);
+ brw_lower_texture_gradients(brw, shader->base.ir);
+ do_vec_index_to_cond_assign(shader->base.ir);
+ lower_vector_insert(shader->base.ir, true);
+ brw_do_cubemap_normalize(shader->base.ir);
+ lower_offset_arrays(shader->base.ir);
+ brw_do_lower_unnormalized_offset(shader->base.ir);
+ lower_noise(shader->base.ir);
+ lower_quadop_vector(shader->base.ir, false);
bool input = true;
bool output = stage == MESA_SHADER_FRAGMENT;
bool uniform = false;
bool lowered_variable_indexing =
- lower_variable_index_to_cond_assign(shader->ir,
+ lower_variable_index_to_cond_assign(shader->base.ir,
input, output, temp, uniform);
if (unlikely(brw->perf_debug && lowered_variable_indexing)) {
}
/* FINISHME: Do this before the variable index lowering. */
- lower_ubo_reference(&shader->base, shader->ir);
+ lower_ubo_reference(&shader->base, shader->base.ir);
do {
progress = false;
if (stage == MESA_SHADER_FRAGMENT) {
- brw_do_channel_expressions(shader->ir);
- brw_do_vector_splitting(shader->ir);
+ brw_do_channel_expressions(shader->base.ir);
+ brw_do_vector_splitting(shader->base.ir);
}
- progress = do_lower_jumps(shader->ir, true, true,
+ progress = do_lower_jumps(shader->base.ir, true, true,
true, /* main return */
false, /* continue */
false /* loops */
) || progress;
- progress = do_common_optimization(shader->ir, true, true, 32,
+ progress = do_common_optimization(shader->base.ir, true, true, 32,
&ctx->ShaderCompilerOptions[stage])
|| progress;
} while (progress);
* too late. At that point, the values for the built-in uniforms won't
* get sent to the shader.
*/
- foreach_list(node, shader->ir) {
+ foreach_list(node, shader->base.ir) {
ir_variable *var = ((ir_instruction *) node)->as_variable();
- if ((var == NULL) || (var->mode != ir_var_uniform)
+ if ((var == NULL) || (var->data.mode != ir_var_uniform)
|| (strncmp(var->name, "gl_", 3) != 0))
continue;
}
}
- validate_ir_tree(shader->ir);
-
- reparent_ir(shader->ir, shader->ir);
- ralloc_free(mem_ctx);
+ validate_ir_tree(shader->base.ir);
- do_set_program_inouts(shader->ir, prog, shader->base.Type);
+ do_set_program_inouts(shader->base.ir, prog, shader->base.Stage);
prog->SamplersUsed = shader->base.active_samplers;
_mesa_update_shader_textures_used(shProg, prog);
_mesa_reference_program(ctx, &prog, NULL);
if (ctx->Shader.Flags & GLSL_DUMP) {
- printf("\n");
- printf("GLSL IR for linked %s program %d:\n",
- _mesa_glsl_shader_target_name(shader->base.Type), shProg->Name);
- _mesa_print_ir(shader->base.ir, NULL);
- printf("\n");
+ fprintf(stderr, "\n");
+ fprintf(stderr, "GLSL IR for linked %s program %d:\n",
+ _mesa_shader_stage_to_string(shader->base.Stage),
+ shProg->Name);
+ _mesa_print_ir(stderr, shader->base.ir, NULL);
+ fprintf(stderr, "\n");
}
}
- if (ctx->Shader.Flags & GLSL_DUMP) {
+ if ((ctx->Shader.Flags & GLSL_DUMP) && shProg->Name != 0) {
for (unsigned i = 0; i < shProg->NumShaders; i++) {
const struct gl_shader *sh = shProg->Shaders[i];
if (!sh)
continue;
- printf("GLSL %s shader %d source for linked program %d:\n",
- _mesa_glsl_shader_target_name(sh->Type),
- i,
- shProg->Name);
- printf("%s", sh->Source);
- printf("\n");
+ fprintf(stderr, "GLSL %s shader %d source for linked program %d:\n",
+ _mesa_shader_stage_to_string(sh->Stage),
+ i, shProg->Name);
+ fprintf(stderr, "%s", sh->Source);
+ fprintf(stderr, "\n");
}
}
return brw_type_for_base_type(type->fields.array);
case GLSL_TYPE_STRUCT:
case GLSL_TYPE_SAMPLER:
+ case GLSL_TYPE_ATOMIC_UINT:
/* These should be overridden with the type of the member when
* dereferenced into. BRW_REGISTER_TYPE_UD seems like a likely
* way to trip up if we don't.
*/
return BRW_REGISTER_TYPE_UD;
+ case GLSL_TYPE_IMAGE:
+ return BRW_REGISTER_TYPE_UD;
case GLSL_TYPE_VOID:
case GLSL_TYPE_ERROR:
case GLSL_TYPE_INTERFACE:
}
uint32_t
-brw_texture_offset(ir_constant *offset)
+brw_texture_offset(struct gl_context *ctx, ir_constant *offset)
{
- assert(offset != NULL);
+ /* If the driver does not support GL_ARB_gpu_shader5, the offset
+ * must be constant.
+ */
+ assert(offset != NULL || ctx->Extensions.ARB_gpu_shader5);
+
+ if (!offset) return 0; /* nonconstant offset; caller will handle it. */
signed char offsets[3];
for (unsigned i = 0; i < offset->type->vector_elements; i++)
switch (op) {
case FS_OPCODE_FB_WRITE:
return "fb_write";
+ case FS_OPCODE_BLORP_FB_WRITE:
+ return "blorp_fb_write";
case SHADER_OPCODE_RCP:
return "rcp";
return "txs";
case FS_OPCODE_TXB:
return "txb";
- case SHADER_OPCODE_TXF_MS:
- return "txf_ms";
+ case SHADER_OPCODE_TXF_CMS:
+ return "txf_cms";
+ case SHADER_OPCODE_TXF_UMS:
+ return "txf_ums";
+ case SHADER_OPCODE_TXF_MCS:
+ return "txf_mcs";
case SHADER_OPCODE_TG4:
return "tg4";
+ case SHADER_OPCODE_TG4_OFFSET:
+ return "tg4_offset";
+
+ case SHADER_OPCODE_GEN4_SCRATCH_READ:
+ return "gen4_scratch_read";
+ case SHADER_OPCODE_GEN4_SCRATCH_WRITE:
+ return "gen4_scratch_write";
+ case SHADER_OPCODE_GEN7_SCRATCH_READ:
+ return "gen7_scratch_read";
case FS_OPCODE_DDX:
return "ddx";
case FS_OPCODE_LINTERP:
return "linterp";
- case FS_OPCODE_SPILL:
- return "spill";
- case FS_OPCODE_UNSPILL:
- return "unspill";
-
case FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD:
return "uniform_pull_const";
case FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD_GEN7:
case VS_OPCODE_URB_WRITE:
return "vs_urb_write";
- case VS_OPCODE_SCRATCH_READ:
- return "scratch_read";
- case VS_OPCODE_SCRATCH_WRITE:
- return "scratch_write";
case VS_OPCODE_PULL_CONSTANT_LOAD:
return "pull_constant_load";
case VS_OPCODE_PULL_CONSTANT_LOAD_GEN7:
return "prepare_channel_masks";
case GS_OPCODE_SET_CHANNEL_MASKS:
return "set_channel_masks";
+ case GS_OPCODE_GET_INSTANCE_ID:
+ return "get_instance_id";
default:
/* Yes, this leaks. It's in debug code, it should never occur, and if
opcode == FS_OPCODE_TXB ||
opcode == SHADER_OPCODE_TXD ||
opcode == SHADER_OPCODE_TXF ||
- opcode == SHADER_OPCODE_TXF_MS ||
+ opcode == SHADER_OPCODE_TXF_CMS ||
+ opcode == SHADER_OPCODE_TXF_UMS ||
+ opcode == SHADER_OPCODE_TXF_MCS ||
opcode == SHADER_OPCODE_TXL ||
opcode == SHADER_OPCODE_TXS ||
opcode == SHADER_OPCODE_LOD ||
- opcode == SHADER_OPCODE_TG4);
+ opcode == SHADER_OPCODE_TG4 ||
+ opcode == SHADER_OPCODE_TG4_OFFSET);
}
bool
}
}
+bool
+backend_instruction::can_do_saturate()
+{
+ switch (opcode) {
+ case BRW_OPCODE_ADD:
+ case BRW_OPCODE_ASR:
+ case BRW_OPCODE_AVG:
+ case BRW_OPCODE_DP2:
+ case BRW_OPCODE_DP3:
+ case BRW_OPCODE_DP4:
+ case BRW_OPCODE_DPH:
+ case BRW_OPCODE_F16TO32:
+ case BRW_OPCODE_F32TO16:
+ case BRW_OPCODE_LINE:
+ case BRW_OPCODE_LRP:
+ case BRW_OPCODE_MAC:
+ case BRW_OPCODE_MACH:
+ case BRW_OPCODE_MAD:
+ case BRW_OPCODE_MATH:
+ case BRW_OPCODE_MOV:
+ case BRW_OPCODE_MUL:
+ case BRW_OPCODE_PLN:
+ case BRW_OPCODE_RNDD:
+ case BRW_OPCODE_RNDE:
+ case BRW_OPCODE_RNDU:
+ case BRW_OPCODE_RNDZ:
+ case BRW_OPCODE_SEL:
+ case BRW_OPCODE_SHL:
+ case BRW_OPCODE_SHR:
+ case FS_OPCODE_LINTERP:
+ case SHADER_OPCODE_COS:
+ case SHADER_OPCODE_EXP2:
+ case SHADER_OPCODE_LOG2:
+ case SHADER_OPCODE_POW:
+ case SHADER_OPCODE_RCP:
+ case SHADER_OPCODE_RSQ:
+ case SHADER_OPCODE_SIN:
+ case SHADER_OPCODE_SQRT:
+ return true;
+ default:
+ return false;
+ }
+}
+
+bool
+backend_instruction::has_side_effects() const
+{
+ switch (opcode) {
+ case SHADER_OPCODE_UNTYPED_ATOMIC:
+ return true;
+ default:
+ return false;
+ }
+}
+
void
backend_visitor::dump_instructions()
{
int ip = 0;
foreach_list(node, &this->instructions) {
backend_instruction *inst = (backend_instruction *)node;
- printf("%d: ", ip++);
+ fprintf(stderr, "%d: ", ip++);
dump_instruction(inst);
}
}
stage_prog_data->binding_table.gather_texture_start = 0xd0d0d0d0;
}
+ if (shader_prog && shader_prog->NumAtomicBuffers) {
+ stage_prog_data->binding_table.abo_start = next_binding_table_offset;
+ next_binding_table_offset += shader_prog->NumAtomicBuffers;
+ } else {
+ stage_prog_data->binding_table.abo_start = 0xd0d0d0d0;
+ }
+
/* This may or may not be used depending on how the compile goes. */
stage_prog_data->binding_table.pull_constants_start = next_binding_table_offset;
next_binding_table_offset++;
assert(next_binding_table_offset <= BRW_MAX_SURFACES);
- /* prog_data->base.binding_table.size will be set by mark_surface_used. */
+ /* prog_data->base.binding_table.size will be set by brw_mark_surface_used. */
}