i965: Use brw->gen in some generation checks.
[mesa.git] / src / mesa / drivers / dri / i965 / brw_shader.cpp
index 951b5f4fedb0b1fae8668123b34c8281f52b7882..6ad0ff4900b364019e2701be0f34ef6fb420385f 100644 (file)
 extern "C" {
 #include "main/macros.h"
 #include "brw_context.h"
-#include "brw_vs.h"
 }
+#include "brw_vs.h"
+#include "brw_vec4_gs.h"
 #include "brw_fs.h"
+#include "brw_cfg.h"
 #include "glsl/ir_optimization.h"
-#include "glsl/ir_print_visitor.h"
+#include "glsl/glsl_parser_extras.h"
+#include "main/shaderapi.h"
 
 struct gl_shader *
 brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type)
@@ -38,6 +41,7 @@ brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type)
    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);
    }
@@ -69,106 +73,136 @@ brw_shader_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
    if (brw->precompile && !brw_fs_precompile(ctx, prog))
       return false;
 
+   if (brw->precompile && !brw_gs_precompile(ctx, prog))
+      return false;
+
    if (brw->precompile && !brw_vs_precompile(ctx, prog))
       return false;
 
    return true;
 }
 
+static void
+brw_lower_packing_builtins(struct brw_context *brw,
+                           gl_shader_stage shader_type,
+                           exec_list *ir)
+{
+   int ops = LOWER_PACK_SNORM_2x16
+           | LOWER_UNPACK_SNORM_2x16
+           | LOWER_PACK_UNORM_2x16
+           | LOWER_UNPACK_UNORM_2x16
+           | LOWER_PACK_SNORM_4x8
+           | LOWER_UNPACK_SNORM_4x8
+           | LOWER_PACK_UNORM_4x8
+           | LOWER_UNPACK_UNORM_4x8;
+
+   if (brw->gen >= 7) {
+      /* Gen7 introduced the f32to16 and f16to32 instructions, which can be
+       * used to execute packHalf2x16 and unpackHalf2x16. For AOS code, no
+       * lowering is needed. For SOA code, the Half2x16 ops must be
+       * scalarized.
+       */
+      if (shader_type == MESA_SHADER_FRAGMENT) {
+         ops |= LOWER_PACK_HALF_2x16_TO_SPLIT
+             |  LOWER_UNPACK_HALF_2x16_TO_SPLIT;
+      }
+   } else {
+      ops |= LOWER_PACK_HALF_2x16
+          |  LOWER_UNPACK_HALF_2x16;
+   }
+
+   lower_packing_builtins(ir, ops);
+}
+
 GLboolean
 brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
 {
    struct brw_context *brw = brw_context(ctx);
-   struct intel_context *intel = &brw->intel;
    unsigned int stage;
 
    for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
+      const struct gl_shader_compiler_options *options =
+         &ctx->ShaderCompilerOptions[stage];
       struct brw_shader *shader =
         (struct brw_shader *)shProg->_LinkedShaders[stage];
-      static const GLenum targets[] = {
-        GL_VERTEX_PROGRAM_ARB,
-        GL_FRAGMENT_PROGRAM_ARB,
-        GL_GEOMETRY_PROGRAM_NV
-      };
 
       if (!shader)
         continue;
 
       struct gl_program *prog =
-        ctx->Driver.NewProgram(ctx, targets[stage], shader->base.Name);
+        ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
+                                shader->base.Name);
       if (!prog)
        return false;
       prog->Parameters = _mesa_new_parameter_list();
 
-      _mesa_generate_parameters_list_for_uniforms(shProg, &shader->base,
-                                                 prog->Parameters);
-
-      if (stage == 0) {
-        struct gl_vertex_program *vp = (struct gl_vertex_program *) prog;
-        vp->UsesClipDistance = shProg->Vert.UsesClipDistance;
-      }
+      _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);
-
-      do_mat_op_to_vec(shader->ir);
-      lower_instructions(shader->ir,
+      /* lower_packing_builtins() inserts arithmetic instructions, so it
+       * must precede lower_instructions().
+       */
+      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;
+      lower_instructions(shader->base.ir,
                         MOD_TO_FRACT |
                         DIV_TO_MUL_RCP |
                         SUB_TO_ADD_NEG |
                         EXP_TO_EXP2 |
-                        LOG_TO_LOG2);
+                        LOG_TO_LOG2 |
+                         bitfield_insert |
+                         LDEXP_TO_ARITH);
 
       /* Pre-gen6 HW can only nest if-statements 16 deep.  Beyond this,
        * if-statements need to be flattened.
        */
-      if (intel->gen < 6)
-        lower_if_to_cond_assign(shader->ir, 16);
-
-      do_lower_texture_projection(shader->ir);
-      brw_lower_texture_gradients(shader->ir);
-      do_vec_index_to_cond_assign(shader->ir);
-      brw_do_cubemap_normalize(shader->ir);
-      lower_noise(shader->ir);
-      lower_quadop_vector(shader->ir, false);
-
-      bool input = true;
-      bool output = stage == MESA_SHADER_FRAGMENT;
-      bool temp = stage == MESA_SHADER_FRAGMENT;
-      bool uniform = false;
+      if (brw->gen < 6)
+        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 lowered_variable_indexing =
-         lower_variable_index_to_cond_assign(shader->ir,
-                                             input, output, temp, uniform);
+         lower_variable_index_to_cond_assign(shader->base.ir,
+                                             options->EmitNoIndirectInput,
+                                             options->EmitNoIndirectOutput,
+                                             options->EmitNoIndirectTemp,
+                                             options->EmitNoIndirectUniform);
 
-      if (unlikely((INTEL_DEBUG & DEBUG_PERF) && lowered_variable_indexing)) {
+      if (unlikely(brw->perf_debug && lowered_variable_indexing)) {
          perf_debug("Unsupported form of variable indexing in FS; falling "
                     "back to very inefficient code generation\n");
       }
 
-      /* 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,
+                                           options, ctx->Const.NativeIntegers)
           || progress;
       } while (progress);
 
@@ -179,10 +213,10 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
        * 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;
 
@@ -195,13 +229,9 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
         }
       }
 
-      validate_ir_tree(shader->ir);
+      validate_ir_tree(shader->base.ir);
 
-      reparent_ir(shader->ir, shader->ir);
-      ralloc_free(mem_ctx);
-
-      do_set_program_inouts(shader->ir, prog,
-                           shader->base.Type == GL_FRAGMENT_SHADER);
+      do_set_program_inouts(shader->base.ir, prog, shader->base.Stage);
 
       prog->SamplersUsed = shader->base.active_samplers;
       _mesa_update_shader_textures_used(shProg, prog);
@@ -218,13 +248,27 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
 
       _mesa_reference_program(ctx, &prog, NULL);
 
-      if (ctx->Shader.Flags & GLSL_DUMP) {
-         static const char *target_strings[]
-            = { "vertex", "fragment", "geometry" };
-         printf("\n");
-         printf("GLSL IR for linked %s program %d:\n", target_strings[stage],
-                shProg->Name);
-         _mesa_print_ir(shader->base.ir, NULL);
+      if (ctx->_Shader->Flags & GLSL_DUMP) {
+         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) && shProg->Name != 0) {
+      for (unsigned i = 0; i < shProg->NumShaders; i++) {
+         const struct gl_shader *sh = shProg->Shaders[i];
+         if (!sh)
+            continue;
+
+         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");
       }
    }
 
@@ -250,15 +294,22 @@ brw_type_for_base_type(const struct glsl_type *type)
       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;
-   default:
+   case GLSL_TYPE_IMAGE:
+      return BRW_REGISTER_TYPE_UD;
+   case GLSL_TYPE_VOID:
+   case GLSL_TYPE_ERROR:
+   case GLSL_TYPE_INTERFACE:
       assert(!"not reached");
-      return BRW_REGISTER_TYPE_F;
+      break;
    }
+
+   return BRW_REGISTER_TYPE_F;
 }
 
 uint32_t
@@ -316,9 +367,14 @@ brw_math_function(enum opcode op)
 }
 
 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++)
@@ -337,3 +393,444 @@ brw_texture_offset(ir_constant *offset)
    }
    return offset_bits;
 }
+
+const char *
+brw_instruction_name(enum opcode op)
+{
+   char *fallback;
+
+   if (op < ARRAY_SIZE(opcode_descs) && opcode_descs[op].name)
+      return opcode_descs[op].name;
+
+   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";
+   case SHADER_OPCODE_RSQ:
+      return "rsq";
+   case SHADER_OPCODE_SQRT:
+      return "sqrt";
+   case SHADER_OPCODE_EXP2:
+      return "exp2";
+   case SHADER_OPCODE_LOG2:
+      return "log2";
+   case SHADER_OPCODE_POW:
+      return "pow";
+   case SHADER_OPCODE_INT_QUOTIENT:
+      return "int_quot";
+   case SHADER_OPCODE_INT_REMAINDER:
+      return "int_rem";
+   case SHADER_OPCODE_SIN:
+      return "sin";
+   case SHADER_OPCODE_COS:
+      return "cos";
+
+   case SHADER_OPCODE_TEX:
+      return "tex";
+   case SHADER_OPCODE_TXD:
+      return "txd";
+   case SHADER_OPCODE_TXF:
+      return "txf";
+   case SHADER_OPCODE_TXL:
+      return "txl";
+   case SHADER_OPCODE_TXS:
+      return "txs";
+   case FS_OPCODE_TXB:
+      return "txb";
+   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_DDY:
+      return "ddy";
+
+   case FS_OPCODE_PIXEL_X:
+      return "pixel_x";
+   case FS_OPCODE_PIXEL_Y:
+      return "pixel_y";
+
+   case FS_OPCODE_CINTERP:
+      return "cinterp";
+   case FS_OPCODE_LINTERP:
+      return "linterp";
+
+   case FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD:
+      return "uniform_pull_const";
+   case FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD_GEN7:
+      return "uniform_pull_const_gen7";
+   case FS_OPCODE_VARYING_PULL_CONSTANT_LOAD:
+      return "varying_pull_const";
+   case FS_OPCODE_VARYING_PULL_CONSTANT_LOAD_GEN7:
+      return "varying_pull_const_gen7";
+
+   case FS_OPCODE_MOV_DISPATCH_TO_FLAGS:
+      return "mov_dispatch_to_flags";
+   case FS_OPCODE_DISCARD_JUMP:
+      return "discard_jump";
+
+   case FS_OPCODE_SET_SIMD4X2_OFFSET:
+      return "set_simd4x2_offset";
+
+   case FS_OPCODE_PACK_HALF_2x16_SPLIT:
+      return "pack_half_2x16_split";
+   case FS_OPCODE_UNPACK_HALF_2x16_SPLIT_X:
+      return "unpack_half_2x16_split_x";
+   case FS_OPCODE_UNPACK_HALF_2x16_SPLIT_Y:
+      return "unpack_half_2x16_split_y";
+
+   case FS_OPCODE_PLACEHOLDER_HALT:
+      return "placeholder_halt";
+
+   case VS_OPCODE_URB_WRITE:
+      return "vs_urb_write";
+   case VS_OPCODE_PULL_CONSTANT_LOAD:
+      return "pull_constant_load";
+   case VS_OPCODE_PULL_CONSTANT_LOAD_GEN7:
+      return "pull_constant_load_gen7";
+   case VS_OPCODE_UNPACK_FLAGS_SIMD4X2:
+      return "unpack_flags_simd4x2";
+
+   case GS_OPCODE_URB_WRITE:
+      return "gs_urb_write";
+   case GS_OPCODE_THREAD_END:
+      return "gs_thread_end";
+   case GS_OPCODE_SET_WRITE_OFFSET:
+      return "set_write_offset";
+   case GS_OPCODE_SET_VERTEX_COUNT:
+      return "set_vertex_count";
+   case GS_OPCODE_SET_DWORD_2_IMMED:
+      return "set_dword_2_immed";
+   case GS_OPCODE_PREPARE_CHANNEL_MASKS:
+      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
+       * it does, you should just add the case to the list above.
+       */
+      asprintf(&fallback, "op%d", op);
+      return fallback;
+   }
+}
+
+backend_visitor::backend_visitor(struct brw_context *brw,
+                                 struct gl_shader_program *shader_prog,
+                                 struct gl_program *prog,
+                                 struct brw_stage_prog_data *stage_prog_data,
+                                 gl_shader_stage stage)
+   : brw(brw),
+     ctx(&brw->ctx),
+     shader(shader_prog ?
+        (struct brw_shader *)shader_prog->_LinkedShaders[stage] : NULL),
+     shader_prog(shader_prog),
+     prog(prog),
+     stage_prog_data(stage_prog_data)
+{
+}
+
+bool
+backend_instruction::is_tex() const
+{
+   return (opcode == SHADER_OPCODE_TEX ||
+           opcode == FS_OPCODE_TXB ||
+           opcode == SHADER_OPCODE_TXD ||
+           opcode == SHADER_OPCODE_TXF ||
+           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_OFFSET);
+}
+
+bool
+backend_instruction::is_math() const
+{
+   return (opcode == SHADER_OPCODE_RCP ||
+           opcode == SHADER_OPCODE_RSQ ||
+           opcode == SHADER_OPCODE_SQRT ||
+           opcode == SHADER_OPCODE_EXP2 ||
+           opcode == SHADER_OPCODE_LOG2 ||
+           opcode == SHADER_OPCODE_SIN ||
+           opcode == SHADER_OPCODE_COS ||
+           opcode == SHADER_OPCODE_INT_QUOTIENT ||
+           opcode == SHADER_OPCODE_INT_REMAINDER ||
+           opcode == SHADER_OPCODE_POW);
+}
+
+bool
+backend_instruction::is_control_flow() const
+{
+   switch (opcode) {
+   case BRW_OPCODE_DO:
+   case BRW_OPCODE_WHILE:
+   case BRW_OPCODE_IF:
+   case BRW_OPCODE_ELSE:
+   case BRW_OPCODE_ENDIF:
+   case BRW_OPCODE_BREAK:
+   case BRW_OPCODE_CONTINUE:
+      return true;
+   default:
+      return false;
+   }
+}
+
+bool
+backend_instruction::can_do_source_mods() const
+{
+   switch (opcode) {
+   case BRW_OPCODE_ADDC:
+   case BRW_OPCODE_BFE:
+   case BRW_OPCODE_BFI1:
+   case BRW_OPCODE_BFI2:
+   case BRW_OPCODE_BFREV:
+   case BRW_OPCODE_CBIT:
+   case BRW_OPCODE_FBH:
+   case BRW_OPCODE_FBL:
+   case BRW_OPCODE_SUBB:
+      return false;
+   default:
+      return true;
+   }
+}
+
+bool
+backend_instruction::can_do_saturate() const
+{
+   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::reads_accumulator_implicitly() const
+{
+   switch (opcode) {
+   case BRW_OPCODE_MAC:
+   case BRW_OPCODE_MACH:
+   case BRW_OPCODE_SADA2:
+      return true;
+   default:
+      return false;
+   }
+}
+
+bool
+backend_instruction::writes_accumulator_implicitly(struct brw_context *brw) const
+{
+   return writes_accumulator ||
+          (brw->gen < 6 &&
+           ((opcode >= BRW_OPCODE_ADD && opcode < BRW_OPCODE_NOP) ||
+            (opcode >= FS_OPCODE_DDX && opcode <= FS_OPCODE_LINTERP &&
+             opcode != FS_OPCODE_CINTERP)));
+}
+
+bool
+backend_instruction::has_side_effects() const
+{
+   switch (opcode) {
+   case SHADER_OPCODE_UNTYPED_ATOMIC:
+      return true;
+   default:
+      return false;
+   }
+}
+
+void
+backend_visitor::dump_instructions()
+{
+   dump_instructions(NULL);
+}
+
+void
+backend_visitor::dump_instructions(const char *name)
+{
+   FILE *file = stderr;
+   if (name && geteuid() != 0) {
+      file = fopen(name, "w");
+      if (!file)
+         file = stderr;
+   }
+
+   int ip = 0;
+   foreach_list(node, &this->instructions) {
+      backend_instruction *inst = (backend_instruction *)node;
+      if (!name)
+         fprintf(stderr, "%d: ", ip++);
+      dump_instruction(inst, file);
+   }
+
+   if (file != stderr) {
+      fclose(file);
+   }
+}
+
+
+/**
+ * Sets up the starting offsets for the groups of binding table entries
+ * commong to all pipeline stages.
+ *
+ * Unused groups are initialized to 0xd0d0d0d0 to make it obvious that they're
+ * unused but also make sure that addition of small offsets to them will
+ * trigger some of our asserts that surface indices are < BRW_MAX_SURFACES.
+ */
+void
+backend_visitor::assign_common_binding_table_offsets(uint32_t next_binding_table_offset)
+{
+   int num_textures = _mesa_fls(prog->SamplersUsed);
+
+   stage_prog_data->binding_table.texture_start = next_binding_table_offset;
+   next_binding_table_offset += num_textures;
+
+   if (shader) {
+      stage_prog_data->binding_table.ubo_start = next_binding_table_offset;
+      next_binding_table_offset += shader->base.NumUniformBlocks;
+   } else {
+      stage_prog_data->binding_table.ubo_start = 0xd0d0d0d0;
+   }
+
+   if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
+      stage_prog_data->binding_table.shader_time_start = next_binding_table_offset;
+      next_binding_table_offset++;
+   } else {
+      stage_prog_data->binding_table.shader_time_start = 0xd0d0d0d0;
+   }
+
+   if (prog->UsesGather) {
+      stage_prog_data->binding_table.gather_texture_start = next_binding_table_offset;
+      next_binding_table_offset += num_textures;
+   } else {
+      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 brw_mark_surface_used. */
+}
+
+void annotate(struct brw_context *brw,
+              struct annotation_info *annotation, cfg_t *cfg,
+              backend_instruction *inst, unsigned offset)
+{
+   if (annotation->ann_size <= annotation->ann_count) {
+      annotation->ann_size = MAX2(1024, annotation->ann_size * 2);
+      annotation->ann = reralloc(annotation->mem_ctx, annotation->ann,
+                                 struct annotation, annotation->ann_size);
+      if (!annotation->ann)
+         return;
+   }
+
+   struct annotation *ann = &annotation->ann[annotation->ann_count++];
+   ann->offset = offset;
+   if ((INTEL_DEBUG & DEBUG_NO_ANNOTATION) == 0) {
+      ann->ir = inst->ir;
+      ann->annotation = inst->annotation;
+   }
+
+   if (cfg->blocks[annotation->cur_block]->start == inst) {
+      ann->block_start = cfg->blocks[annotation->cur_block];
+   }
+
+   /* There is no hardware DO instruction on Gen6+, so since DO always
+    * starts a basic block, we need to set the .block_start of the next
+    * instruction's annotation with a pointer to the bblock started by
+    * the DO.
+    *
+    * There's also only complication from emitting an annotation without
+    * a corresponding hardware instruction to disassemble.
+    */
+   if (brw->gen >= 6 && inst->opcode == BRW_OPCODE_DO) {
+      annotation->ann_count--;
+   }
+
+   if (cfg->blocks[annotation->cur_block]->end == inst) {
+      ann->block_end = cfg->blocks[annotation->cur_block];
+      annotation->cur_block++;
+   }
+}
+
+void
+annotation_finalize(struct annotation_info *annotation,
+                    unsigned next_inst_offset)
+{
+   if (!annotation->ann_count)
+      return;
+
+   if (annotation->ann_count == annotation->ann_size) {
+      annotation->ann = reralloc(annotation->mem_ctx, annotation->ann,
+                                 struct annotation, annotation->ann_size + 1);
+   }
+   annotation->ann[annotation->ann_count].offset = next_inst_offset;
+}