#include "program/prog_print.h"
#include "program/prog_parameter.h"
}
+#include "main/context.h"
#define MAX_INSTRUCTION (1 << 30)
this->writemask = writemask;
}
+dst_reg::dst_reg(register_file file, int reg, brw_reg_type type,
+ unsigned writemask)
+{
+ init();
+
+ this->file = file;
+ this->reg = reg;
+ this->type = type;
+ this->writemask = writemask;
+}
+
dst_reg::dst_reg(struct brw_reg reg)
{
init();
*/
emit(ADD(diff, src_reg(diff), src_reg(-2u)));
- emit_shader_time_write(st_base, src_reg(diff));
- emit_shader_time_write(st_written, src_reg(1u));
+ emit_shader_time_write(0, src_reg(diff));
+ emit_shader_time_write(1, src_reg(1u));
emit(BRW_OPCODE_ELSE);
- emit_shader_time_write(st_reset, src_reg(1u));
+ emit_shader_time_write(2, src_reg(1u));
emit(BRW_OPCODE_ENDIF);
}
void
-vec4_visitor::emit_shader_time_write(enum shader_time_shader_type type,
- src_reg value)
+vec4_visitor::emit_shader_time_write(int shader_time_subindex, src_reg value)
{
- int shader_time_index =
- brw_get_shader_time_index(brw, shader_prog, prog, type);
-
dst_reg dst =
dst_reg(this, glsl_type::get_array_instance(glsl_type::vec4_type, 2));
time.reg_offset++;
offset.type = BRW_REGISTER_TYPE_UD;
- emit(MOV(offset, src_reg(shader_time_index * SHADER_TIME_STRIDE)));
+ int index = shader_time_index * 3 + shader_time_subindex;
+ emit(MOV(offset, src_reg(index * SHADER_TIME_STRIDE)));
time.type = BRW_REGISTER_TYPE_UD;
emit(MOV(time, src_reg(value)));
}
bool
-vec4_visitor::run()
+vec4_visitor::run(gl_clip_plane *clip_planes)
{
+ bool use_vec4_nir =
+ compiler->glsl_compiler_options[stage].NirOptions != NULL;
+
sanity_param_count = prog->Parameters->NumParameters;
- if (INTEL_DEBUG & DEBUG_SHADER_TIME)
+ if (shader_time_index >= 0)
emit_shader_time_begin();
assign_binding_table_offsets();
emit_prolog();
- /* Generate VS IR for main(). (the visitor only descends into
- * functions called "main").
- */
- if (shader) {
+ if (use_vec4_nir) {
+ assert(prog->nir != NULL);
+ emit_nir_code();
+ if (failed)
+ return false;
+ } else if (shader) {
+ /* Generate VS IR for main(). (the visitor only descends into
+ * functions called "main").
+ */
visit_instructions(shader->base.ir);
} else {
emit_program_code();
base_ir = NULL;
if (key->userclip_active && !prog->UsesClipDistanceOut)
- setup_uniform_clipplane_values();
+ setup_uniform_clipplane_values(clip_planes);
emit_thread_end();
* that we have reladdr computations available for CSE, since we'll
* often do repeated subexpressions for those.
*/
- if (shader) {
+ if (shader || use_vec4_nir) {
move_grf_array_access_to_scratch();
move_uniform_array_access_to_pull_constants();
} else {
}
}
- while (!reg_allocate()) {
- if (failed)
- return false;
+ bool allocated_without_spills = reg_allocate();
+
+ if (!allocated_without_spills) {
+ compiler->shader_perf_log(log_data,
+ "%s shader triggered register spilling. "
+ "Try reducing the number of live vec4 values "
+ "to improve performance.\n",
+ stage_name);
+
+ while (!reg_allocate()) {
+ if (failed)
+ return false;
+ }
}
opt_schedule_instructions();
opt_set_dependency_control();
+ if (last_scratch > 0) {
+ prog_data->base.total_scratch =
+ brw_get_scratch_size(last_scratch * REG_SIZE);
+ }
+
/* If any state parameters were appended, then ParameterValues could have
* been realloced, in which case the driver uniform storage set up by
* _mesa_associate_uniform_storage() would point to freed memory. Make
*/
const unsigned *
brw_vs_emit(struct brw_context *brw,
- struct gl_shader_program *prog,
- struct brw_vs_compile *c,
- struct brw_vs_prog_data *prog_data,
void *mem_ctx,
+ const struct brw_vs_prog_key *key,
+ struct brw_vs_prog_data *prog_data,
+ struct gl_vertex_program *vp,
+ struct gl_shader_program *prog,
unsigned *final_assembly_size)
{
bool start_busy = false;
if (prog)
shader = (brw_shader *) prog->_LinkedShaders[MESA_SHADER_VERTEX];
- if (unlikely(INTEL_DEBUG & DEBUG_VS))
- brw_dump_ir("vertex", prog, &shader->base, &c->vp->program.Base);
-
- if (brw->scalar_vs) {
- if (!c->vp->program.Base.nir) {
- /* Normally we generate NIR in LinkShader() or
- * ProgramStringNotify(), but Mesa's fixed-function vertex program
- * handling doesn't notify the driver at all. Just do it here, at
- * the last minute, even though it's lame.
- */
- assert(c->vp->program.Base.Id == 0 && prog == NULL);
- c->vp->program.Base.nir =
- brw_create_nir(brw, NULL, &c->vp->program.Base, MESA_SHADER_VERTEX);
- }
+ int st_index = -1;
+ if (INTEL_DEBUG & DEBUG_SHADER_TIME)
+ st_index = brw_get_shader_time_index(brw, prog, &vp->Base, ST_VS);
+
+ if (unlikely(INTEL_DEBUG & DEBUG_VS) && shader->base.ir)
+ brw_dump_ir("vertex", prog, &shader->base, &vp->Base);
+
+ if (!vp->Base.nir &&
+ (brw->intelScreen->compiler->scalar_vs ||
+ brw->intelScreen->compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions != NULL)) {
+ /* Normally we generate NIR in LinkShader() or
+ * ProgramStringNotify(), but Mesa's fixed-function vertex program
+ * handling doesn't notify the driver at all. Just do it here, at
+ * the last minute, even though it's lame.
+ */
+ assert(vp->Base.Id == 0 && prog == NULL);
+ vp->Base.nir =
+ brw_create_nir(brw, NULL, &vp->Base, MESA_SHADER_VERTEX,
+ brw->intelScreen->compiler->scalar_vs);
+ }
+ if (brw->intelScreen->compiler->scalar_vs) {
prog_data->base.dispatch_mode = DISPATCH_MODE_SIMD8;
- fs_visitor v(brw, mem_ctx, MESA_SHADER_VERTEX, &c->key,
- &prog_data->base.base, prog, &c->vp->program.Base, 8);
- if (!v.run_vs()) {
+ fs_visitor v(brw->intelScreen->compiler, brw,
+ mem_ctx, MESA_SHADER_VERTEX, key,
+ &prog_data->base.base, prog, &vp->Base,
+ 8, st_index);
+ if (!v.run_vs(brw_select_clip_planes(&brw->ctx))) {
if (prog) {
prog->LinkStatus = false;
ralloc_strcat(&prog->InfoLog, v.fail_msg);
return NULL;
}
- fs_generator g(brw->intelScreen->compiler,
- mem_ctx, (void *) &c->key, &prog_data->base.base,
- &c->vp->program.Base, v.promoted_constants,
+ fs_generator g(brw->intelScreen->compiler, brw,
+ mem_ctx, (void *) key, &prog_data->base.base,
+ &vp->Base, v.promoted_constants,
v.runtime_check_aads_emit, "VS");
if (INTEL_DEBUG & DEBUG_VS) {
char *name;
prog->Name);
} else {
name = ralloc_asprintf(mem_ctx, "vertex program %d",
- c->vp->program.Base.Id);
+ vp->Base.Id);
}
g.enable_debug(name);
}
g.generate_code(v.cfg, 8);
assembly = g.get_assembly(final_assembly_size);
-
- c->base.last_scratch = v.last_scratch;
}
if (!assembly) {
prog_data->base.dispatch_mode = DISPATCH_MODE_4X2_DUAL_OBJECT;
- vec4_vs_visitor v(brw, c, prog_data, prog, mem_ctx);
- if (!v.run()) {
+ vec4_vs_visitor v(brw->intelScreen->compiler, brw, key, prog_data,
+ vp, prog, mem_ctx, st_index,
+ !_mesa_is_gles3(&brw->ctx));
+ if (!v.run(brw_select_clip_planes(&brw->ctx))) {
if (prog) {
prog->LinkStatus = false;
ralloc_strcat(&prog->InfoLog, v.fail_msg);
return NULL;
}
- vec4_generator g(brw->intelScreen->compiler,
- prog, &c->vp->program.Base, &prog_data->base,
+ vec4_generator g(brw->intelScreen->compiler, brw,
+ prog, &vp->Base, &prog_data->base,
mem_ctx, INTEL_DEBUG & DEBUG_VS, "vertex", "VS");
assembly = g.generate_assembly(v.cfg, final_assembly_size);
}
if (unlikely(brw->perf_debug) && shader) {
if (shader->compiled_once) {
- brw_vs_debug_recompile(brw, prog, &c->key);
+ brw_vs_debug_recompile(brw, prog, key);
}
if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
perf_debug("VS compile took %.03f ms and stalled the GPU\n",