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();
vec4_visitor::run(gl_clip_plane *clip_planes)
{
bool use_vec4_nir =
- compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions != NULL;
+ compiler->glsl_compiler_options[stage].NirOptions != NULL;
sanity_param_count = prog->Parameters->NumParameters;
emit_prolog();
- if (shader) {
- if (use_vec4_nir) {
- assert(prog->nir != NULL);
- emit_nir_code();
- if (failed)
- return false;
- } else {
- /* Generate VS IR for main(). (the visitor only descends into
- * functions called "main").
- */
- visit_instructions(shader->base.ir);
- }
+ 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();
}
* 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 {
if (unlikely(INTEL_DEBUG & DEBUG_VS))
brw_dump_ir("vertex", prog, &shader->base, &vp->Base);
- if (brw->intelScreen->compiler->scalar_vs) {
- if (!vp->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(vp->Base.Id == 0 && prog == NULL);
- vp->Base.nir =
- brw_create_nir(brw, NULL, &vp->Base, MESA_SHADER_VERTEX, true);
- }
+ 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->intelScreen->compiler, brw,