#include "glsl/ir.h"
-struct brw_vs_compile;
-
struct brw_vec4_compile {
GLuint last_scratch; /**< measured in 32-byte (register size) units */
src_reg *reladdr;
};
+dst_reg
+with_writemask(dst_reg const &r, int mask);
+
class vec4_instruction : public backend_instruction {
public:
/* Callers of this ralloc-based new need not call delete. It's
vec4_instruction *FBH(dst_reg dst, src_reg value);
vec4_instruction *FBL(dst_reg dst, src_reg value);
vec4_instruction *CBIT(dst_reg dst, src_reg value);
+ vec4_instruction *MAD(dst_reg dst, src_reg c, src_reg b, src_reg a);
int implied_mrf_writes(vec4_instruction *inst);
protected:
void emit_vertex();
void lower_attributes_to_hw_regs(const int *attribute_map);
+ void setup_payload_interference(struct ra_graph *g, int first_payload_node,
+ int reg_node_count);
virtual dst_reg *make_reg_for_system_value(ir_variable *ir) = 0;
virtual void setup_payload() = 0;
virtual void emit_prolog() = 0;
const bool debug_flag;
};
-class vec4_vs_visitor : public vec4_visitor
-{
-public:
- vec4_vs_visitor(struct brw_context *brw,
- struct brw_vs_compile *vs_compile,
- struct brw_vs_prog_data *vs_prog_data,
- struct gl_shader_program *prog,
- struct brw_shader *shader,
- void *mem_ctx);
-
-protected:
- virtual dst_reg *make_reg_for_system_value(ir_variable *ir);
- virtual void setup_payload();
- virtual void emit_prolog();
- virtual void emit_program_code();
- virtual void emit_thread_end();
- virtual void emit_urb_write_header(int mrf);
- virtual vec4_instruction *emit_urb_write_opcode(bool complete);
-
-private:
- int setup_attributes(int payload_reg);
- void setup_vp_regs();
- dst_reg get_vp_dst_reg(const prog_dst_register &dst);
- src_reg get_vp_src_reg(const prog_src_register &src);
-
- struct brw_vs_compile * const vs_compile;
- struct brw_vs_prog_data * const vs_prog_data;
- src_reg *vp_temp_regs;
- src_reg vp_addr_reg;
-};
/**
* The vertex shader code generator.