ra: First cut at a graph-coloring register allocator for mesa.
[mesa.git] / src / mesa / program / ir_to_mesa.cpp
index 4f6535fa47953fa501eb9a8084fe1da2834ff04e..5c92bc9865de1e892c2fef1b26f28cb354c199b1 100644 (file)
@@ -54,6 +54,7 @@ extern "C" {
 #include "program/program.h"
 #include "program/prog_uniform.h"
 #include "program/prog_parameter.h"
+#include "program/sampler.h"
 }
 
 static int swizzle_for_size(int size);
@@ -186,6 +187,7 @@ public:
    GLcontext *ctx;
    struct gl_program *prog;
    struct gl_shader_program *shader_program;
+   struct gl_shader_compiler_options *options;
 
    int next_temp;
 
@@ -273,8 +275,6 @@ public:
    GLboolean try_emit_mad(ir_expression *ir,
                          int mul_operand);
 
-   int get_sampler_uniform_value(ir_dereference *deref);
-
    void *mem_ctx;
 };
 
@@ -577,239 +577,6 @@ ir_to_mesa_visitor::find_variable_storage(ir_variable *var)
    return NULL;
 }
 
-struct statevar_element {
-   const char *field;
-   int tokens[STATE_LENGTH];
-   int swizzle;
-   bool array_indexed;
-};
-
-static struct statevar_element gl_DepthRange_elements[] = {
-   {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
-   {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
-   {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
-};
-
-static struct statevar_element gl_ClipPlane_elements[] = {
-   {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
-};
-
-static struct statevar_element gl_Point_elements[] = {
-   {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
-   {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
-   {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
-   {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
-   {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
-   {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
-   {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
-};
-
-static struct statevar_element gl_FrontMaterial_elements[] = {
-   {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
-   {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
-   {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
-   {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
-   {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
-};
-
-static struct statevar_element gl_BackMaterial_elements[] = {
-   {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
-   {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
-   {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
-   {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
-   {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
-};
-
-static struct statevar_element gl_LightSource_elements[] = {
-   {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
-   {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
-   {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
-   {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
-   {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
-   {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_XYZW},
-   {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
-   {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
-   {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
-   {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
-   {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
-   {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
-};
-
-static struct statevar_element gl_LightModel_elements[] = {
-   {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
-};
-
-static struct statevar_element gl_FrontLightModelProduct_elements[] = {
-   {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
-};
-
-static struct statevar_element gl_BackLightModelProduct_elements[] = {
-   {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
-};
-
-static struct statevar_element gl_FrontLightProduct_elements[] = {
-   {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
-   {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
-   {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
-};
-
-static struct statevar_element gl_BackLightProduct_elements[] = {
-   {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
-   {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
-   {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
-};
-
-static struct statevar_element gl_TextureEnvColor_elements[] = {
-   {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
-};
-
-static struct statevar_element gl_EyePlaneS_elements[] = {
-   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
-};
-
-static struct statevar_element gl_EyePlaneT_elements[] = {
-   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
-};
-
-static struct statevar_element gl_EyePlaneR_elements[] = {
-   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
-};
-
-static struct statevar_element gl_EyePlaneQ_elements[] = {
-   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
-};
-
-static struct statevar_element gl_ObjectPlaneS_elements[] = {
-   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
-};
-
-static struct statevar_element gl_ObjectPlaneT_elements[] = {
-   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
-};
-
-static struct statevar_element gl_ObjectPlaneR_elements[] = {
-   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
-};
-
-static struct statevar_element gl_ObjectPlaneQ_elements[] = {
-   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
-};
-
-static struct statevar_element gl_Fog_elements[] = {
-   {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
-   {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
-   {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
-   {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
-   {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
-};
-
-#define MATRIX(name, statevar, modifier)                       \
-   static struct statevar_element name ## _elements[] = {              \
-      { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW },          \
-      { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW },          \
-      { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW },          \
-      { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW },          \
-   }
-
-MATRIX(gl_ModelViewMatrix,
-       STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
-MATRIX(gl_ModelViewMatrixInverse,
-       STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
-MATRIX(gl_ModelViewMatrixTranspose,
-       STATE_MODELVIEW_MATRIX, 0);
-MATRIX(gl_ModelViewMatrixInverseTranspose,
-       STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
-
-MATRIX(gl_ProjectionMatrix,
-       STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
-MATRIX(gl_ProjectionMatrixInverse,
-       STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
-MATRIX(gl_ProjectionMatrixTranspose,
-       STATE_PROJECTION_MATRIX, 0);
-MATRIX(gl_ProjectionMatrixInverseTranspose,
-       STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
-
-MATRIX(gl_ModelViewProjectionMatrix,
-       STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
-MATRIX(gl_ModelViewProjectionMatrixInverse,
-       STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
-MATRIX(gl_ModelViewProjectionMatrixTranspose,
-       STATE_MVP_MATRIX, 0);
-MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
-       STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
-
-MATRIX(gl_TextureMatrix,
-       STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
-MATRIX(gl_TextureMatrixInverse,
-       STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
-MATRIX(gl_TextureMatrixTranspose,
-       STATE_TEXTURE_MATRIX, 0);
-MATRIX(gl_TextureMatrixInverseTranspose,
-       STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
-
-static struct statevar_element gl_NormalMatrix_elements[] = {
-   { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
-     SWIZZLE_XYZW },
-   { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
-     SWIZZLE_XYZW },
-   { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
-     SWIZZLE_XYZW },
-};
-
-#undef MATRIX
-
-#define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
-
-static const struct statevar {
-   const char *name;
-   struct statevar_element *elements;
-   unsigned int num_elements;
-} statevars[] = {
-   STATEVAR(gl_DepthRange),
-   STATEVAR(gl_ClipPlane),
-   STATEVAR(gl_Point),
-   STATEVAR(gl_FrontMaterial),
-   STATEVAR(gl_BackMaterial),
-   STATEVAR(gl_LightSource),
-   STATEVAR(gl_LightModel),
-   STATEVAR(gl_FrontLightModelProduct),
-   STATEVAR(gl_BackLightModelProduct),
-   STATEVAR(gl_FrontLightProduct),
-   STATEVAR(gl_BackLightProduct),
-   STATEVAR(gl_TextureEnvColor),
-   STATEVAR(gl_EyePlaneS),
-   STATEVAR(gl_EyePlaneT),
-   STATEVAR(gl_EyePlaneR),
-   STATEVAR(gl_EyePlaneQ),
-   STATEVAR(gl_ObjectPlaneS),
-   STATEVAR(gl_ObjectPlaneT),
-   STATEVAR(gl_ObjectPlaneR),
-   STATEVAR(gl_ObjectPlaneQ),
-   STATEVAR(gl_Fog),
-
-   STATEVAR(gl_ModelViewMatrix),
-   STATEVAR(gl_ModelViewMatrixInverse),
-   STATEVAR(gl_ModelViewMatrixTranspose),
-   STATEVAR(gl_ModelViewMatrixInverseTranspose),
-
-   STATEVAR(gl_ProjectionMatrix),
-   STATEVAR(gl_ProjectionMatrixInverse),
-   STATEVAR(gl_ProjectionMatrixTranspose),
-   STATEVAR(gl_ProjectionMatrixInverseTranspose),
-
-   STATEVAR(gl_ModelViewProjectionMatrix),
-   STATEVAR(gl_ModelViewProjectionMatrixInverse),
-   STATEVAR(gl_ModelViewProjectionMatrixTranspose),
-   STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
-
-   STATEVAR(gl_TextureMatrix),
-   STATEVAR(gl_TextureMatrixInverse),
-   STATEVAR(gl_TextureMatrixTranspose),
-   STATEVAR(gl_TextureMatrixInverseTranspose),
-
-   STATEVAR(gl_NormalMatrix),
-};
-
 void
 ir_to_mesa_visitor::visit(ir_variable *ir)
 {
@@ -822,19 +589,20 @@ ir_to_mesa_visitor::visit(ir_variable *ir)
 
    if (ir->mode == ir_var_uniform && strncmp(ir->name, "gl_", 3) == 0) {
       unsigned int i;
+      const struct gl_builtin_uniform_desc *statevar;
 
-      for (i = 0; i < Elements(statevars); i++) {
-        if (strcmp(ir->name, statevars[i].name) == 0)
+      for (i = 0; _mesa_builtin_uniform_desc[i].name; i++) {
+        if (strcmp(ir->name, _mesa_builtin_uniform_desc[i].name) == 0)
            break;
       }
 
-      if (i == Elements(statevars)) {
+      if (!_mesa_builtin_uniform_desc[i].name) {
         fail_link(this->shader_program,
                   "Failed to find builtin uniform `%s'\n", ir->name);
         return;
       }
 
-      const struct statevar *statevar = &statevars[i];
+      statevar = &_mesa_builtin_uniform_desc[i];
 
       int array_count;
       if (ir->type->is_array()) {
@@ -877,7 +645,7 @@ ir_to_mesa_visitor::visit(ir_variable *ir)
 
       for (int a = 0; a < array_count; a++) {
         for (unsigned int i = 0; i < statevar->num_elements; i++) {
-           struct statevar_element *element = &statevar->elements[i];
+           struct gl_builtin_uniform_element *element = &statevar->elements[i];
            int tokens[STATE_LENGTH];
 
            memcpy(tokens, element->tokens, sizeof(element->tokens));
@@ -892,8 +660,8 @@ ir_to_mesa_visitor::visit(ir_variable *ir)
               if (storage->index == -1) {
                  storage->index = index;
               } else {
-                 assert(index == ((int)storage->index +
-                                  a * statevar->num_elements + i));
+                 assert(index ==
+                         (int)(storage->index + a * statevar->num_elements + i));
               }
            } else {
               ir_to_mesa_src_reg src(PROGRAM_STATE_VAR, index, NULL);
@@ -1091,6 +859,12 @@ ir_to_mesa_visitor::visit(ir_expression *ir)
       assert(!ir->operands[operand]->type->is_matrix());
    }
 
+   int vector_elements = ir->operands[0]->type->vector_elements;
+   if (ir->operands[1]) {
+      vector_elements = MAX2(vector_elements,
+                            ir->operands[1]->type->vector_elements);
+   }
+
    this->result.file = PROGRAM_UNDEFINED;
 
    /* Storage for our result.  Ideally for an assignment we'd be using
@@ -1148,6 +922,16 @@ ir_to_mesa_visitor::visit(ir_expression *ir)
       ir_to_mesa_emit_op1(ir, OPCODE_DDY, result_dst, op[0]);
       break;
 
+   case ir_unop_noise: {
+      const enum prog_opcode opcode =
+        prog_opcode(OPCODE_NOISE1
+                    + (ir->operands[0]->type->vector_elements) - 1);
+      assert((opcode >= OPCODE_NOISE1) && (opcode <= OPCODE_NOISE4));
+
+      ir_to_mesa_emit_op1(ir, opcode, result_dst, op[0]);
+      break;
+   }
+
    case ir_binop_add:
       ir_to_mesa_emit_op2(ir, OPCODE_ADD, result_dst, op[0], op[1]);
       break;
@@ -1177,27 +961,43 @@ ir_to_mesa_visitor::visit(ir_expression *ir)
       ir_to_mesa_emit_op2(ir, OPCODE_SGE, result_dst, op[0], op[1]);
       break;
    case ir_binop_equal:
+      ir_to_mesa_emit_op2(ir, OPCODE_SEQ, result_dst, op[0], op[1]);
+      break;
+   case ir_binop_nequal:
+      ir_to_mesa_emit_op2(ir, OPCODE_SNE, result_dst, op[0], op[1]);
+      break;
+   case ir_binop_all_equal:
       /* "==" operator producing a scalar boolean. */
       if (ir->operands[0]->type->is_vector() ||
          ir->operands[1]->type->is_vector()) {
         ir_to_mesa_src_reg temp = get_temp(glsl_type::vec4_type);
         ir_to_mesa_emit_op2(ir, OPCODE_SNE,
                             ir_to_mesa_dst_reg_from_src(temp), op[0], op[1]);
-        ir_to_mesa_emit_op2(ir, OPCODE_DP4, result_dst, temp, temp);
+        if (vector_elements == 4)
+           ir_to_mesa_emit_op2(ir, OPCODE_DP4, result_dst, temp, temp);
+        else if (vector_elements == 3)
+           ir_to_mesa_emit_op2(ir, OPCODE_DP3, result_dst, temp, temp);
+        else
+           ir_to_mesa_emit_op2(ir, OPCODE_DP2, result_dst, temp, temp);
         ir_to_mesa_emit_op2(ir, OPCODE_SEQ,
                             result_dst, result_src, src_reg_for_float(0.0));
       } else {
         ir_to_mesa_emit_op2(ir, OPCODE_SEQ, result_dst, op[0], op[1]);
       }
       break;
-   case ir_binop_nequal:
+   case ir_binop_any_nequal:
       /* "!=" operator producing a scalar boolean. */
       if (ir->operands[0]->type->is_vector() ||
          ir->operands[1]->type->is_vector()) {
         ir_to_mesa_src_reg temp = get_temp(glsl_type::vec4_type);
         ir_to_mesa_emit_op2(ir, OPCODE_SNE,
                             ir_to_mesa_dst_reg_from_src(temp), op[0], op[1]);
-        ir_to_mesa_emit_op2(ir, OPCODE_DP4, result_dst, temp, temp);
+        if (vector_elements == 4)
+           ir_to_mesa_emit_op2(ir, OPCODE_DP4, result_dst, temp, temp);
+        else if (vector_elements == 3)
+           ir_to_mesa_emit_op2(ir, OPCODE_DP3, result_dst, temp, temp);
+        else
+           ir_to_mesa_emit_op2(ir, OPCODE_DP2, result_dst, temp, temp);
         ir_to_mesa_emit_op2(ir, OPCODE_SNE,
                             result_dst, result_src, src_reg_for_float(0.0));
       } else {
@@ -1556,13 +1356,39 @@ ir_to_mesa_visitor::visit(ir_assignment *ir)
       assert(!ir->lhs->type->is_scalar() && !ir->lhs->type->is_vector());
       l.writemask = WRITEMASK_XYZW;
    } else if (ir->lhs->type->is_scalar()) {
-      /* FINISHME: This hack makes writing to gl_FragData, which lives in the
+      /* FINISHME: This hack makes writing to gl_FragDepth, which lives in the
        * FINISHME: W component of fragment shader output zero, work correctly.
        */
       l.writemask = WRITEMASK_XYZW;
    } else {
+      int swizzles[4];
+      int first_enabled_chan = 0;
+      int rhs_chan = 0;
+
       assert(ir->lhs->type->is_vector());
       l.writemask = ir->write_mask;
+
+      for (int i = 0; i < 4; i++) {
+        if (l.writemask & (1 << i)) {
+           first_enabled_chan = GET_SWZ(r.swizzle, i);
+           break;
+        }
+      }
+
+      /* Swizzle a small RHS vector into the channels being written.
+       *
+       * glsl ir treats write_mask as dictating how many channels are
+       * present on the RHS while Mesa IR treats write_mask as just
+       * showing which channels of the vec4 RHS get written.
+       */
+      for (int i = 0; i < 4; i++) {
+        if (l.writemask & (1 << i))
+           swizzles[i] = GET_SWZ(r.swizzle, rhs_chan++);
+        else
+           swizzles[i] = first_enabled_chan;
+      }
+      r.swizzle = MAKE_SWIZZLE4(swizzles[0], swizzles[1],
+                               swizzles[2], swizzles[3]);
    }
 
    assert(l.file != PROGRAM_UNDEFINED);
@@ -1831,89 +1657,6 @@ ir_to_mesa_visitor::visit(ir_call *ir)
    this->result = entry->return_reg;
 }
 
-class get_sampler_name : public ir_hierarchical_visitor
-{
-public:
-   get_sampler_name(ir_to_mesa_visitor *mesa, ir_dereference *last)
-   {
-      this->mem_ctx = mesa->mem_ctx;
-      this->mesa = mesa;
-      this->name = NULL;
-      this->offset = 0;
-      this->last = last;
-   }
-
-   virtual ir_visitor_status visit(ir_dereference_variable *ir)
-   {
-      this->name = ir->var->name;
-      return visit_continue;
-   }
-
-   virtual ir_visitor_status visit_leave(ir_dereference_record *ir)
-   {
-      this->name = talloc_asprintf(mem_ctx, "%s.%s", name, ir->field);
-      return visit_continue;
-   }
-
-   virtual ir_visitor_status visit_leave(ir_dereference_array *ir)
-   {
-      ir_constant *index = ir->array_index->as_constant();
-      int i;
-
-      if (index) {
-        i = index->value.i[0];
-      } else {
-        /* GLSL 1.10 and 1.20 allowed variable sampler array indices,
-         * while GLSL 1.30 requires that the array indices be
-         * constant integer expressions.  We don't expect any driver
-         * to actually work with a really variable array index, so
-         * all that would work would be an unrolled loop counter that ends
-         * up being constant above.
-         */
-        mesa->shader_program->InfoLog =
-           talloc_asprintf_append(mesa->shader_program->InfoLog,
-                                  "warning: Variable sampler array index "
-                                  "unsupported.\nThis feature of the language "
-                                  "was removed in GLSL 1.20 and is unlikely "
-                                  "to be supported for 1.10 in Mesa.\n");
-        i = 0;
-      }
-      if (ir != last) {
-        this->name = talloc_asprintf(mem_ctx, "%s[%d]", name, i);
-      } else {
-        offset = i;
-      }
-      return visit_continue;
-   }
-
-   ir_to_mesa_visitor *mesa;
-   const char *name;
-   void *mem_ctx;
-   int offset;
-   ir_dereference *last;
-};
-
-int
-ir_to_mesa_visitor::get_sampler_uniform_value(ir_dereference *sampler)
-{
-   get_sampler_name getname(this, sampler);
-
-   sampler->accept(&getname);
-
-   GLint index = _mesa_lookup_parameter_index(prog->Parameters, -1,
-                                             getname.name);
-
-   if (index < 0) {
-      fail_link(this->shader_program,
-               "failed to find sampler named %s.\n", getname.name);
-      return 0;
-   }
-
-   index += getname.offset;
-
-   return this->prog->Parameters->ParameterValues[index][0];
-}
-
 void
 ir_to_mesa_visitor::visit(ir_texture *ir)
 {
@@ -2013,7 +1756,9 @@ ir_to_mesa_visitor::visit(ir_texture *ir)
    if (ir->shadow_comparitor)
       inst->tex_shadow = GL_TRUE;
 
-   inst->sampler = get_sampler_uniform_value(ir->sampler);
+   inst->sampler = _mesa_get_sampler_uniform_value(ir->sampler,
+                                                  this->shader_program,
+                                                  this->prog);
 
    const glsl_type *sampler_type = ir->sampler->type;
 
@@ -2091,7 +1836,7 @@ ir_to_mesa_visitor::visit(ir_if *ir)
    ir->condition->accept(this);
    assert(this->result.file != PROGRAM_UNDEFINED);
 
-   if (ctx->Shader.EmitCondCodes) {
+   if (this->options->EmitCondCodes) {
       cond_inst = (ir_to_mesa_instruction *)this->instructions.get_tail();
 
       /* See if we actually generated any instruction for generating
@@ -2521,6 +2266,8 @@ get_mesa_program(GLcontext *ctx, struct gl_shader_program *shader_program,
    GLenum target;
    const char *target_string;
    GLboolean progress;
+   struct gl_shader_compiler_options *options =
+         &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader->Type)];
 
    switch (shader->Type) {
    case GL_VERTEX_SHADER:
@@ -2547,6 +2294,7 @@ get_mesa_program(GLcontext *ctx, struct gl_shader_program *shader_program,
    v.ctx = ctx;
    v.prog = prog;
    v.shader_program = shader_program;
+   v.options = options;
 
    add_uniforms_to_parameters_list(shader_program, shader, prog);
 
@@ -2624,7 +2372,7 @@ get_mesa_program(GLcontext *ctx, struct gl_shader_program *shader_program,
          if (mesa_inst->SrcReg[src].RelAddr)
             prog->IndirectRegisterFiles |= 1 << mesa_inst->SrcReg[src].File;
 
-      if (ctx->Shader.EmitNoIfs && mesa_inst->Opcode == OPCODE_IF) {
+      if (options->EmitNoIfs && mesa_inst->Opcode == OPCODE_IF) {
         fail_link(shader_program, "Couldn't flatten if statement\n");
       }
 
@@ -2698,6 +2446,8 @@ _mesa_ir_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
    for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
       bool progress;
       exec_list *ir = prog->_LinkedShaders[i]->ir;
+      struct gl_shader_compiler_options *options =
+            &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(prog->_LinkedShaders[i]->Type)];
 
       do {
         progress = false;
@@ -2708,11 +2458,29 @@ _mesa_ir_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
         do_div_to_mul_rcp(ir);
         do_explog_to_explog2(ir);
 
-        progress = do_common_optimization(ir, true) || progress;
+        progress = do_lower_jumps(ir, true, true, options->EmitNoMainReturn, options->EmitNoCont, options->EmitNoLoops) || progress;
+
+        progress = do_common_optimization(ir, true, options->MaxUnrollIterations) || progress;
 
-        if (ctx->Shader.EmitNoIfs)
+        if (options->EmitNoIfs)
            progress = do_if_to_cond_assign(ir) || progress;
 
+        if (options->EmitNoNoise)
+           progress = lower_noise(ir) || progress;
+
+        /* If there are forms of indirect addressing that the driver
+         * cannot handle, perform the lowering pass.
+         */
+        if (options->EmitNoIndirectInput || options->EmitNoIndirectOutput
+            || options->EmitNoIndirectTemp || options->EmitNoIndirectUniform)
+          progress =
+            lower_variable_index_to_cond_assign(ir,
+                                                options->EmitNoIndirectInput,
+                                                options->EmitNoIndirectOutput,
+                                                options->EmitNoIndirectTemp,
+                                                options->EmitNoIndirectUniform)
+            || progress;
+
         progress = do_vec_index_to_cond_assign(ir) || progress;
       } while (progress);
 
@@ -2764,7 +2532,7 @@ _mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader)
    }
 
    state->error = preprocess(state, &source, &state->info_log,
-                            &ctx->Extensions);
+                            &ctx->Extensions, ctx->API);
 
    if (ctx->Shader.Flags & GLSL_DUMP) {
       printf("GLSL source for shader %d:\n", shader->Name);
@@ -2788,7 +2556,7 @@ _mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader)
       /* Do some optimization at compile time to reduce shader IR size
        * and reduce later work if the same shader is linked multiple times
        */
-      while (do_common_optimization(shader->ir, false))
+      while (do_common_optimization(shader->ir, false, 32))
         ;
 
       validate_ir_tree(shader->ir);