key->persample_interp,
shader);
- fs_visitor v(compiler, log_data, mem_ctx, key,
- &prog_data->base, prog, shader, 8,
- shader_time_index8);
- if (!v.run_fs(false /* do_rep_send */)) {
+ cfg_t *simd8_cfg = NULL, *simd16_cfg = NULL;
+
+ fs_visitor v8(compiler, log_data, mem_ctx, key,
+ &prog_data->base, prog, shader, 8,
+ shader_time_index8);
+ if (!v8.run_fs(false /* do_rep_send */)) {
if (error_str)
- *error_str = ralloc_strdup(mem_ctx, v.fail_msg);
+ *error_str = ralloc_strdup(mem_ctx, v8.fail_msg);
return NULL;
+ } else if (likely(!(INTEL_DEBUG & DEBUG_NO8))) {
+ simd8_cfg = v8.cfg;
}
- cfg_t *simd16_cfg = NULL;
- fs_visitor v2(compiler, log_data, mem_ctx, key,
- &prog_data->base, prog, shader, 16,
- shader_time_index16);
- if (likely(!(INTEL_DEBUG & DEBUG_NO16) || use_rep_send)) {
- if (!v.simd16_unsupported) {
- /* Try a SIMD16 compile */
- v2.import_uniforms(&v);
- if (!v2.run_fs(use_rep_send)) {
- compiler->shader_perf_log(log_data,
- "SIMD16 shader failed to compile: %s",
- v2.fail_msg);
- } else {
- simd16_cfg = v2.cfg;
- }
+ if (!v8.simd16_unsupported &&
+ likely(!(INTEL_DEBUG & DEBUG_NO16) || use_rep_send)) {
+ /* Try a SIMD16 compile */
+ fs_visitor v16(compiler, log_data, mem_ctx, key,
+ &prog_data->base, prog, shader, 16,
+ shader_time_index16);
+ v16.import_uniforms(&v8);
+ if (!v16.run_fs(use_rep_send)) {
+ compiler->shader_perf_log(log_data,
+ "SIMD16 shader failed to compile: %s",
+ v16.fail_msg);
+ } else {
+ simd16_cfg = v16.cfg;
}
}
+ /* When the caller requests a repclear shader, they want SIMD16-only */
+ if (use_rep_send)
+ simd8_cfg = NULL;
+
+ /* Prior to Iron Lake, the PS had a single shader offset with a jump table
+ * at the top to select the shader. We've never implemented that.
+ * Instead, we just give them exactly one shader and we pick the widest one
+ * available.
+ */
+ if (compiler->devinfo->gen < 5 && simd16_cfg)
+ simd8_cfg = NULL;
+
/* We have to compute the flat inputs after the visitor is finished running
* because it relies on prog_data->urb_setup which is computed in
* fs_visitor::calculate_urb_setup().
*/
brw_compute_flat_inputs(prog_data, key->flat_shade, shader);
- cfg_t *simd8_cfg;
- int no_simd8 = (INTEL_DEBUG & DEBUG_NO8) || use_rep_send;
- if ((no_simd8 || compiler->devinfo->gen < 5) && simd16_cfg) {
- simd8_cfg = NULL;
- prog_data->no_8 = true;
- } else {
- simd8_cfg = v.cfg;
- prog_data->no_8 = false;
- }
-
fs_generator g(compiler, log_data, mem_ctx, (void *) key, &prog_data->base,
- v.promoted_constants, v.runtime_check_aads_emit,
+ v8.promoted_constants, v8.runtime_check_aads_emit,
MESA_SHADER_FRAGMENT);
if (unlikely(INTEL_DEBUG & DEBUG_WM)) {
shader->info.name));
}
- if (simd8_cfg)
+ if (simd8_cfg) {
g.generate_code(simd8_cfg, 8);
+ prog_data->no_8 = false;
+ } else {
+ prog_data->no_8 = true;
+ }
+
if (simd16_cfg)
prog_data->prog_offset_16 = g.generate_code(simd16_cfg, 16);