#include "main/uniforms.h"
#include "program/prog_parameter.h"
#include "program/prog_print.h"
-#include "program/prog_optimize.h"
#include "program/register_allocate.h"
#include "program/sampler.h"
#include "program/hash_table.h"
}
#include "brw_fs.h"
#include "../glsl/glsl_types.h"
-#include "../glsl/ir_optimization.h"
#include "../glsl/ir_print_visitor.h"
#define MAX_INSTRUCTION (1 << 30)
static struct brw_reg brw_reg_from_fs_reg(class fs_reg *reg);
-struct gl_shader *
-brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type)
-{
- struct brw_shader *shader;
-
- shader = rzalloc(NULL, struct brw_shader);
- if (shader) {
- shader->base.Type = type;
- shader->base.Name = name;
- _mesa_init_shader(ctx, &shader->base);
- }
-
- return &shader->base;
-}
-
-struct gl_shader_program *
-brw_new_shader_program(struct gl_context *ctx, GLuint name)
-{
- struct brw_shader_program *prog;
- prog = rzalloc(NULL, struct brw_shader_program);
- if (prog) {
- prog->base.Name = name;
- _mesa_init_shader_program(ctx, &prog->base);
- }
- return &prog->base;
-}
-
-GLboolean
-brw_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
-{
- struct brw_context *brw = brw_context(ctx);
- struct intel_context *intel = &brw->intel;
-
- struct brw_shader *shader =
- (struct brw_shader *)prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
- if (shader != NULL) {
- void *mem_ctx = ralloc_context(NULL);
- bool progress;
-
- if (shader->ir)
- ralloc_free(shader->ir);
- shader->ir = new(shader) exec_list;
- clone_ir_list(mem_ctx, shader->ir, shader->base.ir);
-
- do_mat_op_to_vec(shader->ir);
- lower_instructions(shader->ir,
- MOD_TO_FRACT |
- DIV_TO_MUL_RCP |
- SUB_TO_ADD_NEG |
- EXP_TO_EXP2 |
- LOG_TO_LOG2);
-
- /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
- * if-statements need to be flattened.
- */
- if (intel->gen < 6)
- lower_if_to_cond_assign(shader->ir, 16);
-
- do_lower_texture_projection(shader->ir);
- do_vec_index_to_cond_assign(shader->ir);
- brw_do_cubemap_normalize(shader->ir);
- lower_noise(shader->ir);
- lower_quadop_vector(shader->ir, false);
- lower_variable_index_to_cond_assign(shader->ir,
- GL_TRUE, /* input */
- GL_TRUE, /* output */
- GL_TRUE, /* temp */
- GL_TRUE /* uniform */
- );
-
- do {
- progress = false;
-
- brw_do_channel_expressions(shader->ir);
- brw_do_vector_splitting(shader->ir);
-
- progress = do_lower_jumps(shader->ir, true, true,
- true, /* main return */
- false, /* continue */
- false /* loops */
- ) || progress;
-
- progress = do_common_optimization(shader->ir, true, 32) || progress;
- } while (progress);
-
- validate_ir_tree(shader->ir);
-
- reparent_ir(shader->ir, shader->ir);
- ralloc_free(mem_ctx);
- }
-
- if (!_mesa_ir_link_shader(ctx, prog))
- return GL_FALSE;
-
- return GL_TRUE;
-}
-
static int
type_size(const struct glsl_type *type)
{
--- /dev/null
+/*
+ * Copyright © 2010 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+extern "C" {
+#include "main/macros.h"
+#include "brw_context.h"
+}
+#include "brw_fs.h"
+#include "../glsl/ir_optimization.h"
+#include "../glsl/ir_print_visitor.h"
+
+struct gl_shader *
+brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type)
+{
+ struct brw_shader *shader;
+
+ shader = rzalloc(NULL, struct brw_shader);
+ if (shader) {
+ shader->base.Type = type;
+ shader->base.Name = name;
+ _mesa_init_shader(ctx, &shader->base);
+ }
+
+ return &shader->base;
+}
+
+struct gl_shader_program *
+brw_new_shader_program(struct gl_context *ctx, GLuint name)
+{
+ struct brw_shader_program *prog;
+ prog = rzalloc(NULL, struct brw_shader_program);
+ if (prog) {
+ prog->base.Name = name;
+ _mesa_init_shader_program(ctx, &prog->base);
+ }
+ return &prog->base;
+}
+
+GLboolean
+brw_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
+{
+ struct brw_context *brw = brw_context(ctx);
+ struct intel_context *intel = &brw->intel;
+
+ struct brw_shader *shader =
+ (struct brw_shader *)prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
+ if (shader != NULL) {
+ void *mem_ctx = ralloc_context(NULL);
+ bool progress;
+
+ if (shader->ir)
+ ralloc_free(shader->ir);
+ shader->ir = new(shader) exec_list;
+ clone_ir_list(mem_ctx, shader->ir, shader->base.ir);
+
+ do_mat_op_to_vec(shader->ir);
+ lower_instructions(shader->ir,
+ MOD_TO_FRACT |
+ DIV_TO_MUL_RCP |
+ SUB_TO_ADD_NEG |
+ EXP_TO_EXP2 |
+ LOG_TO_LOG2);
+
+ /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
+ * if-statements need to be flattened.
+ */
+ if (intel->gen < 6)
+ lower_if_to_cond_assign(shader->ir, 16);
+
+ do_lower_texture_projection(shader->ir);
+ do_vec_index_to_cond_assign(shader->ir);
+ brw_do_cubemap_normalize(shader->ir);
+ lower_noise(shader->ir);
+ lower_quadop_vector(shader->ir, false);
+ lower_variable_index_to_cond_assign(shader->ir,
+ GL_TRUE, /* input */
+ GL_TRUE, /* output */
+ GL_TRUE, /* temp */
+ GL_TRUE /* uniform */
+ );
+
+ do {
+ progress = false;
+
+ brw_do_channel_expressions(shader->ir);
+ brw_do_vector_splitting(shader->ir);
+
+ progress = do_lower_jumps(shader->ir, true, true,
+ true, /* main return */
+ false, /* continue */
+ false /* loops */
+ ) || progress;
+
+ progress = do_common_optimization(shader->ir, true, 32) || progress;
+ } while (progress);
+
+ validate_ir_tree(shader->ir);
+
+ reparent_ir(shader->ir, shader->ir);
+ ralloc_free(mem_ctx);
+ }
+
+ if (!_mesa_ir_link_shader(ctx, prog))
+ return GL_FALSE;
+
+ return GL_TRUE;
+}