#include "brw_context.h"
#include "brw_defines.h"
+#include "brw_shader.h"
#include "brw_draw.h"
#include "brw_state.h"
#include "tnl/t_pipeline.h"
#include "util/ralloc.h"
-#include "glsl/nir/nir.h"
-
/***************************************
* Mesa's Driver Functions
***************************************/
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 128;
}
- static const nir_shader_compiler_options nir_options = {
- .native_integers = true,
- /* In order to help allow for better CSE at the NIR level we tell NIR
- * to split all ffma instructions during opt_algebraic and we then
- * re-combine them as a later step.
- */
- .lower_ffma = true,
- .lower_sub = true,
- };
-
/* We want the GLSL compiler to emit code that uses condition codes */
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
- ctx->Const.ShaderCompilerOptions[i].MaxIfDepth = brw->gen < 6 ? 16 : UINT_MAX;
- ctx->Const.ShaderCompilerOptions[i].EmitCondCodes = true;
- ctx->Const.ShaderCompilerOptions[i].EmitNoNoise = true;
- ctx->Const.ShaderCompilerOptions[i].EmitNoMainReturn = true;
- ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectInput = true;
- ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectOutput =
- (i == MESA_SHADER_FRAGMENT);
- ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectTemp =
- (i == MESA_SHADER_FRAGMENT);
- ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectUniform = false;
- ctx->Const.ShaderCompilerOptions[i].LowerClipDistance = true;
+ ctx->Const.ShaderCompilerOptions[i] =
+ brw->intelScreen->compiler->glsl_compiler_options[i];
}
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = true;
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_GEOMETRY].OptimizeForAOS = true;
-
- if (brw->scalar_vs) {
- /* If we're using the scalar backend for vertex shaders, we need to
- * configure these accordingly.
- */
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoIndirectOutput = true;
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoIndirectTemp = true;
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = false;
-
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].NirOptions = &nir_options;
- }
-
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT].NirOptions = &nir_options;
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_COMPUTE].NirOptions = &nir_options;
-
/* ARB_viewport_array */
if (brw->gen >= 6 && ctx->API == API_OPENGL_CORE) {
ctx->Const.MaxViewports = GEN6_NUM_VIEWPORTS;
if (INTEL_DEBUG & DEBUG_PERF)
brw->perf_debug = true;
- if (brw->gen >= 8 && !(INTEL_DEBUG & DEBUG_VEC4VS))
- brw->scalar_vs = true;
-
brw_initialize_context_constants(brw);
ctx->Const.ResetStrategy = notify_reset
bool has_pln;
bool no_simd8;
bool use_rep_send;
- bool scalar_vs;
/**
* Some versions of Gen hardware don't do centroid interpolation correctly
brw_fs_alloc_reg_sets(compiler);
brw_vec4_alloc_reg_set(compiler);
+ if (devinfo->gen >= 8 && !(INTEL_DEBUG & DEBUG_VEC4VS))
+ compiler->scalar_vs = true;
+
+ nir_shader_compiler_options *nir_options =
+ rzalloc(compiler, nir_shader_compiler_options);
+ nir_options->native_integers = true;
+ /* In order to help allow for better CSE at the NIR level we tell NIR
+ * to split all ffma instructions during opt_algebraic and we then
+ * re-combine them as a later step.
+ */
+ nir_options->lower_ffma = true;
+ nir_options->lower_sub = true;
+
+ /* We want the GLSL compiler to emit code that uses condition codes */
+ for (int i = 0; i < MESA_SHADER_STAGES; i++) {
+ compiler->glsl_compiler_options[i].MaxUnrollIterations = 32;
+ compiler->glsl_compiler_options[i].MaxIfDepth =
+ devinfo->gen < 6 ? 16 : UINT_MAX;
+
+ compiler->glsl_compiler_options[i].EmitCondCodes = true;
+ compiler->glsl_compiler_options[i].EmitNoNoise = true;
+ compiler->glsl_compiler_options[i].EmitNoMainReturn = true;
+ compiler->glsl_compiler_options[i].EmitNoIndirectInput = true;
+ compiler->glsl_compiler_options[i].EmitNoIndirectOutput =
+ (i == MESA_SHADER_FRAGMENT);
+ compiler->glsl_compiler_options[i].EmitNoIndirectTemp =
+ (i == MESA_SHADER_FRAGMENT);
+ compiler->glsl_compiler_options[i].EmitNoIndirectUniform = false;
+ compiler->glsl_compiler_options[i].LowerClipDistance = true;
+ }
+
+ compiler->glsl_compiler_options[MESA_SHADER_VERTEX].OptimizeForAOS = true;
+ compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].OptimizeForAOS = true;
+
+ if (compiler->scalar_vs) {
+ /* If we're using the scalar backend for vertex shaders, we need to
+ * configure these accordingly.
+ */
+ compiler->glsl_compiler_options[MESA_SHADER_VERTEX].EmitNoIndirectOutput = true;
+ compiler->glsl_compiler_options[MESA_SHADER_VERTEX].EmitNoIndirectTemp = true;
+ compiler->glsl_compiler_options[MESA_SHADER_VERTEX].OptimizeForAOS = false;
+
+ compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions = nir_options;
+ }
+
+ compiler->glsl_compiler_options[MESA_SHADER_FRAGMENT].NirOptions = nir_options;
+ compiler->glsl_compiler_options[MESA_SHADER_COMPUTE].NirOptions = nir_options;
+
return compiler;
}
case MESA_SHADER_FRAGMENT:
return true;
case MESA_SHADER_VERTEX:
- return brw->scalar_vs;
+ return brw->intelScreen->compiler->scalar_vs;
default:
return false;
}
void (*shader_debug_log)(void *, const char *str, ...) PRINTFLIKE(2, 3);
void (*shader_perf_log)(void *, const char *str, ...) PRINTFLIKE(2, 3);
+
+ bool scalar_vs;
+ struct gl_shader_compiler_options glsl_compiler_options[MESA_SHADER_STAGES];
};
enum PACKED register_file {
if (unlikely(INTEL_DEBUG & DEBUG_VS))
brw_dump_ir("vertex", prog, &shader->base, &c->vp->program.Base);
- if (brw->scalar_vs) {
+ if (brw->intelScreen->compiler->scalar_vs) {
if (!c->vp->program.Base.nir) {
/* Normally we generate NIR in LinkShader() or
* ProgramStringNotify(), but Mesa's fixed-function vertex program
#include "swrast/s_renderbuffer.h"
#include "util/ralloc.h"
#include "brw_shader.h"
+#include "glsl/nir/nir.h"
#include "utils.h"
#include "xmlpool.h"