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authorKenneth Graunke <[email protected]>2012-11-09 01:05:47 -0800
committerKenneth Graunke <[email protected]>2012-11-26 19:52:34 -0800
commitea681a0d64ecde3a2e729fe3b71d3f3fe4cedff0 (patch)
tree32677af9a4e3703a806cb5369da87500ec02a7a4 /doxygen
parentdd1fd300473bd58929e5a1b1a5e5a0e82af9d7cf (diff)
i965/fs: Split final assembly code generation out of fs_visitor.
Compiling shaders requires several main steps: 1. Generating FS IR from either GLSL IR or Mesa IR 2. Optimizing the IR 3. Register allocation 4. Generating assembly code This patch splits out step 4 into a separate class named "fs_generator." There are several reasons for doing so: 1. Future hardware has a different instruction encoding. Splitting this out will allow us to replace fs_generator (which relies heavily on the brw_eu_emit.c code and struct brw_instruction) with a new code generator that writes the new format. 2. It reduces the size of the fs_visitor monolith. (Arguably, a lot more should be split out, but that's left for "future work.") 3. Separate namespaces allow us to make helper functions for generating instructions in both classes: ADD() can exist in fs_visitor and create IR, while ADD() in fs_generator() can create brw_instructions. (Patches for this upcoming.) Furthermore, this patch changes the order of operations slightly. Rather than doing steps 1-4 for SIMD8, then 1-4 for SIMD16, we now: - Do steps 1-3 for SIMD8, then repeat 1-3 for SIMD16 - Generate final assembly code for both modes together This is because the frontend work can be done independently, but final assembly generation needs to pack both into a single program store to feed the GPU. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Paul Berry <[email protected]>
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