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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 /src/mesa/drivers/dri/i965/brw_fs.h
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]>
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_fs.h')
-rw-r--r--src/mesa/drivers/dri/i965/brw_fs.h110
1 files changed, 76 insertions, 34 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fs.h b/src/mesa/drivers/dri/i965/brw_fs.h
index 8225e66eaa8..489b9700523 100644
--- a/src/mesa/drivers/dri/i965/brw_fs.h
+++ b/src/mesa/drivers/dri/i965/brw_fs.h
@@ -180,6 +180,11 @@ public:
/** @} */
};
+/**
+ * The fragment shader front-end.
+ *
+ * Translates either GLSL IR or Mesa IR (for ARB_fragment_program) into FS IR.
+ */
class fs_visitor : public backend_visitor
{
public:
@@ -293,40 +298,6 @@ public:
void push_force_sechalf();
void pop_force_sechalf();
- void generate_code();
- void generate_fb_write(fs_inst *inst);
- void generate_pixel_xy(struct brw_reg dst, bool is_x);
- void generate_linterp(fs_inst *inst, struct brw_reg dst,
- struct brw_reg *src);
- void generate_tex(fs_inst *inst, struct brw_reg dst, struct brw_reg src);
- void generate_math1_gen7(fs_inst *inst,
- struct brw_reg dst,
- struct brw_reg src);
- void generate_math2_gen7(fs_inst *inst,
- struct brw_reg dst,
- struct brw_reg src0,
- struct brw_reg src1);
- void generate_math1_gen6(fs_inst *inst,
- struct brw_reg dst,
- struct brw_reg src);
- void generate_math2_gen6(fs_inst *inst,
- struct brw_reg dst,
- struct brw_reg src0,
- struct brw_reg src1);
- void generate_math_gen4(fs_inst *inst,
- struct brw_reg dst,
- struct brw_reg src);
- void generate_discard(fs_inst *inst);
- void generate_ddx(fs_inst *inst, struct brw_reg dst, struct brw_reg src);
- void generate_ddy(fs_inst *inst, struct brw_reg dst, struct brw_reg src,
- bool negate_value);
- void generate_spill(fs_inst *inst, struct brw_reg src);
- void generate_unspill(fs_inst *inst, struct brw_reg dst);
- void generate_pull_constant_load(fs_inst *inst, struct brw_reg dst,
- struct brw_reg index,
- struct brw_reg offset);
- void generate_mov_dispatch_to_flags();
-
void emit_dummy_fs();
fs_reg *emit_fragcoord_interpolation(ir_variable *ir);
fs_inst *emit_linterp(const fs_reg &attr, const fs_reg &interp,
@@ -456,6 +427,77 @@ public:
int force_sechalf_stack;
};
+/**
+ * The fragment shader code generator.
+ *
+ * Translates FS IR to actual i965 assembly code.
+ */
+class fs_generator
+{
+public:
+ fs_generator(struct brw_context *brw,
+ struct brw_wm_compile *c,
+ struct gl_shader_program *prog,
+ struct gl_fragment_program *fp,
+ bool dual_source_output);
+ ~fs_generator();
+
+ const unsigned *generate_assembly(exec_list *simd8_instructions,
+ exec_list *simd16_instructions,
+ unsigned *assembly_size);
+
+private:
+ void generate_code(exec_list *instructions);
+ void generate_fb_write(fs_inst *inst);
+ void generate_pixel_xy(struct brw_reg dst, bool is_x);
+ void generate_linterp(fs_inst *inst, struct brw_reg dst,
+ struct brw_reg *src);
+ void generate_tex(fs_inst *inst, struct brw_reg dst, struct brw_reg src);
+ void generate_math1_gen7(fs_inst *inst,
+ struct brw_reg dst,
+ struct brw_reg src);
+ void generate_math2_gen7(fs_inst *inst,
+ struct brw_reg dst,
+ struct brw_reg src0,
+ struct brw_reg src1);
+ void generate_math1_gen6(fs_inst *inst,
+ struct brw_reg dst,
+ struct brw_reg src);
+ void generate_math2_gen6(fs_inst *inst,
+ struct brw_reg dst,
+ struct brw_reg src0,
+ struct brw_reg src1);
+ void generate_math_gen4(fs_inst *inst,
+ struct brw_reg dst,
+ struct brw_reg src);
+ void generate_discard(fs_inst *inst);
+ void generate_ddx(fs_inst *inst, struct brw_reg dst, struct brw_reg src);
+ void generate_ddy(fs_inst *inst, struct brw_reg dst, struct brw_reg src,
+ bool negate_value);
+ void generate_spill(fs_inst *inst, struct brw_reg src);
+ void generate_unspill(fs_inst *inst, struct brw_reg dst);
+ void generate_pull_constant_load(fs_inst *inst, struct brw_reg dst,
+ struct brw_reg index,
+ struct brw_reg offset);
+ void generate_mov_dispatch_to_flags();
+
+ struct brw_context *brw;
+ struct intel_context *intel;
+ struct gl_context *ctx;
+
+ struct brw_compile *p;
+ struct brw_wm_compile *c;
+
+ struct gl_shader_program *prog;
+ struct gl_shader *shader;
+ const struct gl_fragment_program *fp;
+
+ unsigned dispatch_width; /**< 8 or 16 */
+
+ bool dual_source_output;
+ void *mem_ctx;
+};
+
bool brw_do_channel_expressions(struct exec_list *instructions);
bool brw_do_vector_splitting(struct exec_list *instructions);
bool brw_fs_precompile(struct gl_context *ctx, struct gl_shader_program *prog);