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authorBrian Paul <[email protected]>2009-02-12 15:35:41 -0700
committerBrian Paul <[email protected]>2009-02-13 17:18:36 -0700
commit2f78d4a2cd009d8d6a5f470d5738586b7f89f3d9 (patch)
treebf56003c904cfac9b3a9f28253380876155a548b /src/mesa/drivers/dri/i965/brw_wm.c
parent7cffcaaba1a5960c0b890b2b4bc835c3020a5ab0 (diff)
i965: code clean-ups, comments, and minor refactoring
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_wm.c')
-rw-r--r--src/mesa/drivers/dri/i965/brw_wm.c86
1 files changed, 53 insertions, 33 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_wm.c b/src/mesa/drivers/dri/i965/brw_wm.c
index fb1e6839ba0..4501e0472f6 100644
--- a/src/mesa/drivers/dri/i965/brw_wm.c
+++ b/src/mesa/drivers/dri/i965/brw_wm.c
@@ -80,6 +80,53 @@ GLuint brw_wm_is_scalar_result( GLuint opcode )
}
+/**
+ * Do GPU code generation for non-GLSL shader. non-GLSL shaders have
+ * no flow control instructions so we can more readily do SSA-style
+ * optimizations.
+ */
+static void
+brw_wm_non_glsl_emit(struct brw_context *brw, struct brw_wm_compile *c)
+{
+ /* Augment fragment program. Add instructions for pre- and
+ * post-fragment-program tasks such as interpolation and fogging.
+ */
+ brw_wm_pass_fp(c);
+
+ /* Translate to intermediate representation. Build register usage
+ * chains.
+ */
+ brw_wm_pass0(c);
+
+ /* Dead code removal.
+ */
+ brw_wm_pass1(c);
+
+ /* Register allocation.
+ */
+ c->grf_limit = BRW_WM_MAX_GRF / 2;
+
+ brw_wm_pass2(c);
+
+ c->prog_data.total_grf = c->max_wm_grf;
+ if (c->last_scratch) {
+ c->prog_data.total_scratch = c->last_scratch + 0x40;
+ }
+ else {
+ c->prog_data.total_scratch = 0;
+ }
+
+ /* Emit GEN4 code.
+ */
+ brw_wm_emit(c);
+}
+
+
+/**
+ * All Mesa program -> GPU code generation goes through this function.
+ * Depending on the instructions used (i.e. flow control instructions)
+ * we'll use one of two code generators.
+ */
static void do_wm_prog( struct brw_context *brw,
struct brw_fragment_program *fp,
struct brw_wm_prog_key *key)
@@ -102,42 +149,17 @@ static void do_wm_prog( struct brw_context *brw,
brw_init_compile(brw, &c->func);
+ /*
+ * Shader which use GLSL features such as flow control are handled
+ * differently from "simple" shaders.
+ */
if (brw_wm_is_glsl(&c->fp->program)) {
brw_wm_glsl_emit(brw, c);
}
else {
- /* Augment fragment program. Add instructions for pre- and
- * post-fragment-program tasks such as interpolation and fogging.
- */
- brw_wm_pass_fp(c);
-
- /* Translate to intermediate representation. Build register usage
- * chains.
- */
- brw_wm_pass0(c);
-
- /* Dead code removal.
- */
- brw_wm_pass1(c);
-
- /* Register allocation.
- */
- c->grf_limit = BRW_WM_MAX_GRF/2;
-
- brw_wm_pass2(c);
-
- c->prog_data.total_grf = c->max_wm_grf;
- if (c->last_scratch) {
- c->prog_data.total_scratch =
- c->last_scratch + 0x40;
- } else {
- c->prog_data.total_scratch = 0;
- }
-
- /* Emit GEN4 code.
- */
- brw_wm_emit(c);
+ brw_wm_non_glsl_emit(brw, c);
}
+
if (INTEL_DEBUG & DEBUG_WM)
fprintf(stderr, "\n");
@@ -307,8 +329,6 @@ static void brw_prepare_wm_prog(struct brw_context *brw)
}
-/* See brw_wm.c:
- */
const struct brw_tracked_state brw_wm_prog = {
.dirty = {
.mesa = (_NEW_COLOR |