| Commit message (Collapse) | Author | Age | Files | Lines |
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It's not used by anything anymore
Reviewed-by: Iago Toral Quiroga <[email protected]>
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I tried to do this once before but Curro pointed out that having it in
backend_shader meant it could use the setup_vec4_uniform_values helper
which did different things in vec4 and fs. Now the setup_uniform_values
function differs only by an assert in the two backends so there's no real
good reason to be using it anymore.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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I want to use C function pointers to these, and they don't use anything
in the visitor classes anyway.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This way they don't implicitly increment the uniforms variable and don't
have to be called in-sequence during uniform setup.
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The new name more accurately represents what it does: Set up a single vec4
uniform value.
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Move the image_params array back to brw_stage_prog_data.
Reviewed-by: Topi Pohjolainen <[email protected]>
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This cleans up the VEC4 implementation of setup_uniform_values()
somewhat and will avoid duplication of the image uniform upload code
by having a common interface to upload a vector of uniforms on either
back-end.
Reviewed-by: Kenneth Graunke <[email protected]>
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As of this commit, nothing actually needs the brw_context.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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This creates the options at screen cration time and then we just copy them
into the context at context creation time. We also move is_scalar to the
brw_compiler structure.
We also end up manually setting some values that the core would have set by
default for us. Fortunately, there are only two non-zero shader compiler
option defaults that we aren't overriding anyway so this isn't a big deal.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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v2 (Ken): Make shader_debug_log a printf-like function.
v3 (Jason): Add a void * to pass the brw_context through
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We were initializing it in each subclasses' constructors for some
reason.
Reviewed-by: Jordan Justen <[email protected]>
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This is using multiple inheritance in C++. However, ir_visitor is really
just an interface with no data so it shouldn't be so bad.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The backend_shader class really is a representation of a shader. The fact
that it inherits from ir_visitor is somewhat immaterial.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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It wasn't really being used anyway. We used it to assert that gpu_shader5
is supported in the back-end but that should be caught by the front-end.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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And make it 16-bit so it packs nicely with the previous field.
Reviewed-by: Matt Turner <[email protected]>
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Create a backend_inst::is_commutative() method to replace two static
functions that did the exact same thing.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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We introduce three new fields in backend_visitor:
- debug_enabled: whether or not INTEL_DEBUG & DEBUG_<stage flag>
- stage_name: "vertex", "fragment", etc. for use in messages
- stage_abbrev: "VS", "FS", etc. for use in messages
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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In preparation for some send from GRF instructions that will require
larger payloads.
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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It will also be useful in the VEC4 back-end.
Reviewed-by: Matt Turner <[email protected]>
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Right now virtual GRF book-keeping and allocation is performed in each
visitor class separately (among other hundred different things),
leading to duplicated logic in each visitor and preventing layering as
it forces any code that manipulates i965 IR and needs to allocate
virtual registers to depend on the specific visitor that happens to be
used to translate from GLSL IR.
v2: Use realloc()/free() to allocate VGRF book-keeping arrays (Connor).
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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I don't feel great about assert(!"unimplemented: ...") but these
cases do only seem possible under some currently impossible circumstances.
Reviewed-by: Ian Romanick <[email protected]>
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Previously, the prototypes for brw_vs/gs/fs_precompile were scattered
between brw_vs.h (C), brw_gs.h (C), and brw_fs.h (C++ only). Also,
brw_fs_precompile had C++ linkage, while the others were C.
This patch moves all the prototypes to a central location (brw_shader.h)
and makes brw_fs_precompile have C linkage.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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texture_offset was only used by some texturing operations, and offset
was only used by spill/unspill and some URB operations. These fields are
never used at the same time.
Reviewed-by: Jason Ekstrand <[email protected]>
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Our new IR won't have ir_texture objects.
Signed-off-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Everything has been converted to preserve the CFG.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Will let us avoid invalidating the CFG if the optimization pass has
removed instructions using the new basic block methods.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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The generators no longer use this.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This will be useful for INTEL_DEBUG=optimizer in the vec4 backend, which
needs to know whether it's currently processing a VS or GS. It isn't
worth adding virtual methods for this case.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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It's C. Compile it as such.
Reviewed-by: Topi Pohjolainen <[email protected]>
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The #ifndef include guards already said the right thing :)
Reviewed-by: Topi Pohjolainen <[email protected]>
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With a hack to place an exec_node in the struct in C to be at the same
location as the inherited exec_node in C++.
Acked-by: Topi Pohjolainen <[email protected]>
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Acked-by: Topi Pohjolainen <[email protected]>
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