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/*
* Copyright © 2010 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
extern "C" {
#include "main/macros.h"
#include "brw_context.h"
#include "brw_vs.h"
}
#include "brw_fs.h"
#include "glsl/ir_optimization.h"
#include "glsl/ir_print_visitor.h"
struct gl_shader *
brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type)
{
struct brw_shader *shader;
shader = rzalloc(NULL, struct brw_shader);
if (shader) {
shader->base.Type = type;
shader->base.Name = name;
_mesa_init_shader(ctx, &shader->base);
}
return &shader->base;
}
struct gl_shader_program *
brw_new_shader_program(struct gl_context *ctx, GLuint name)
{
struct brw_shader_program *prog;
prog = rzalloc(NULL, struct brw_shader_program);
if (prog) {
prog->base.Name = name;
_mesa_init_shader_program(ctx, &prog->base);
}
return &prog->base;
}
/**
* Performs a compile of the shader stages even when we don't know
* what non-orthogonal state will be set, in the hope that it reflects
* the eventual NOS used, and thus allows us to produce link failures.
*/
bool
brw_shader_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
{
if (!brw_fs_precompile(ctx, prog))
return false;
if (!brw_vs_precompile(ctx, prog))
return false;
return true;
}
GLboolean
brw_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
{
struct brw_context *brw = brw_context(ctx);
struct intel_context *intel = &brw->intel;
unsigned int stage;
for (stage = 0; stage < ARRAY_SIZE(prog->_LinkedShaders); stage++) {
struct brw_shader *shader =
(struct brw_shader *)prog->_LinkedShaders[stage];
if (!shader)
continue;
void *mem_ctx = ralloc_context(NULL);
bool progress;
if (shader->ir)
ralloc_free(shader->ir);
shader->ir = new(shader) exec_list;
clone_ir_list(mem_ctx, shader->ir, shader->base.ir);
do_mat_op_to_vec(shader->ir);
lower_instructions(shader->ir,
MOD_TO_FRACT |
DIV_TO_MUL_RCP |
SUB_TO_ADD_NEG |
EXP_TO_EXP2 |
LOG_TO_LOG2);
/* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
* if-statements need to be flattened.
*/
if (intel->gen < 6)
lower_if_to_cond_assign(shader->ir, 16);
do_lower_texture_projection(shader->ir);
do_vec_index_to_cond_assign(shader->ir);
brw_do_cubemap_normalize(shader->ir);
lower_noise(shader->ir);
lower_quadop_vector(shader->ir, false);
bool input = true;
bool output = stage == MESA_SHADER_FRAGMENT;
bool temp = stage == MESA_SHADER_FRAGMENT;
bool uniform = stage == MESA_SHADER_FRAGMENT;
lower_variable_index_to_cond_assign(shader->ir,
input, output, temp, uniform);
do {
progress = false;
if (stage == MESA_SHADER_FRAGMENT) {
brw_do_channel_expressions(shader->ir);
brw_do_vector_splitting(shader->ir);
}
progress = do_lower_jumps(shader->ir, true, true,
true, /* main return */
false, /* continue */
false /* loops */
) || progress;
progress = do_common_optimization(shader->ir, true, true, 32)
|| progress;
} while (progress);
validate_ir_tree(shader->ir);
reparent_ir(shader->ir, shader->ir);
ralloc_free(mem_ctx);
}
if (!_mesa_ir_link_shader(ctx, prog))
return false;
if (!brw_shader_precompile(ctx, prog))
return false;
return true;
}
int
brw_type_for_base_type(const struct glsl_type *type)
{
switch (type->base_type) {
case GLSL_TYPE_FLOAT:
return BRW_REGISTER_TYPE_F;
case GLSL_TYPE_INT:
case GLSL_TYPE_BOOL:
return BRW_REGISTER_TYPE_D;
case GLSL_TYPE_UINT:
return BRW_REGISTER_TYPE_UD;
case GLSL_TYPE_ARRAY:
case GLSL_TYPE_STRUCT:
case GLSL_TYPE_SAMPLER:
/* These should be overridden with the type of the member when
* dereferenced into. BRW_REGISTER_TYPE_UD seems like a likely
* way to trip up if we don't.
*/
return BRW_REGISTER_TYPE_UD;
default:
assert(!"not reached");
return BRW_REGISTER_TYPE_F;
}
}
uint32_t
brw_conditional_for_comparison(unsigned int op)
{
switch (op) {
case ir_binop_less:
return BRW_CONDITIONAL_L;
case ir_binop_greater:
return BRW_CONDITIONAL_G;
case ir_binop_lequal:
return BRW_CONDITIONAL_LE;
case ir_binop_gequal:
return BRW_CONDITIONAL_GE;
case ir_binop_equal:
case ir_binop_all_equal: /* same as equal for scalars */
return BRW_CONDITIONAL_Z;
case ir_binop_nequal:
case ir_binop_any_nequal: /* same as nequal for scalars */
return BRW_CONDITIONAL_NZ;
default:
assert(!"not reached: bad operation for comparison");
return BRW_CONDITIONAL_NZ;
}
}
uint32_t
brw_math_function(enum opcode op)
{
switch (op) {
case SHADER_OPCODE_RCP:
return BRW_MATH_FUNCTION_INV;
case SHADER_OPCODE_RSQ:
return BRW_MATH_FUNCTION_RSQ;
case SHADER_OPCODE_SQRT:
return BRW_MATH_FUNCTION_SQRT;
case SHADER_OPCODE_EXP2:
return BRW_MATH_FUNCTION_EXP;
case SHADER_OPCODE_LOG2:
return BRW_MATH_FUNCTION_LOG;
case SHADER_OPCODE_POW:
return BRW_MATH_FUNCTION_POW;
case SHADER_OPCODE_SIN:
return BRW_MATH_FUNCTION_SIN;
case SHADER_OPCODE_COS:
return BRW_MATH_FUNCTION_COS;
case SHADER_OPCODE_INT_QUOTIENT:
return BRW_MATH_FUNCTION_INT_DIV_QUOTIENT;
case SHADER_OPCODE_INT_REMAINDER:
return BRW_MATH_FUNCTION_INT_DIV_REMAINDER;
default:
assert(!"not reached: unknown math function");
return 0;
}
}
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