/* * Copyright (C) 2015 Rob Clark * * 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. * * Authors: * Rob Clark */ #include "util/ralloc.h" #include "ir3_compiler.h" static const struct debug_named_value shader_debug_options[] = { {"vs", IR3_DBG_SHADER_VS, "Print shader disasm for vertex shaders"}, {"fs", IR3_DBG_SHADER_FS, "Print shader disasm for fragment shaders"}, {"cs", IR3_DBG_SHADER_CS, "Print shader disasm for compute shaders"}, {"disasm", IR3_DBG_DISASM, "Dump NIR and adreno shader disassembly"}, {"optmsgs", IR3_DBG_OPTMSGS, "Enable optimizer debug messages"}, {"forces2en", IR3_DBG_FORCES2EN, "Force s2en mode for tex sampler instructions"}, {"nouboopt", IR3_DBG_NOUBOOPT, "Disable lowering UBO to uniform"}, DEBUG_NAMED_VALUE_END }; DEBUG_GET_ONCE_FLAGS_OPTION(ir3_shader_debug, "IR3_SHADER_DEBUG", shader_debug_options, 0) enum ir3_shader_debug ir3_shader_debug = 0; struct ir3_compiler * ir3_compiler_create(struct fd_device *dev, uint32_t gpu_id) { struct ir3_compiler *compiler = rzalloc(NULL, struct ir3_compiler); ir3_shader_debug = debug_get_option_ir3_shader_debug(); compiler->dev = dev; compiler->gpu_id = gpu_id; compiler->set = ir3_ra_alloc_reg_set(compiler); if (compiler->gpu_id >= 600) { compiler->samgq_workaround = true; } if (compiler->gpu_id >= 400) { /* need special handling for "flat" */ compiler->flat_bypass = true; compiler->levels_add_one = false; compiler->unminify_coords = false; compiler->txf_ms_with_isaml = false; compiler->array_index_add_half = true; } else { /* no special handling for "flat" */ compiler->flat_bypass = false; compiler->levels_add_one = true; compiler->unminify_coords = true; compiler->txf_ms_with_isaml = true; compiler->array_index_add_half = false; } return compiler; }