SHADER_OPCODE_UNTYPED_ATOMIC,
SHADER_OPCODE_UNTYPED_SURFACE_READ,
+ SHADER_OPCODE_GEN4_SCRATCH_READ,
+ SHADER_OPCODE_GEN4_SCRATCH_WRITE,
+
FS_OPCODE_DDX,
FS_OPCODE_DDY,
FS_OPCODE_PIXEL_X,
FS_OPCODE_PIXEL_Y,
FS_OPCODE_CINTERP,
FS_OPCODE_LINTERP,
- FS_OPCODE_SPILL,
- FS_OPCODE_UNSPILL,
FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD,
FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD_GEN7,
FS_OPCODE_VARYING_PULL_CONSTANT_LOAD,
FS_OPCODE_PLACEHOLDER_HALT,
VS_OPCODE_URB_WRITE,
- VS_OPCODE_SCRATCH_READ,
- VS_OPCODE_SCRATCH_WRITE,
VS_OPCODE_PULL_CONSTANT_LOAD,
VS_OPCODE_PULL_CONSTANT_LOAD_GEN7,
VS_OPCODE_UNPACK_FLAGS_SIMD4X2,
case FS_OPCODE_FB_WRITE:
return 2;
case FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD:
- case FS_OPCODE_UNSPILL:
+ case SHADER_OPCODE_GEN4_SCRATCH_READ:
return 1;
case FS_OPCODE_VARYING_PULL_CONSTANT_LOAD:
return inst->mlen;
- case FS_OPCODE_SPILL:
+ case SHADER_OPCODE_GEN4_SCRATCH_WRITE:
return 2;
case SHADER_OPCODE_UNTYPED_ATOMIC:
case SHADER_OPCODE_UNTYPED_SURFACE_READ:
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_scratch_write(fs_inst *inst, struct brw_reg src);
+ void generate_scratch_read(fs_inst *inst, struct brw_reg dst);
void generate_uniform_pull_constant_load(fs_inst *inst, struct brw_reg dst,
struct brw_reg index,
struct brw_reg offset);
}
void
-fs_generator::generate_spill(fs_inst *inst, struct brw_reg src)
+fs_generator::generate_scratch_write(fs_inst *inst, struct brw_reg src)
{
assert(inst->mlen != 0);
}
void
-fs_generator::generate_unspill(fs_inst *inst, struct brw_reg dst)
+fs_generator::generate_scratch_read(fs_inst *inst, struct brw_reg dst)
{
assert(inst->mlen != 0);
generate_ddy(inst, dst, src[0], c->key.render_to_fbo);
break;
- case FS_OPCODE_SPILL:
- generate_spill(inst, src[0]);
+ case SHADER_OPCODE_GEN4_SCRATCH_WRITE:
+ generate_scratch_write(inst, src[0]);
break;
- case FS_OPCODE_UNSPILL:
- generate_unspill(inst, dst);
+ case SHADER_OPCODE_GEN4_SCRATCH_READ:
+ generate_scratch_read(inst, dst);
break;
case FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD:
int count)
{
for (int i = 0; i < count; i++) {
- fs_inst *unspill_inst = new(mem_ctx) fs_inst(FS_OPCODE_UNSPILL, dst);
+ fs_inst *unspill_inst =
+ new(mem_ctx) fs_inst(SHADER_OPCODE_GEN4_SCRATCH_READ, dst);
unspill_inst->offset = spill_offset;
unspill_inst->ir = inst->ir;
unspill_inst->annotation = inst->annotation;
loop_scale /= 10;
break;
- case FS_OPCODE_SPILL:
+ case SHADER_OPCODE_GEN4_SCRATCH_WRITE:
if (inst->src[0].file == GRF)
no_spill[inst->src[0].reg] = true;
break;
- case FS_OPCODE_UNSPILL:
+ case SHADER_OPCODE_GEN4_SCRATCH_READ:
if (inst->dst.file == GRF)
no_spill[inst->dst.reg] = true;
break;
spill_src.smear = -1;
for (int chan = 0; chan < inst->regs_written; chan++) {
- fs_inst *spill_inst = new(mem_ctx) fs_inst(FS_OPCODE_SPILL,
- reg_null_f, spill_src);
+ fs_inst *spill_inst =
+ new(mem_ctx) fs_inst(SHADER_OPCODE_GEN4_SCRATCH_WRITE,
+ reg_null_f, spill_src);
spill_src.reg_offset++;
spill_inst->offset = subset_spill_offset + chan * reg_size;
spill_inst->ir = inst->ir;
case SHADER_OPCODE_TG4_OFFSET:
return "tg4_offset";
+ case SHADER_OPCODE_GEN4_SCRATCH_READ:
+ return "gen4_scratch_read";
+ case SHADER_OPCODE_GEN4_SCRATCH_WRITE:
+ return "gen4_scratch_write";
+
case FS_OPCODE_DDX:
return "ddx";
case FS_OPCODE_DDY:
case FS_OPCODE_LINTERP:
return "linterp";
- case FS_OPCODE_SPILL:
- return "spill";
- case FS_OPCODE_UNSPILL:
- return "unspill";
-
case FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD:
return "uniform_pull_const";
case FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD_GEN7:
case VS_OPCODE_URB_WRITE:
return "vs_urb_write";
- case VS_OPCODE_SCRATCH_READ:
- return "scratch_read";
- case VS_OPCODE_SCRATCH_WRITE:
- return "scratch_write";
case VS_OPCODE_PULL_CONSTANT_LOAD:
return "pull_constant_load";
case VS_OPCODE_PULL_CONSTANT_LOAD_GEN7:
return 1;
case VS_OPCODE_PULL_CONSTANT_LOAD:
return 2;
- case VS_OPCODE_SCRATCH_READ:
+ case SHADER_OPCODE_GEN4_SCRATCH_READ:
return 2;
- case VS_OPCODE_SCRATCH_WRITE:
+ case SHADER_OPCODE_GEN4_SCRATCH_WRITE:
return 3;
case GS_OPCODE_URB_WRITE:
case GS_OPCODE_THREAD_END:
generate_vs_urb_write(inst);
break;
- case VS_OPCODE_SCRATCH_READ:
+ case SHADER_OPCODE_GEN4_SCRATCH_READ:
generate_scratch_read(inst, dst, src[0]);
break;
- case VS_OPCODE_SCRATCH_WRITE:
+ case SHADER_OPCODE_GEN4_SCRATCH_WRITE:
generate_scratch_write(inst, dst, src[0], src[1]);
break;
loop_scale /= 10;
break;
- case VS_OPCODE_SCRATCH_READ:
- case VS_OPCODE_SCRATCH_WRITE:
+ case SHADER_OPCODE_GEN4_SCRATCH_READ:
+ case SHADER_OPCODE_GEN4_SCRATCH_WRITE:
for (int i = 0; i < 3; i++) {
if (inst->src[i].file == GRF)
no_spill[inst->src[i].reg] = true;
{
vec4_instruction *inst;
- inst = new(mem_ctx) vec4_instruction(this, VS_OPCODE_SCRATCH_READ,
+ inst = new(mem_ctx) vec4_instruction(this, SHADER_OPCODE_GEN4_SCRATCH_READ,
dst, index);
inst->base_mrf = 14;
inst->mlen = 2;
{
vec4_instruction *inst;
- inst = new(mem_ctx) vec4_instruction(this, VS_OPCODE_SCRATCH_WRITE,
+ inst = new(mem_ctx) vec4_instruction(this, SHADER_OPCODE_GEN4_SCRATCH_WRITE,
dst, src, index);
inst->base_mrf = 13;
inst->mlen = 3;