OSDN Git Service

Merge branch 'master' of ../mesa into vulkan
authorKristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
Wed, 30 Sep 2015 00:10:50 +0000 (17:10 -0700)
committerKristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
Thu, 1 Oct 2015 21:24:29 +0000 (14:24 -0700)
37 files changed:
1  2 
configure.ac
src/Makefile.am
src/glsl/Makefile.am
src/glsl/Makefile.sources
src/glsl/ast_to_hir.cpp
src/glsl/glsl_parser_extras.cpp
src/glsl/glsl_types.cpp
src/glsl/glsl_types.h
src/glsl/ir_clone.cpp
src/glsl/link_uniform_initializers.cpp
src/glsl/nir/glsl_to_nir.cpp
src/glsl/nir/nir.h
src/glsl/nir/nir_builder.h
src/glsl/nir/nir_intrinsics.h
src/glsl/nir/nir_lower_samplers.c
src/glsl/nir/nir_opt_algebraic.py
src/glsl/nir/nir_split_var_copies.c
src/glsl/nir/nir_types.cpp
src/glsl/nir/nir_types.h
src/glsl/standalone_scaffolding.cpp
src/mesa/drivers/dri/i965/brw_context.h
src/mesa/drivers/dri/i965/brw_defines.h
src/mesa/drivers/dri/i965/brw_device_info.c
src/mesa/drivers/dri/i965/brw_fs.cpp
src/mesa/drivers/dri/i965/brw_fs_nir.cpp
src/mesa/drivers/dri/i965/brw_gs.c
src/mesa/drivers/dri/i965/brw_nir.c
src/mesa/drivers/dri/i965/brw_program.c
src/mesa/drivers/dri/i965/brw_shader.cpp
src/mesa/drivers/dri/i965/brw_vec4.cpp
src/mesa/drivers/dri/i965/brw_vec4_nir.cpp
src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp
src/mesa/drivers/dri/i965/brw_wm.c
src/mesa/main/mtypes.h
src/mesa/program/ir_to_mesa.cpp
src/vulkan/anv_compiler.cpp
src/vulkan/anv_nir_apply_dynamic_offsets.c

diff --cc configure.ac
Simple merge
diff --cc src/Makefile.am
Simple merge
Simple merge
@@@ -74,10 -79,7 +80,9 @@@ NIR_FILES = 
        nir/nir_vla.h \
        nir/nir_worklist.c \
        nir/nir_worklist.h \
 -      nir/nir_types.cpp
 +      nir/nir_types.cpp \
 +      nir/spirv_to_nir.c \
-       nir/spirv_glsl450_to_nir.c \
-       $(NIR_GENERATED_FILES)
++      nir/spirv_glsl450_to_nir.c
  
  # libglsl
  
Simple merge
Simple merge
Simple merge
@@@ -801,7 -829,17 +848,17 @@@ struct glsl_struct_field 
      */
     int stream;
  
 -
+    /**
+     * Image qualifiers, applicable to buffer variables defined in shader
+     * storage buffer objects (SSBOs)
+     */
+    unsigned image_read_only:1;
+    unsigned image_write_only:1;
+    unsigned image_coherent:1;
+    unsigned image_volatile:1;
+    unsigned image_restrict:1;
 +#ifdef __cplusplus
     glsl_struct_field(const struct glsl_type *_type, const char *_name)
        : type(_type), name(_name), location(-1), interpolation(0), centroid(0),
          sample(0), matrix_layout(GLSL_MATRIX_LAYOUT_INHERITED), patch(0),
Simple merge
Simple merge
@@@ -1815,12 -1811,12 +1848,14 @@@ bool nir_split_var_copies(nir_shader *s
  void nir_lower_var_copy_instr(nir_intrinsic_instr *copy, void *mem_ctx);
  void nir_lower_var_copies(nir_shader *shader);
  
void nir_lower_global_vars_to_local(nir_shader *shader);
bool nir_lower_global_vars_to_local(nir_shader *shader);
  
- void nir_lower_locals_to_regs(nir_shader *shader);
+ bool nir_lower_locals_to_regs(nir_shader *shader);
+ void nir_lower_outputs_to_temporaries(nir_shader *shader);
  
 +void nir_lower_outputs_to_temporaries(nir_shader *shader);
 +
  void nir_assign_var_locations(struct exec_list *var_list,
                                unsigned *size,
                                int (*type_size)(const struct glsl_type *));
@@@ -1839,12 -1836,52 +1875,53 @@@ void nir_lower_phis_to_scalar(nir_shade
  
  void nir_lower_samplers(nir_shader *shader,
                          const struct gl_shader_program *shader_program);
 +void nir_lower_samplers_for_vk(nir_shader *shader);
  
- void nir_lower_system_values(nir_shader *shader);
- void nir_lower_tex_projector(nir_shader *shader);
+ bool nir_lower_system_values(nir_shader *shader);
+ typedef struct nir_lower_tex_options {
+    /**
+     * bitmask of (1 << GLSL_SAMPLER_DIM_x) to control for which
+     * sampler types a texture projector is lowered.
+     */
+    unsigned lower_txp;
+    /**
+     * If true, lower rect textures to 2D, using txs to fetch the
+     * texture dimensions and dividing the texture coords by the
+     * texture dims to normalize.
+     */
+    bool lower_rect;
+    /**
+     * To emulate certain texture wrap modes, this can be used
+     * to saturate the specified tex coord to [0.0, 1.0].  The
+     * bits are according to sampler #, ie. if, for example:
+     *
+     *   (conf->saturate_s & (1 << n))
+     *
+     * is true, then the s coord for sampler n is saturated.
+     *
+     * Note that clamping must happen *after* projector lowering
+     * so any projected texture sample instruction with a clamped
+     * coordinate gets automatically lowered, regardless of the
+     * 'lower_txp' setting.
+     */
+    unsigned saturate_s;
+    unsigned saturate_t;
+    unsigned saturate_r;
+ } nir_lower_tex_options;
+ void nir_lower_tex(nir_shader *shader,
+                    const nir_lower_tex_options *options);
  void nir_lower_idiv(nir_shader *shader);
  
+ void nir_lower_clip_vs(nir_shader *shader, unsigned ucp_enables);
+ void nir_lower_clip_fs(nir_shader *shader, unsigned ucp_enables);
+ void nir_lower_two_sided_color(nir_shader *shader);
  void nir_lower_atomics(nir_shader *shader);
  void nir_lower_to_source_mods(nir_shader *shader);
  
@@@ -216,23 -249,13 +249,30 @@@ nir_swizzle(nir_builder *build, nir_ssa
                       nir_imov_alu(build, alu_src, num_components);
  }
  
 +/* Selects the right fdot given the number of components in each source. */
 +static inline nir_ssa_def *
 +nir_fdot(nir_builder *build, nir_ssa_def *src0, nir_ssa_def *src1)
 +{
 +   assert(src0->num_components == src1->num_components);
 +   switch (src0->num_components) {
 +   case 1: return nir_fmul(build, src0, src1);
 +   case 2: return nir_fdot2(build, src0, src1);
 +   case 3: return nir_fdot3(build, src0, src1);
 +   case 4: return nir_fdot4(build, src0, src1);
 +   default:
 +      unreachable("bad component size");
 +   }
 +
 +   return NULL;
 +}
 +
+ static inline nir_ssa_def *
+ nir_channel(nir_builder *b, nir_ssa_def *def, unsigned c)
+ {
+    unsigned swizzle[4] = {c, c, c, c};
+    return nir_swizzle(b, def, swizzle, 1, false);
+ }
  /**
   * Turns a nir_src into a nir_ssa_def * so it can be passed to
   * nir_build_alu()-based builder calls.
@@@ -166,9 -225,9 +226,9 @@@ SYSTEM_VALUE(num_work_groups, 3, 0
               true, 0, 0, indices, flags)
  
  LOAD(uniform, 0, 2, NIR_INTRINSIC_CAN_ELIMINATE | NIR_INTRINSIC_CAN_REORDER)
 -LOAD(ubo, 1, 1, NIR_INTRINSIC_CAN_ELIMINATE | NIR_INTRINSIC_CAN_REORDER)
 +LOAD(ubo, 1, 2, NIR_INTRINSIC_CAN_ELIMINATE | NIR_INTRINSIC_CAN_REORDER)
  LOAD(input, 0, 1, NIR_INTRINSIC_CAN_ELIMINATE | NIR_INTRINSIC_CAN_REORDER)
- /* LOAD(ssbo, 1, 0) */
+ LOAD(ssbo, 1, 1, NIR_INTRINSIC_CAN_ELIMINATE)
  
  /*
   * Stores work the same way as loads, except now the first register input is
index 0000000,58ea0db..33cd9c8
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,188 +1,258 @@@
+ /*
+  * Copyright (C) 2005-2007  Brian Paul   All Rights Reserved.
+  * Copyright (C) 2008  VMware, Inc.   All Rights Reserved.
+  * Copyright © 2014 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.
+  */
+ #include "nir.h"
+ #include "nir_builder.h"
+ #include "../program.h"
+ #include "program/hash_table.h"
+ #include "ir_uniform.h"
+ #include "main/compiler.h"
+ #include "main/mtypes.h"
+ #include "program/prog_parameter.h"
+ #include "program/program.h"
++static void
++add_indirect_to_tex(nir_tex_instr *instr, nir_src indirect)
++{
++   /* First, we have to resize the array of texture sources */
++   nir_tex_src *new_srcs = rzalloc_array(instr, nir_tex_src,
++                                         instr->num_srcs + 1);
++
++   for (unsigned i = 0; i < instr->num_srcs; i++) {
++      new_srcs[i].src_type = instr->src[i].src_type;
++      nir_instr_move_src(&instr->instr, &new_srcs[i].src, &instr->src[i].src);
++   }
++
++   ralloc_free(instr->src);
++   instr->src = new_srcs;
++
++   /* Now we can go ahead and move the source over to being a
++    * first-class texture source.
++    */
++   instr->src[instr->num_srcs].src_type = nir_tex_src_sampler_offset;
++   instr->num_srcs++;
++   nir_instr_rewrite_src(&instr->instr, &instr->src[instr->num_srcs - 1].src,
++                         indirect);
++}
++
+ /* Calculate the sampler index based on array indicies and also
+  * calculate the base uniform location for struct members.
+  */
+ static void
+ calc_sampler_offsets(nir_deref *tail, nir_tex_instr *instr,
+                      unsigned *array_elements, nir_ssa_def **indirect,
+                      nir_builder *b, unsigned *location)
+ {
+    if (tail->child == NULL)
+       return;
+    switch (tail->child->deref_type) {
+    case nir_deref_type_array: {
+       nir_deref_array *deref_array = nir_deref_as_array(tail->child);
+       assert(deref_array->deref_array_type != nir_deref_array_type_wildcard);
+       calc_sampler_offsets(tail->child, instr, array_elements,
+                            indirect, b, location);
+       instr->sampler_index += deref_array->base_offset * *array_elements;
+       if (deref_array->deref_array_type == nir_deref_array_type_indirect) {
+          nir_ssa_def *mul =
+             nir_imul(b, nir_imm_int(b, *array_elements),
+                      nir_ssa_for_src(b, deref_array->indirect, 1));
+          nir_instr_rewrite_src(&instr->instr, &deref_array->indirect,
+                                NIR_SRC_INIT);
+          if (*indirect) {
+             *indirect = nir_iadd(b, *indirect, mul);
+          } else {
+             *indirect = mul;
+          }
+       }
+       *array_elements *= glsl_get_length(tail->type);
+        break;
+    }
+    case nir_deref_type_struct: {
+       nir_deref_struct *deref_struct = nir_deref_as_struct(tail->child);
+       *location += glsl_get_record_location_offset(tail->type, deref_struct->index);
+       calc_sampler_offsets(tail->child, instr, array_elements,
+                            indirect, b, location);
+       break;
+    }
+    default:
+       unreachable("Invalid deref type");
+       break;
+    }
+ }
+ static void
+ lower_sampler(nir_tex_instr *instr, const struct gl_shader_program *shader_program,
+               gl_shader_stage stage, nir_builder *builder)
+ {
+    if (instr->sampler == NULL)
+       return;
+    instr->sampler_index = 0;
+    unsigned location = instr->sampler->var->data.location;
+    unsigned array_elements = 1;
+    nir_ssa_def *indirect = NULL;
+    builder->cursor = nir_before_instr(&instr->instr);
+    calc_sampler_offsets(&instr->sampler->deref, instr, &array_elements,
+                         &indirect, builder, &location);
+    if (indirect) {
+       /* First, we have to resize the array of texture sources */
+       nir_tex_src *new_srcs = rzalloc_array(instr, nir_tex_src,
+                                             instr->num_srcs + 1);
+       for (unsigned i = 0; i < instr->num_srcs; i++) {
+          new_srcs[i].src_type = instr->src[i].src_type;
+          nir_instr_move_src(&instr->instr, &new_srcs[i].src,
+                             &instr->src[i].src);
+       }
+       ralloc_free(instr->src);
+       instr->src = new_srcs;
+       /* Now we can go ahead and move the source over to being a
+        * first-class texture source.
+        */
+       instr->src[instr->num_srcs].src_type = nir_tex_src_sampler_offset;
+       instr->num_srcs++;
+       nir_instr_rewrite_src(&instr->instr,
+                             &instr->src[instr->num_srcs - 1].src,
+                             nir_src_for_ssa(indirect));
+       instr->sampler_array_size = array_elements;
+    }
+    if (location > shader_program->NumUniformStorage - 1 ||
+        !shader_program->UniformStorage[location].sampler[stage].active) {
+       assert(!"cannot return a sampler");
+       return;
+    }
+    instr->sampler_index +=
+       shader_program->UniformStorage[location].sampler[stage].index;
+    instr->sampler = NULL;
+ }
+ typedef struct {
+    nir_builder builder;
+    const struct gl_shader_program *shader_program;
+    gl_shader_stage stage;
+ } lower_state;
+ static bool
+ lower_block_cb(nir_block *block, void *_state)
+ {
+    lower_state *state = (lower_state *) _state;
+    nir_foreach_instr(block, instr) {
+       if (instr->type == nir_instr_type_tex) {
+          nir_tex_instr *tex_instr = nir_instr_as_tex(instr);
+          lower_sampler(tex_instr, state->shader_program, state->stage,
+                        &state->builder);
+       }
+    }
+    return true;
+ }
+ static void
+ lower_impl(nir_function_impl *impl, const struct gl_shader_program *shader_program,
+            gl_shader_stage stage)
+ {
+    lower_state state;
+    nir_builder_init(&state.builder, impl);
+    state.shader_program = shader_program;
+    state.stage = stage;
+    nir_foreach_block(impl, lower_block_cb, &state);
+ }
+ void
+ nir_lower_samplers(nir_shader *shader,
+                    const struct gl_shader_program *shader_program)
+ {
+    nir_foreach_overload(shader, overload) {
+       if (overload->impl)
+          lower_impl(overload->impl, shader_program, shader->stage);
+    }
+ }
++
++static bool
++lower_samplers_for_vk_block(nir_block *block, void *data)
++{
++   nir_foreach_instr(block, instr) {
++      if (instr->type != nir_instr_type_tex)
++         continue;
++
++      nir_tex_instr *tex = nir_instr_as_tex(instr);
++
++      assert(tex->sampler);
++
++      tex->sampler_set = tex->sampler->var->data.descriptor_set;
++      tex->sampler_index = tex->sampler->var->data.binding;
++
++      if (tex->sampler->deref.child) {
++         assert(tex->sampler->deref.child->deref_type == nir_deref_type_array);
++         nir_deref_array *arr = nir_deref_as_array(tex->sampler->deref.child);
++
++         /* Only one-level arrays are allowed in vulkan */
++         assert(arr->deref.child == NULL);
++
++         tex->sampler_index += arr->base_offset;
++         if (arr->deref_array_type == nir_deref_array_type_indirect) {
++            add_indirect_to_tex(tex, arr->indirect);
++            nir_instr_rewrite_src(instr, &arr->indirect, NIR_SRC_INIT);
++
++            tex->sampler_array_size = glsl_get_length(tex->sampler->deref.type);
++         }
++      }
++
++      tex->sampler = NULL;
++   }
++
++   return true;
++}
++
++void
++nir_lower_samplers_for_vk(nir_shader *shader)
++{
++   nir_foreach_overload(shader, overload) {
++      if (overload->impl) {
++         nir_foreach_block(overload->impl, lower_samplers_for_vk_block, NULL);
++      }
++   }
++}
Simple merge
  struct split_var_copies_state {
     void *mem_ctx;
     void *dead_ctx;
+    bool progress;
  };
  
 -static nir_deref *
 -get_deref_tail(nir_deref *deref)
 -{
 -   while (deref->child != NULL)
 -      deref = deref->child;
 -   return deref;
 -}
 -
  /* Recursively constructs deref chains to split a copy instruction into
   * multiple (if needed) copy instructions with full-length deref chains.
   * External callers of this function should pass the tail and head of the
@@@ -124,20 -112,13 +124,27 @@@ glsl_get_struct_elem_name(const struct 
     return type->fields.structure[index].name;
  }
  
 +glsl_sampler_dim
 +glsl_get_sampler_dim(const struct glsl_type *type)
 +{
 +   assert(glsl_type_is_sampler(type));
 +   return (glsl_sampler_dim)type->sampler_dimensionality;
 +}
 +
 +glsl_base_type
 +glsl_get_sampler_result_type(const struct glsl_type *type)
 +{
 +   assert(glsl_type_is_sampler(type));
 +   return (glsl_base_type)type->sampler_type;
 +}
 +
+ unsigned
+ glsl_get_record_location_offset(const struct glsl_type *type,
+                                 unsigned length)
+ {
+    return type->record_location_offset(length);
+ }
  bool
  glsl_type_is_void(const glsl_type *type)
  {
@@@ -68,9 -62,9 +68,12 @@@ unsigned glsl_get_length(const struct g
  const char *glsl_get_struct_elem_name(const struct glsl_type *type,
                                        unsigned index);
  
 +enum glsl_sampler_dim glsl_get_sampler_dim(const struct glsl_type *type);
 +enum glsl_base_type glsl_get_sampler_result_type(const struct glsl_type *type);
 +
+ unsigned glsl_get_record_location_offset(const struct glsl_type *type,
+                                          unsigned length);
  bool glsl_type_is_void(const struct glsl_type *type);
  bool glsl_type_is_vector(const struct glsl_type *type);
  bool glsl_type_is_scalar(const struct glsl_type *type);
Simple merge
@@@ -78,8 -77,7 +78,8 @@@
  #define _3DPRIM_LINESTRIP_CONT    0x12
  #define _3DPRIM_LINESTRIP_BF      0x13
  #define _3DPRIM_LINESTRIP_CONT_BF 0x14
- #define _3DPRIM_TRIFAN_NOSTIPPLE  0x15
+ #define _3DPRIM_TRIFAN_NOSTIPPLE  0x16
 +#endif
  
  /* We use this offset to be able to pass native primitive types in struct
   * _mesa_prim::mode.  Native primitive types are BRW_PRIM_OFFSET +
@@@ -5011,8 -5032,9 +5053,10 @@@ fs_visitor::run_fs(bool do_rep_send
  
     assert(stage == MESA_SHADER_FRAGMENT);
  
 -   assign_fs_binding_table_offsets();
+    sanity_param_count = prog->Parameters->NumParameters;
-       assign_binding_table_offsets();
 +   if (prog_data->map_entries == NULL)
++      assign_fs_binding_table_offsets();
  
     if (devinfo->gen >= 6)
        setup_payload_gen6();
@@@ -1745,15 -1956,55 +1966,61 @@@ fs_visitor::nir_emit_intrinsic(const fs
  }
  
  void
+ fs_visitor::nir_emit_ssbo_atomic(const fs_builder &bld,
+                                  int op, nir_intrinsic_instr *instr)
+ {
+    fs_reg dest;
+    if (nir_intrinsic_infos[instr->intrinsic].has_dest)
+       dest = get_nir_dest(instr->dest);
+    fs_reg surface;
+    nir_const_value *const_surface = nir_src_as_const_value(instr->src[0]);
+    if (const_surface) {
+       unsigned surf_index = stage_prog_data->binding_table.ubo_start +
+                             const_surface->u[0];
+       surface = fs_reg(surf_index);
+       brw_mark_surface_used(prog_data, surf_index);
+    } else {
+       surface = vgrf(glsl_type::uint_type);
+       bld.ADD(surface, get_nir_src(instr->src[0]),
+               fs_reg(stage_prog_data->binding_table.ubo_start));
+       /* Assume this may touch any UBO. This is the same we do for other
+        * UBO/SSBO accesses with non-constant surface.
+        */
+       brw_mark_surface_used(prog_data,
+                             stage_prog_data->binding_table.ubo_start +
+                             shader_prog->NumBufferInterfaceBlocks - 1);
+    }
+    fs_reg offset = get_nir_src(instr->src[1]);
+    fs_reg data1 = get_nir_src(instr->src[2]);
+    fs_reg data2;
+    if (op == BRW_AOP_CMPWR)
+       data2 = get_nir_src(instr->src[3]);
+    /* Emit the actual atomic operation operation */
+    fs_reg atomic_result =
+       surface_access::emit_untyped_atomic(bld, surface, offset,
+                                           data1, data2,
+                                           1 /* dims */, 1 /* rsize */,
+                                           op,
+                                           BRW_PREDICATE_NONE);
+    dest.type = atomic_result.type;
+    bld.MOV(dest, atomic_result);
+ }
+ void
  fs_visitor::nir_emit_texture(const fs_builder &bld, nir_tex_instr *instr)
  {
 -   unsigned sampler = instr->sampler_index;
 +   uint32_t set = instr->sampler_set;
 +   uint32_t binding = instr->sampler_index;
 +
 +   assert(binding < stage_prog_data->bind_map[set].index_count);
 +   assert(stage_prog_data->bind_map[set].index[binding] < 1000);
 +
 +   unsigned sampler = stage_prog_data->bind_map[set].index[binding];
     fs_reg sampler_reg(sampler);
  
     /* FINISHME: We're failing to recompile our programs when the sampler is
Simple merge
@@@ -90,26 -96,10 +92,34 @@@ brw_create_nir(struct brw_context *brw
     }
     nir_validate_shader(nir);
  
 +   brw_process_nir(nir, brw->intelScreen->devinfo, shader_prog, stage, is_scalar);
 +
 +   static GLuint msg_id = 0;
 +   _mesa_gl_debug(&brw->ctx, &msg_id,
 +                  MESA_DEBUG_SOURCE_SHADER_COMPILER,
 +                  MESA_DEBUG_TYPE_OTHER,
 +                  MESA_DEBUG_SEVERITY_NOTIFICATION,
 +                  "%s NIR shader:\n",
 +                  _mesa_shader_stage_to_abbrev(stage));
 +
 +   return nir;
 +}
 +
 +void
 +brw_process_nir(nir_shader *nir,
 +                const struct brw_device_info *devinfo,
 +                const struct gl_shader_program *shader_prog,
 +                gl_shader_stage stage, bool is_scalar)
 +{
 +   bool debug_enabled = INTEL_DEBUG & intel_debug_flag_for_shader_stage(stage);
++   static const nir_lower_tex_options tex_options = {
++      .lower_txp = ~0,
++   };
++
+    if (stage == MESA_SHADER_GEOMETRY) {
+       nir_lower_gs_intrinsics(nir);
+       nir_validate_shader(nir);
+    }
  
     nir_lower_global_vars_to_local(nir);
     nir_validate_shader(nir);
@@@ -96,8 -96,15 +96,17 @@@ brw_compiler_create(void *mem_ctx, cons
      */
     nir_options->lower_ffma = true;
     nir_options->lower_sub = true;
 +   nir_options->lower_fdiv = true;
 +
+    /* In the vec4 backend, our dpN instruction replicates its result to all
+     * the components of a vec4.  We would like NIR to give us replicated fdot
+     * instructions because it can optimize better for us.
+     *
+     * For the FS backend, it should be lowered away by the scalarizing pass so
+     * we should never see fdot anyway.
+     */
+    nir_options->fdot_replicates = true;
     /* We want the GLSL compiler to emit code that uses condition codes */
     for (int i = 0; i < MESA_SHADER_STAGES; i++) {
        compiler->glsl_compiler_options[i].MaxUnrollIterations = 32;
@@@ -640,10 -889,10 +891,10 @@@ vec4_visitor::nir_emit_intrinsic(nir_in
            */
           brw_mark_surface_used(&prog_data->base,
                                 prog_data->base.binding_table.ubo_start +
-                                shader_prog->NumUniformBlocks - 1);
+                                shader_prog->NumBufferInterfaceBlocks - 1);
        }
  
 -      unsigned const_offset = instr->const_index[0];
 +      unsigned const_offset = instr->const_index[1];
        src_reg offset;
  
        if (!has_indirect)  {
Simple merge
Simple merge
Simple merge
index dcd5581,0000000..8acfc06
mode 100644,000000..100644
--- /dev/null
@@@ -1,1128 -1,0 +1,1120 @@@
-    key->base.program_string_id = vp->id;
-    brw_setup_vue_key_clip_info(brw, &key->base,
-                                vp->program.Base.UsesClipDistanceOut);
 +/*
 + * Copyright © 2015 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.
 + */
 +
 +#include <sys/stat.h>
 +#include <unistd.h>
 +#include <fcntl.h>
 +
 +#include "anv_private.h"
 +#include "anv_nir.h"
 +
 +#include <brw_context.h>
 +#include <brw_wm.h> /* brw_new_shader_program is here */
 +#include <brw_nir.h>
 +
 +#include <brw_vs.h>
 +#include <brw_gs.h>
 +#include <brw_cs.h>
 +
 +#include <mesa/main/shaderobj.h>
 +#include <mesa/main/fbobject.h>
 +#include <mesa/main/context.h>
 +#include <mesa/program/program.h>
 +#include <glsl/program.h>
 +
 +/* XXX: We need this to keep symbols in nir.h from conflicting with the
 + * generated GEN command packing headers.  We need to fix *both* to not
 + * define something as generic as LOAD.
 + */
 +#undef LOAD
 +
 +#include <glsl/nir/nir_spirv.h>
 +
 +#define SPIR_V_MAGIC_NUMBER 0x07230203
 +
 +static void
 +fail_if(int cond, const char *format, ...)
 +{
 +   va_list args;
 +
 +   if (!cond)
 +      return;
 +
 +   va_start(args, format);
 +   vfprintf(stderr, format, args);
 +   va_end(args);
 +
 +   exit(1);
 +}
 +
 +static VkResult
 +set_binding_table_layout(struct brw_stage_prog_data *prog_data,
 +                         struct anv_pipeline *pipeline, uint32_t stage)
 +{
 +   uint32_t bias, count, k, *map;
 +   struct anv_pipeline_layout *layout = pipeline->layout;
 +
 +   /* No layout is valid for shaders that don't bind any resources. */
 +   if (pipeline->layout == NULL)
 +      return VK_SUCCESS;
 +
 +   if (stage == VK_SHADER_STAGE_FRAGMENT)
 +      bias = MAX_RTS;
 +   else
 +      bias = 0;
 +
 +   count = layout->stage[stage].surface_count;
 +   prog_data->map_entries =
 +      (uint32_t *) malloc(count * sizeof(prog_data->map_entries[0]));
 +   if (prog_data->map_entries == NULL)
 +      return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
 +
 +   k = bias;
 +   map = prog_data->map_entries;
 +   for (uint32_t i = 0; i < layout->num_sets; i++) {
 +      prog_data->bind_map[i].index = map;
 +      for (uint32_t j = 0; j < layout->set[i].layout->stage[stage].surface_count; j++)
 +         *map++ = k++;
 +
 +      prog_data->bind_map[i].index_count =
 +         layout->set[i].layout->stage[stage].surface_count;
 +   }
 +
 +   return VK_SUCCESS;
 +}
 +
 +static uint32_t
 +upload_kernel(struct anv_pipeline *pipeline, const void *data, size_t size)
 +{
 +   struct anv_state state =
 +      anv_state_stream_alloc(&pipeline->program_stream, size, 64);
 +
 +   assert(size < pipeline->program_stream.block_pool->block_size);
 +
 +   memcpy(state.map, data, size);
 +
 +   return state.offset;
 +}
 +
 +static void
 +create_params_array(struct anv_pipeline *pipeline,
 +                    struct gl_shader *shader,
 +                    struct brw_stage_prog_data *prog_data)
 +{
 +   VkShaderStage stage = anv_vk_shader_stage_for_mesa_stage(shader->Stage);
 +   unsigned num_params = 0;
 +
 +   if (shader->num_uniform_components) {
 +      /* If the shader uses any push constants at all, we'll just give
 +       * them the maximum possible number
 +       */
 +      num_params += MAX_PUSH_CONSTANTS_SIZE / sizeof(float);
 +   }
 +
 +   if (pipeline->layout && pipeline->layout->stage[stage].has_dynamic_offsets)
 +      num_params += MAX_DYNAMIC_BUFFERS;
 +
 +   if (num_params == 0)
 +      return;
 +
 +   prog_data->param = (const gl_constant_value **)
 +      anv_device_alloc(pipeline->device,
 +                       num_params * sizeof(gl_constant_value *),
 +                       8, VK_SYSTEM_ALLOC_TYPE_INTERNAL_SHADER);
 +
 +   /* We now set the param values to be offsets into a
 +    * anv_push_constant_data structure.  Since the compiler doesn't
 +    * actually dereference any of the gl_constant_value pointers in the
 +    * params array, it doesn't really matter what we put here.
 +    */
 +   struct anv_push_constants *null_data = NULL;
 +   for (unsigned i = 0; i < num_params; i++)
 +      prog_data->param[i] =
 +         (const gl_constant_value *)&null_data->client_data[i * sizeof(float)];
 +}
 +
 +static void
 +brw_vs_populate_key(struct brw_context *brw,
 +                    struct brw_vertex_program *vp,
 +                    struct brw_vs_prog_key *key)
 +{
 +   struct gl_context *ctx = &brw->ctx;
 +   /* BRW_NEW_VERTEX_PROGRAM */
 +   struct gl_program *prog = (struct gl_program *) vp;
 +
 +   memset(key, 0, sizeof(*key));
 +
 +   /* Just upload the program verbatim for now.  Always send it all
 +    * the inputs it asks for, whether they are varying or not.
 +    */
-                                       &key->base.tex);
++   key->program_string_id = vp->id;
 +
 +   /* _NEW_POLYGON */
 +   if (brw->gen < 6) {
 +      key->copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
 +                           ctx->Polygon.BackMode != GL_FILL);
 +   }
 +
 +   if (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 |
 +                               VARYING_BIT_BFC0 | VARYING_BIT_BFC1)) {
 +      /* _NEW_LIGHT | _NEW_BUFFERS */
 +      key->clamp_vertex_color = ctx->Light._ClampVertexColor;
 +   }
 +
 +   /* _NEW_POINT */
 +   if (brw->gen < 6 && ctx->Point.PointSprite) {
 +      for (int i = 0; i < 8; i++) {
 +         if (ctx->Point.CoordReplace[i])
 +            key->point_coord_replace |= (1 << i);
 +      }
 +   }
 +
 +   /* _NEW_TEXTURE */
 +   brw_populate_sampler_prog_key_data(ctx, prog, brw->vs.base.sampler_count,
-    if (key->base.userclip_active) {
++                                      &key->tex);
 +}
 +
 +static bool
 +really_do_vs_prog(struct brw_context *brw,
 +                  struct gl_shader_program *prog,
 +                  struct brw_vertex_program *vp,
 +                  struct brw_vs_prog_key *key, struct anv_pipeline *pipeline)
 +{
 +   GLuint program_size;
 +   const GLuint *program;
 +   struct brw_vs_prog_data *prog_data = &pipeline->vs_prog_data;
 +   void *mem_ctx;
 +   struct gl_shader *vs = NULL;
 +
 +   if (prog)
 +      vs = prog->_LinkedShaders[MESA_SHADER_VERTEX];
 +
 +   memset(prog_data, 0, sizeof(*prog_data));
 +
 +   mem_ctx = ralloc_context(NULL);
 +
 +   create_params_array(pipeline, vs, &prog_data->base.base);
 +   anv_nir_apply_dynamic_offsets(pipeline, vs->Program->nir,
 +                                 &prog_data->base.base);
 +
 +   GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
 +   prog_data->inputs_read = vp->program.Base.InputsRead;
 +
 +   if (key->copy_edgeflag) {
 +      outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
 +      prog_data->inputs_read |= VERT_BIT_EDGEFLAG;
 +   }
 +
 +   if (brw->gen < 6) {
 +      /* Put dummy slots into the VUE for the SF to put the replaced
 +       * point sprite coords in.  We shouldn't need these dummy slots,
 +       * which take up precious URB space, but it would mean that the SF
 +       * doesn't get nice aligned pairs of input coords into output
 +       * coords, which would be a pain to handle.
 +       */
 +      for (int i = 0; i < 8; i++) {
 +         if (key->point_coord_replace & (1 << i))
 +            outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
 +      }
 +
 +      /* if back colors are written, allocate slots for front colors too */
 +      if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
 +         outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
 +      if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
 +         outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
 +   }
 +
 +   /* In order for legacy clipping to work, we need to populate the clip
 +    * distance varying slots whenever clipping is enabled, even if the vertex
 +    * shader doesn't write to gl_ClipDistance.
 +    */
-                        &prog_data->base.vue_map, outputs_written);
- \
++   if (key->nr_userclip_plane_consts) {
 +      outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
 +      outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
 +   }
 +
 +   brw_compute_vue_map(brw->intelScreen->devinfo,
-    key->base.program_string_id = gp->id;
-    brw_setup_vue_key_clip_info(brw, &key->base,
-                                gp->program.Base.UsesClipDistanceOut);
++                       &prog_data->base.vue_map, outputs_written,
++                       prog ? prog->SeparateShader : false);
++
 +   set_binding_table_layout(&prog_data->base.base, pipeline,
 +                            VK_SHADER_STAGE_VERTEX);
 +
 +   /* Emit GEN4 code.
 +    */
 +   program = brw_vs_emit(brw, mem_ctx, key, prog_data, &vp->program,
 +                         prog, &program_size);
 +   if (program == NULL) {
 +      ralloc_free(mem_ctx);
 +      return false;
 +   }
 +
 +   const uint32_t offset = upload_kernel(pipeline, program, program_size);
 +   if (prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8) {
 +      pipeline->vs_simd8 = offset;
 +      pipeline->vs_vec4 = NO_KERNEL;
 +   } else {
 +      pipeline->vs_simd8 = NO_KERNEL;
 +      pipeline->vs_vec4 = offset;
 +   }
 +
 +   ralloc_free(mem_ctx);
 +
 +   return true;
 +}
 +
 +void brw_wm_populate_key(struct brw_context *brw,
 +                         struct brw_fragment_program *fp,
 +                         struct brw_wm_prog_key *key)
 +{
 +   struct gl_context *ctx = &brw->ctx;
 +   struct gl_program *prog = (struct gl_program *) brw->fragment_program;
 +   GLuint lookup = 0;
 +   GLuint line_aa;
 +   bool program_uses_dfdy = fp->program.UsesDFdy;
 +   struct gl_framebuffer draw_buffer;
 +   bool multisample_fbo;
 +
 +   memset(key, 0, sizeof(*key));
 +
 +   for (int i = 0; i < MAX_SAMPLERS; i++) {
 +      /* Assume color sampler, no swizzling. */
 +      key->tex.swizzles[i] = SWIZZLE_XYZW;
 +   }
 +
 +   /* A non-zero framebuffer name indicates that the framebuffer was created by
 +    * the user rather than the window system. */
 +   draw_buffer.Name = 1;
 +   draw_buffer.Visual.samples = 1;
 +   draw_buffer._NumColorDrawBuffers = 1;
 +   draw_buffer._NumColorDrawBuffers = 1;
 +   draw_buffer.Width = 400;
 +   draw_buffer.Height = 400;
 +   ctx->DrawBuffer = &draw_buffer;
 +
 +   multisample_fbo = ctx->DrawBuffer->Visual.samples > 1;
 +
 +   /* Build the index for table lookup
 +    */
 +   if (brw->gen < 6) {
 +      /* _NEW_COLOR */
 +      if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
 +         lookup |= IZ_PS_KILL_ALPHATEST_BIT;
 +
 +      if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
 +         lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
 +
 +      /* _NEW_DEPTH */
 +      if (ctx->Depth.Test)
 +         lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
 +
 +      if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
 +         lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
 +
 +      /* _NEW_STENCIL | _NEW_BUFFERS */
 +      if (ctx->Stencil._Enabled) {
 +         lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
 +
 +         if (ctx->Stencil.WriteMask[0] ||
 +             ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
 +            lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
 +      }
 +      key->iz_lookup = lookup;
 +   }
 +
 +   line_aa = AA_NEVER;
 +
 +   /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
 +   if (ctx->Line.SmoothFlag) {
 +      if (brw->reduced_primitive == GL_LINES) {
 +         line_aa = AA_ALWAYS;
 +      }
 +      else if (brw->reduced_primitive == GL_TRIANGLES) {
 +         if (ctx->Polygon.FrontMode == GL_LINE) {
 +            line_aa = AA_SOMETIMES;
 +
 +            if (ctx->Polygon.BackMode == GL_LINE ||
 +                (ctx->Polygon.CullFlag &&
 +                 ctx->Polygon.CullFaceMode == GL_BACK))
 +               line_aa = AA_ALWAYS;
 +         }
 +         else if (ctx->Polygon.BackMode == GL_LINE) {
 +            line_aa = AA_SOMETIMES;
 +
 +            if ((ctx->Polygon.CullFlag &&
 +                 ctx->Polygon.CullFaceMode == GL_FRONT))
 +               line_aa = AA_ALWAYS;
 +         }
 +      }
 +   }
 +
 +   key->line_aa = line_aa;
 +
 +   /* _NEW_HINT */
 +   key->high_quality_derivatives =
 +      ctx->Hint.FragmentShaderDerivative == GL_NICEST;
 +
 +   if (brw->gen < 6)
 +      key->stats_wm = brw->stats_wm;
 +
 +   /* _NEW_LIGHT */
 +   key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
 +
 +   /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
 +   key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
 +
 +   /* _NEW_TEXTURE */
 +   brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
 +                                      &key->tex);
 +
 +   /* _NEW_BUFFERS */
 +   /*
 +    * Include the draw buffer origin and height so that we can calculate
 +    * fragment position values relative to the bottom left of the drawable,
 +    * from the incoming screen origin relative position we get as part of our
 +    * payload.
 +    *
 +    * This is only needed for the WM_WPOSXY opcode when the fragment program
 +    * uses the gl_FragCoord input.
 +    *
 +    * We could avoid recompiling by including this as a constant referenced by
 +    * our program, but if we were to do that it would also be nice to handle
 +    * getting that constant updated at batchbuffer submit time (when we
 +    * hold the lock and know where the buffer really is) rather than at emit
 +    * time when we don't hold the lock and are just guessing.  We could also
 +    * just avoid using this as key data if the program doesn't use
 +    * fragment.position.
 +    *
 +    * For DRI2 the origin_x/y will always be (0,0) but we still need the
 +    * drawable height in order to invert the Y axis.
 +    */
 +   if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
 +      key->drawable_height = ctx->DrawBuffer->Height;
 +   }
 +
 +   if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
 +      key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
 +   }
 +
 +   /* _NEW_BUFFERS */
 +   key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
 +
 +   /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
 +   key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
 +      (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
 +
 +   /* _NEW_BUFFERS _NEW_MULTISAMPLE */
 +   /* Ignore sample qualifier while computing this flag. */
 +   key->persample_shading =
 +      _mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
 +   if (key->persample_shading)
 +      key->persample_2x = ctx->DrawBuffer->Visual.samples == 2;
 +
 +   key->compute_pos_offset =
 +      _mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
 +      fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
 +
 +   key->compute_sample_id =
 +      multisample_fbo &&
 +      ctx->Multisample.Enabled &&
 +      (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
 +
 +   /* BRW_NEW_VUE_MAP_GEOM_OUT */
 +   if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
 +                                         BRW_FS_VARYING_INPUT_MASK) > 16)
 +      key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
 +
 +
 +   /* _NEW_COLOR | _NEW_BUFFERS */
 +   /* Pre-gen6, the hardware alpha test always used each render
 +    * target's alpha to do alpha test, as opposed to render target 0's alpha
 +    * like GL requires.  Fix that by building the alpha test into the
 +    * shader, and we'll skip enabling the fixed function alpha test.
 +    */
 +   if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 && ctx->Color.AlphaEnabled) {
 +      key->alpha_test_func = ctx->Color.AlphaFunc;
 +      key->alpha_test_ref = ctx->Color.AlphaRef;
 +   }
 +
 +   /* The unique fragment program ID */
 +   key->program_string_id = fp->id;
 +
 +   ctx->DrawBuffer = NULL;
 +}
 +
 +static uint8_t
 +computed_depth_mode(struct gl_fragment_program *fp)
 +{
 +   if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
 +      switch (fp->FragDepthLayout) {
 +      case FRAG_DEPTH_LAYOUT_NONE:
 +      case FRAG_DEPTH_LAYOUT_ANY:
 +         return BRW_PSCDEPTH_ON;
 +      case FRAG_DEPTH_LAYOUT_GREATER:
 +         return BRW_PSCDEPTH_ON_GE;
 +      case FRAG_DEPTH_LAYOUT_LESS:
 +         return BRW_PSCDEPTH_ON_LE;
 +      case FRAG_DEPTH_LAYOUT_UNCHANGED:
 +         return BRW_PSCDEPTH_OFF;
 +      }
 +   }
 +   return BRW_PSCDEPTH_OFF;
 +}
 +
 +static bool
 +really_do_wm_prog(struct brw_context *brw,
 +                  struct gl_shader_program *prog,
 +                  struct brw_fragment_program *fp,
 +                  struct brw_wm_prog_key *key, struct anv_pipeline *pipeline)
 +{
 +   void *mem_ctx = ralloc_context(NULL);
 +   struct brw_wm_prog_data *prog_data = &pipeline->wm_prog_data;
 +   struct gl_shader *fs = NULL;
 +   unsigned int program_size;
 +   const uint32_t *program;
 +
 +   if (prog)
 +      fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
 +
 +   memset(prog_data, 0, sizeof(*prog_data));
 +
 +   /* key->alpha_test_func means simulating alpha testing via discards,
 +    * so the shader definitely kills pixels.
 +    */
 +   prog_data->uses_kill = fp->program.UsesKill || key->alpha_test_func;
 +
 +   prog_data->computed_depth_mode = computed_depth_mode(&fp->program);
 +
 +   create_params_array(pipeline, fs, &prog_data->base);
 +   anv_nir_apply_dynamic_offsets(pipeline, fs->Program->nir, &prog_data->base);
 +
 +   prog_data->barycentric_interp_modes =
 +      brw_compute_barycentric_interp_modes(brw, key->flat_shade,
 +                                           key->persample_shading,
 +                                           &fp->program);
 +
 +   set_binding_table_layout(&prog_data->base, pipeline,
 +                            VK_SHADER_STAGE_FRAGMENT);
 +   /* This needs to come after shader time and pull constant entries, but we
 +    * don't have those set up now, so just put it after the layout entries.
 +    */
 +   prog_data->binding_table.render_target_start = 0;
 +
 +   program = brw_wm_fs_emit(brw, mem_ctx, key, prog_data,
 +                            &fp->program, prog, &program_size);
 +   if (program == NULL) {
 +      ralloc_free(mem_ctx);
 +      return false;
 +   }
 +
 +   uint32_t offset = upload_kernel(pipeline, program, program_size);
 +
 +   if (prog_data->no_8)
 +      pipeline->ps_simd8 = NO_KERNEL;
 +   else
 +      pipeline->ps_simd8 = offset;
 +
 +   if (prog_data->no_8 || prog_data->prog_offset_16) {
 +      pipeline->ps_simd16 = offset + prog_data->prog_offset_16;
 +   } else {
 +      pipeline->ps_simd16 = NO_KERNEL;
 +   }
 +
 +   ralloc_free(mem_ctx);
 +
 +   return true;
 +}
 +
 +static void
 +brw_gs_populate_key(struct brw_context *brw,
 +                    struct anv_pipeline *pipeline,
 +                    struct brw_geometry_program *gp,
 +                    struct brw_gs_prog_key *key)
 +{
 +   struct gl_context *ctx = &brw->ctx;
 +   struct brw_stage_state *stage_state = &brw->gs.base;
 +   struct gl_program *prog = &gp->program.Base;
 +
 +   memset(key, 0, sizeof(*key));
 +
-                                       &key->base.tex);
-    struct brw_vs_prog_data *prog_data = &pipeline->vs_prog_data;
-    /* BRW_NEW_VUE_MAP_VS */
-    key->input_varyings = prog_data->base.vue_map.slots_valid;
++   key->program_string_id = gp->id;
 +
 +   /* _NEW_TEXTURE */
 +   brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count,
++                                      &key->tex);
 +}
 +
 +static bool
 +really_do_gs_prog(struct brw_context *brw,
 +                  struct gl_shader_program *prog,
 +                  struct brw_geometry_program *gp,
 +                  struct brw_gs_prog_key *key, struct anv_pipeline *pipeline)
 +{
 +   struct brw_gs_compile_output output;
 +
 +   /* FIXME: We pass the bind map to the compile in the output struct. Need
 +    * something better. */
 +   set_binding_table_layout(&output.prog_data.base.base,
 +                            pipeline, VK_SHADER_STAGE_GEOMETRY);
 +
 +   brw_compile_gs_prog(brw, prog, gp, key, &output);
 +
 +   pipeline->gs_vec4 = upload_kernel(pipeline, output.program, output.program_size);
 +   pipeline->gs_vertex_count = gp->program.VerticesIn;
 +
 +   ralloc_free(output.mem_ctx);
 +
 +   return true;
 +}
 +
 +static bool
 +brw_codegen_cs_prog(struct brw_context *brw,
 +                    struct gl_shader_program *prog,
 +                    struct brw_compute_program *cp,
 +                    struct brw_cs_prog_key *key, struct anv_pipeline *pipeline)
 +{
 +   const GLuint *program;
 +   void *mem_ctx = ralloc_context(NULL);
 +   GLuint program_size;
 +   struct brw_cs_prog_data *prog_data = &pipeline->cs_prog_data;
 +
 +   struct gl_shader *cs = prog->_LinkedShaders[MESA_SHADER_COMPUTE];
 +   assert (cs);
 +
 +   memset(prog_data, 0, sizeof(*prog_data));
 +
 +   set_binding_table_layout(&prog_data->base, pipeline, VK_SHADER_STAGE_COMPUTE);
 +
 +   create_params_array(pipeline, cs, &prog_data->base);
 +   anv_nir_apply_dynamic_offsets(pipeline, cs->Program->nir, &prog_data->base);
 +
 +   program = brw_cs_emit(brw, mem_ctx, key, prog_data,
 +                         &cp->program, prog, &program_size);
 +   if (program == NULL) {
 +      ralloc_free(mem_ctx);
 +      return false;
 +   }
 +
 +   if (unlikely(INTEL_DEBUG & DEBUG_CS))
 +      fprintf(stderr, "\n");
 +
 +   pipeline->cs_simd = upload_kernel(pipeline, program, program_size);
 +
 +   ralloc_free(mem_ctx);
 +
 +   return true;
 +}
 +
 +static void
 +brw_cs_populate_key(struct brw_context *brw,
 +                    struct brw_compute_program *bcp, struct brw_cs_prog_key *key)
 +{
 +   memset(key, 0, sizeof(*key));
 +
 +   /* The unique compute program ID */
 +   key->program_string_id = bcp->id;
 +}
 +
 +struct anv_compiler {
 +   struct anv_device *device;
 +   struct intel_screen *screen;
 +   struct brw_context *brw;
 +   struct gl_pipeline_object pipeline;
 +};
 +
 +extern "C" {
 +
 +struct anv_compiler *
 +anv_compiler_create(struct anv_device *device)
 +{
 +   const struct brw_device_info *devinfo = &device->info;
 +   struct anv_compiler *compiler;
 +   struct gl_context *ctx;
 +
 +   compiler = rzalloc(NULL, struct anv_compiler);
 +   if (compiler == NULL)
 +      return NULL;
 +
 +   compiler->screen = rzalloc(compiler, struct intel_screen);
 +   if (compiler->screen == NULL)
 +      goto fail;
 +
 +   compiler->brw = rzalloc(compiler, struct brw_context);
 +   if (compiler->brw == NULL)
 +      goto fail;
 +
 +   compiler->device = device;
 +
 +   compiler->brw->gen = devinfo->gen;
 +   compiler->brw->is_g4x = devinfo->is_g4x;
 +   compiler->brw->is_baytrail = devinfo->is_baytrail;
 +   compiler->brw->is_haswell = devinfo->is_haswell;
 +   compiler->brw->is_cherryview = devinfo->is_cherryview;
 +
 +   /* We need this at least for CS, which will check brw->max_cs_threads
 +    * against the work group size. */
 +   compiler->brw->max_vs_threads = devinfo->max_vs_threads;
 +   compiler->brw->max_hs_threads = devinfo->max_hs_threads;
 +   compiler->brw->max_ds_threads = devinfo->max_ds_threads;
 +   compiler->brw->max_gs_threads = devinfo->max_gs_threads;
 +   compiler->brw->max_wm_threads = devinfo->max_wm_threads;
 +   compiler->brw->max_cs_threads = devinfo->max_cs_threads;
 +   compiler->brw->urb.size = devinfo->urb.size;
 +   compiler->brw->urb.min_vs_entries = devinfo->urb.min_vs_entries;
 +   compiler->brw->urb.max_vs_entries = devinfo->urb.max_vs_entries;
 +   compiler->brw->urb.max_hs_entries = devinfo->urb.max_hs_entries;
 +   compiler->brw->urb.max_ds_entries = devinfo->urb.max_ds_entries;
 +   compiler->brw->urb.max_gs_entries = devinfo->urb.max_gs_entries;
 +
 +   compiler->brw->intelScreen = compiler->screen;
 +   compiler->screen->devinfo = &device->info;
 +
 +   brw_process_intel_debug_variable(compiler->screen);
 +
 +   compiler->screen->compiler = brw_compiler_create(compiler, &device->info);
 +
 +   ctx = &compiler->brw->ctx;
 +   _mesa_init_shader_object_functions(&ctx->Driver);
 +
 +   /* brw_select_clip_planes() needs this for bogus reasons. */
 +   ctx->_Shader = &compiler->pipeline;
 +
 +   return compiler;
 +
 + fail:
 +   ralloc_free(compiler);
 +   return NULL;
 +}
 +
 +void
 +anv_compiler_destroy(struct anv_compiler *compiler)
 +{
 +   _mesa_free_errors_data(&compiler->brw->ctx);
 +   ralloc_free(compiler);
 +}
 +
 +/* From gen7_urb.c */
 +
 +/* FIXME: Add to struct intel_device_info */
 +
 +static const int gen8_push_size = 32 * 1024;
 +
 +static void
 +gen7_compute_urb_partition(struct anv_pipeline *pipeline)
 +{
 +   const struct brw_device_info *devinfo = &pipeline->device->info;
 +   bool vs_present = pipeline->vs_simd8 != NO_KERNEL;
 +   unsigned vs_size = vs_present ? pipeline->vs_prog_data.base.urb_entry_size : 1;
 +   unsigned vs_entry_size_bytes = vs_size * 64;
 +   bool gs_present = pipeline->gs_vec4 != NO_KERNEL;
 +   unsigned gs_size = gs_present ? pipeline->gs_prog_data.base.urb_entry_size : 1;
 +   unsigned gs_entry_size_bytes = gs_size * 64;
 +
 +   /* From p35 of the Ivy Bridge PRM (section 1.7.1: 3DSTATE_URB_GS):
 +    *
 +    *     VS Number of URB Entries must be divisible by 8 if the VS URB Entry
 +    *     Allocation Size is less than 9 512-bit URB entries.
 +    *
 +    * Similar text exists for GS.
 +    */
 +   unsigned vs_granularity = (vs_size < 9) ? 8 : 1;
 +   unsigned gs_granularity = (gs_size < 9) ? 8 : 1;
 +
 +   /* URB allocations must be done in 8k chunks. */
 +   unsigned chunk_size_bytes = 8192;
 +
 +   /* Determine the size of the URB in chunks. */
 +   unsigned urb_chunks = devinfo->urb.size * 1024 / chunk_size_bytes;
 +
 +   /* Reserve space for push constants */
 +   unsigned push_constant_bytes = gen8_push_size;
 +   unsigned push_constant_chunks =
 +      push_constant_bytes / chunk_size_bytes;
 +
 +   /* Initially, assign each stage the minimum amount of URB space it needs,
 +    * and make a note of how much additional space it "wants" (the amount of
 +    * additional space it could actually make use of).
 +    */
 +
 +   /* VS has a lower limit on the number of URB entries */
 +   unsigned vs_chunks =
 +      ALIGN(devinfo->urb.min_vs_entries * vs_entry_size_bytes,
 +            chunk_size_bytes) / chunk_size_bytes;
 +   unsigned vs_wants =
 +      ALIGN(devinfo->urb.max_vs_entries * vs_entry_size_bytes,
 +            chunk_size_bytes) / chunk_size_bytes - vs_chunks;
 +
 +   unsigned gs_chunks = 0;
 +   unsigned gs_wants = 0;
 +   if (gs_present) {
 +      /* There are two constraints on the minimum amount of URB space we can
 +       * allocate:
 +       *
 +       * (1) We need room for at least 2 URB entries, since we always operate
 +       * the GS in DUAL_OBJECT mode.
 +       *
 +       * (2) We can't allocate less than nr_gs_entries_granularity.
 +       */
 +      gs_chunks = ALIGN(MAX2(gs_granularity, 2) * gs_entry_size_bytes,
 +                        chunk_size_bytes) / chunk_size_bytes;
 +      gs_wants =
 +         ALIGN(devinfo->urb.max_gs_entries * gs_entry_size_bytes,
 +               chunk_size_bytes) / chunk_size_bytes - gs_chunks;
 +   }
 +
 +   /* There should always be enough URB space to satisfy the minimum
 +    * requirements of each stage.
 +    */
 +   unsigned total_needs = push_constant_chunks + vs_chunks + gs_chunks;
 +   assert(total_needs <= urb_chunks);
 +
 +   /* Mete out remaining space (if any) in proportion to "wants". */
 +   unsigned total_wants = vs_wants + gs_wants;
 +   unsigned remaining_space = urb_chunks - total_needs;
 +   if (remaining_space > total_wants)
 +      remaining_space = total_wants;
 +   if (remaining_space > 0) {
 +      unsigned vs_additional = (unsigned)
 +         round(vs_wants * (((double) remaining_space) / total_wants));
 +      vs_chunks += vs_additional;
 +      remaining_space -= vs_additional;
 +      gs_chunks += remaining_space;
 +   }
 +
 +   /* Sanity check that we haven't over-allocated. */
 +   assert(push_constant_chunks + vs_chunks + gs_chunks <= urb_chunks);
 +
 +   /* Finally, compute the number of entries that can fit in the space
 +    * allocated to each stage.
 +    */
 +   unsigned nr_vs_entries = vs_chunks * chunk_size_bytes / vs_entry_size_bytes;
 +   unsigned nr_gs_entries = gs_chunks * chunk_size_bytes / gs_entry_size_bytes;
 +
 +   /* Since we rounded up when computing *_wants, this may be slightly more
 +    * than the maximum allowed amount, so correct for that.
 +    */
 +   nr_vs_entries = MIN2(nr_vs_entries, devinfo->urb.max_vs_entries);
 +   nr_gs_entries = MIN2(nr_gs_entries, devinfo->urb.max_gs_entries);
 +
 +   /* Ensure that we program a multiple of the granularity. */
 +   nr_vs_entries = ROUND_DOWN_TO(nr_vs_entries, vs_granularity);
 +   nr_gs_entries = ROUND_DOWN_TO(nr_gs_entries, gs_granularity);
 +
 +   /* Finally, sanity check to make sure we have at least the minimum number
 +    * of entries needed for each stage.
 +    */
 +   assert(nr_vs_entries >= devinfo->urb.min_vs_entries);
 +   if (gs_present)
 +      assert(nr_gs_entries >= 2);
 +
 +   /* Lay out the URB in the following order:
 +    * - push constants
 +    * - VS
 +    * - GS
 +    */
 +   pipeline->urb.vs_start = push_constant_chunks;
 +   pipeline->urb.vs_size = vs_size;
 +   pipeline->urb.nr_vs_entries = nr_vs_entries;
 +
 +   pipeline->urb.gs_start = push_constant_chunks + vs_chunks;
 +   pipeline->urb.gs_size = gs_size;
 +   pipeline->urb.nr_gs_entries = nr_gs_entries;
 +}
 +
 +static const struct {
 +   uint32_t token;
 +   gl_shader_stage stage;
 +   const char *name;
 +} stage_info[] = {
 +   { GL_VERTEX_SHADER, MESA_SHADER_VERTEX, "vertex" },
 +   { GL_TESS_CONTROL_SHADER, (gl_shader_stage)-1,"tess control" },
 +   { GL_TESS_EVALUATION_SHADER, (gl_shader_stage)-1, "tess evaluation" },
 +   { GL_GEOMETRY_SHADER, MESA_SHADER_GEOMETRY, "geometry" },
 +   { GL_FRAGMENT_SHADER, MESA_SHADER_FRAGMENT, "fragment" },
 +   { GL_COMPUTE_SHADER, MESA_SHADER_COMPUTE, "compute" },
 +};
 +
 +struct spirv_header{
 +   uint32_t magic;
 +   uint32_t version;
 +   uint32_t gen_magic;
 +};
 +
 +static void
 +setup_nir_io(struct gl_shader *mesa_shader,
 +             nir_shader *shader)
 +{
 +   struct gl_program *prog = mesa_shader->Program;
 +   foreach_list_typed(nir_variable, var, node, &shader->inputs) {
 +      prog->InputsRead |= BITFIELD64_BIT(var->data.location);
 +      if (shader->stage == MESA_SHADER_FRAGMENT) {
 +         struct gl_fragment_program *fprog = (struct gl_fragment_program *)prog;
 +
 +         fprog->InterpQualifier[var->data.location] =
 +            (glsl_interp_qualifier)var->data.interpolation;
 +         if (var->data.centroid)
 +            fprog->IsCentroid |= BITFIELD64_BIT(var->data.location);
 +         if (var->data.sample)
 +            fprog->IsSample |= BITFIELD64_BIT(var->data.location);
 +      }
 +   }
 +
 +   foreach_list_typed(nir_variable, var, node, &shader->outputs) {
 +      prog->OutputsWritten |= BITFIELD64_BIT(var->data.location);
 +   }
 +
 +   mesa_shader->num_uniform_components = shader->num_uniforms;
 +}
 +
 +static void
 +anv_compile_shader_spirv(struct anv_compiler *compiler,
 +                         struct gl_shader_program *program,
 +                         struct anv_pipeline *pipeline, uint32_t stage)
 +{
 +   struct brw_context *brw = compiler->brw;
 +   struct anv_shader *shader = pipeline->shaders[stage];
 +   struct gl_shader *mesa_shader;
 +   int name = 0;
 +   uint32_t *spirv;
 +
 +   mesa_shader = brw_new_shader(&brw->ctx, name, stage_info[stage].token);
 +   fail_if(mesa_shader == NULL,
 +           "failed to create %s shader\n", stage_info[stage].name);
 +
 +#define CREATE_PROGRAM(stage) \
 +   _mesa_init_##stage##_program(&brw->ctx, &ralloc(mesa_shader, struct brw_##stage##_program)->program, 0, 0)
 +
 +   bool is_scalar;
 +   struct gl_program *prog;
 +   switch (stage) {
 +   case VK_SHADER_STAGE_VERTEX:
 +      prog = CREATE_PROGRAM(vertex);
 +      is_scalar = compiler->screen->compiler->scalar_vs;
 +      break;
 +   case VK_SHADER_STAGE_GEOMETRY:
 +      prog = CREATE_PROGRAM(geometry);
 +      is_scalar = false;
 +      break;
 +   case VK_SHADER_STAGE_FRAGMENT:
 +      prog = CREATE_PROGRAM(fragment);
 +      is_scalar = true;
 +      break;
 +   case VK_SHADER_STAGE_COMPUTE:
 +      prog = CREATE_PROGRAM(compute);
 +      is_scalar = true;
 +      break;
 +   default:
 +      unreachable("Unsupported shader stage");
 +   }
 +   _mesa_reference_program(&brw->ctx, &mesa_shader->Program, prog);
 +
 +   mesa_shader->Program->Parameters =
 +      rzalloc(mesa_shader, struct gl_program_parameter_list);
 +
 +   mesa_shader->Type = stage_info[stage].token;
 +   mesa_shader->Stage = stage_info[stage].stage;
 +
 +   struct gl_shader_compiler_options *glsl_options =
 +      &compiler->screen->compiler->glsl_compiler_options[stage_info[stage].stage];
 +
 +   spirv = (uint32_t *) shader->module->data;
 +   assert(spirv[0] == SPIR_V_MAGIC_NUMBER);
 +   assert(shader->module->size % 4 == 0);
 +
 +   mesa_shader->Program->nir =
 +      spirv_to_nir(spirv, shader->module->size / 4,
 +                   stage_info[stage].stage, glsl_options->NirOptions);
 +   nir_validate_shader(mesa_shader->Program->nir);
 +
 +   brw_process_nir(mesa_shader->Program->nir,
 +                   compiler->screen->devinfo,
 +                   NULL, mesa_shader->Stage, is_scalar);
 +
 +   setup_nir_io(mesa_shader, mesa_shader->Program->nir);
 +
 +   fail_if(mesa_shader->Program->nir == NULL,
 +           "failed to translate SPIR-V to NIR\n");
 +
 +   _mesa_reference_shader(&brw->ctx, &program->Shaders[program->NumShaders],
 +                          mesa_shader);
 +   program->NumShaders++;
 +}
 +
 +static void
 +add_compiled_stage(struct anv_pipeline *pipeline, uint32_t stage,
 +                   struct brw_stage_prog_data *prog_data)
 +{
 +   struct brw_device_info *devinfo = &pipeline->device->info;
 +   uint32_t max_threads[] = {
 +      [VK_SHADER_STAGE_VERTEX]                  = devinfo->max_vs_threads,
 +      [VK_SHADER_STAGE_TESS_CONTROL]            = 0,
 +      [VK_SHADER_STAGE_TESS_EVALUATION]         = 0,
 +      [VK_SHADER_STAGE_GEOMETRY]                = devinfo->max_gs_threads,
 +      [VK_SHADER_STAGE_FRAGMENT]                = devinfo->max_wm_threads,
 +      [VK_SHADER_STAGE_COMPUTE]                 = devinfo->max_cs_threads,
 +   };
 +
 +   pipeline->prog_data[stage] = prog_data;
 +   pipeline->active_stages |= 1 << stage;
 +   pipeline->scratch_start[stage] = pipeline->total_scratch;
 +   pipeline->total_scratch =
 +      align_u32(pipeline->total_scratch, 1024) +
 +      prog_data->total_scratch * max_threads[stage];
 +}
 +
 +int
 +anv_compiler_run(struct anv_compiler *compiler, struct anv_pipeline *pipeline)
 +{
 +   struct gl_shader_program *program;
 +   int name = 0;
 +   struct brw_context *brw = compiler->brw;
 +
 +   pipeline->writes_point_size = false;
 +
 +   /* When we free the pipeline, we detect stages based on the NULL status
 +    * of various prog_data pointers.  Make them NULL by default.
 +    */
 +   memset(pipeline->prog_data, 0, sizeof(pipeline->prog_data));
 +   memset(pipeline->scratch_start, 0, sizeof(pipeline->scratch_start));
 +
 +   brw->use_rep_send = pipeline->use_repclear;
 +   brw->no_simd8 = pipeline->use_repclear;
 +
 +   program = brw->ctx.Driver.NewShaderProgram(name);
 +   program->Shaders = (struct gl_shader **)
 +      calloc(VK_SHADER_STAGE_NUM, sizeof(struct gl_shader *));
 +   fail_if(program == NULL || program->Shaders == NULL,
 +           "failed to create program\n");
 +
 +   for (unsigned i = 0; i < VK_SHADER_STAGE_NUM; i++) {
 +      if (pipeline->shaders[i])
 +         anv_compile_shader_spirv(compiler, program, pipeline, i);
 +   }
 +
 +   for (unsigned i = 0; i < program->NumShaders; i++) {
 +      struct gl_shader *shader = program->Shaders[i];
 +      program->_LinkedShaders[shader->Stage] = shader;
 +   }
 +
 +   bool success;
 +   pipeline->active_stages = 0;
 +   pipeline->total_scratch = 0;
 +
 +   if (pipeline->shaders[VK_SHADER_STAGE_VERTEX]) {
 +      struct brw_vs_prog_key vs_key;
 +      struct gl_vertex_program *vp = (struct gl_vertex_program *)
 +         program->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
 +      struct brw_vertex_program *bvp = brw_vertex_program(vp);
 +
 +      brw_vs_populate_key(brw, bvp, &vs_key);
 +
 +      success = really_do_vs_prog(brw, program, bvp, &vs_key, pipeline);
 +      fail_if(!success, "do_wm_prog failed\n");
 +      add_compiled_stage(pipeline, VK_SHADER_STAGE_VERTEX,
 +                         &pipeline->vs_prog_data.base.base);
 +
 +      if (vp->Base.OutputsWritten & VARYING_SLOT_PSIZ)
 +         pipeline->writes_point_size = true;
 +   } else {
 +      memset(&pipeline->vs_prog_data, 0, sizeof(pipeline->vs_prog_data));
 +      pipeline->vs_simd8 = NO_KERNEL;
 +      pipeline->vs_vec4 = NO_KERNEL;
 +   }
 +
 +
 +   if (pipeline->shaders[VK_SHADER_STAGE_GEOMETRY]) {
 +      struct brw_gs_prog_key gs_key;
 +      struct gl_geometry_program *gp = (struct gl_geometry_program *)
 +         program->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program;
 +      struct brw_geometry_program *bgp = brw_geometry_program(gp);
 +
 +      brw_gs_populate_key(brw, pipeline, bgp, &gs_key);
 +
 +      success = really_do_gs_prog(brw, program, bgp, &gs_key, pipeline);
 +      fail_if(!success, "do_gs_prog failed\n");
 +      add_compiled_stage(pipeline, VK_SHADER_STAGE_GEOMETRY,
 +                         &pipeline->gs_prog_data.base.base);
 +
 +      if (gp->Base.OutputsWritten & VARYING_SLOT_PSIZ)
 +         pipeline->writes_point_size = true;
 +   } else {
 +      pipeline->gs_vec4 = NO_KERNEL;
 +   }
 +
 +   if (pipeline->shaders[VK_SHADER_STAGE_FRAGMENT]) {
 +      struct brw_wm_prog_key wm_key;
 +      struct gl_fragment_program *fp = (struct gl_fragment_program *)
 +         program->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
 +      struct brw_fragment_program *bfp = brw_fragment_program(fp);
 +
 +      brw_wm_populate_key(brw, bfp, &wm_key);
 +
 +      success = really_do_wm_prog(brw, program, bfp, &wm_key, pipeline);
 +      fail_if(!success, "do_wm_prog failed\n");
 +      add_compiled_stage(pipeline, VK_SHADER_STAGE_FRAGMENT,
 +                         &pipeline->wm_prog_data.base);
 +   }
 +
 +   if (pipeline->shaders[VK_SHADER_STAGE_COMPUTE]) {
 +      struct brw_cs_prog_key cs_key;
 +      struct gl_compute_program *cp = (struct gl_compute_program *)
 +         program->_LinkedShaders[MESA_SHADER_COMPUTE]->Program;
 +      struct brw_compute_program *bcp = brw_compute_program(cp);
 +
 +      brw_cs_populate_key(brw, bcp, &cs_key);
 +
 +      success = brw_codegen_cs_prog(brw, program, bcp, &cs_key, pipeline);
 +      fail_if(!success, "brw_codegen_cs_prog failed\n");
 +      add_compiled_stage(pipeline, VK_SHADER_STAGE_COMPUTE,
 +                         &pipeline->cs_prog_data.base);
 +   }
 +
 +   brw->ctx.Driver.DeleteShaderProgram(&brw->ctx, program);
 +
 +   struct anv_device *device = compiler->device;
 +   while (device->scratch_block_pool.bo.size < pipeline->total_scratch)
 +      anv_block_pool_alloc(&device->scratch_block_pool);
 +
 +   gen7_compute_urb_partition(pipeline);
 +
 +   return 0;
 +}
 +
 +/* This badly named function frees the struct anv_pipeline data that the compiler
 + * allocates.  Currently just the prog_data structs.
 + */
 +void
 +anv_compiler_free(struct anv_pipeline *pipeline)
 +{
 +   for (uint32_t stage = 0; stage < VK_SHADER_STAGE_NUM; stage++) {
 +      if (pipeline->prog_data[stage]) {
 +         free(pipeline->prog_data[stage]->map_entries);
 +         /* We only ever set up the params array because we don't do
 +          * non-UBO pull constants
 +          */
 +         anv_device_free(pipeline->device, pipeline->prog_data[stage]->param);
 +      }
 +   }
 +}
 +
 +}
index 367c4f8,0000000..1f6c64a
mode 100644,000000..100644
--- /dev/null
@@@ -1,150 -1,0 +1,149 @@@
-                                nir_src_for_ssa(&new_load->dest.ssa),
-                                state->shader);
 +/*
 + * Copyright © 2015 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.
 + */
 +
 +#include "anv_nir.h"
 +#include "glsl/nir/nir_builder.h"
 +
 +struct apply_dynamic_offsets_state {
 +   nir_shader *shader;
 +   nir_builder builder;
 +
 +   VkShaderStage stage;
 +   struct anv_pipeline_layout *layout;
 +
 +   uint32_t indices_start;
 +};
 +
 +static bool
 +apply_dynamic_offsets_block(nir_block *block, void *void_state)
 +{
 +   struct apply_dynamic_offsets_state *state = void_state;
 +   struct anv_descriptor_set_layout *set_layout;
 +   const struct anv_descriptor_slot *slot;
 +
 +   nir_foreach_instr_safe(block, instr) {
 +      if (instr->type != nir_instr_type_intrinsic)
 +         continue;
 +
 +      nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
 +
 +      bool has_indirect = false;
 +      uint32_t set, binding;
 +      switch (intrin->intrinsic) {
 +      case nir_intrinsic_load_ubo_indirect:
 +         has_indirect = true;
 +         /* fallthrough */
 +      case nir_intrinsic_load_ubo: {
 +         set = intrin->const_index[0];
 +
 +         nir_const_value *const_binding = nir_src_as_const_value(intrin->src[0]);
 +         if (const_binding) {
 +            binding = const_binding->u[0];
 +         } else {
 +            assert(0 && "need more info from the ir for this.");
 +         }
 +         break;
 +      }
 +      default:
 +         continue; /* the loop */
 +      }
 +
 +      set_layout = state->layout->set[set].layout;
 +      slot = &set_layout->stage[state->stage].surface_start[binding];
 +      if (slot->dynamic_slot < 0)
 +         continue;
 +
 +      uint32_t dynamic_index = state->layout->set[set].dynamic_offset_start +
 +                               slot->dynamic_slot;
 +
 +      state->builder.cursor = nir_before_instr(&intrin->instr);
 +
 +      nir_intrinsic_instr *offset_load =
 +         nir_intrinsic_instr_create(state->shader, nir_intrinsic_load_uniform);
 +      offset_load->num_components = 1;
 +      offset_load->const_index[0] = state->indices_start + dynamic_index;
 +      offset_load->const_index[1] = 0;
 +      nir_ssa_dest_init(&offset_load->instr, &offset_load->dest, 1, NULL);
 +      nir_builder_instr_insert(&state->builder, &offset_load->instr);
 +
 +      nir_ssa_def *offset = &offset_load->dest.ssa;
 +      if (has_indirect) {
 +         assert(intrin->src[1].is_ssa);
 +         offset = nir_iadd(&state->builder, intrin->src[1].ssa, offset);
 +      }
 +
 +      assert(intrin->dest.is_ssa);
 +
 +      nir_intrinsic_instr *new_load =
 +         nir_intrinsic_instr_create(state->shader,
 +                                    nir_intrinsic_load_ubo_indirect);
 +      new_load->num_components = intrin->num_components;
 +      new_load->const_index[0] = intrin->const_index[0];
 +      new_load->const_index[1] = intrin->const_index[1];
 +      nir_src_copy(&new_load->src[0], &intrin->src[0], &new_load->instr);
 +      new_load->src[1] = nir_src_for_ssa(offset);
 +      nir_ssa_dest_init(&new_load->instr, &new_load->dest,
 +                        intrin->dest.ssa.num_components,
 +                        intrin->dest.ssa.name);
 +      nir_builder_instr_insert(&state->builder, &new_load->instr);
 +
 +      nir_ssa_def_rewrite_uses(&intrin->dest.ssa,
++                               nir_src_for_ssa(&new_load->dest.ssa));
 +
 +      nir_instr_remove(&intrin->instr);
 +   }
 +
 +   return true;
 +}
 +
 +void
 +anv_nir_apply_dynamic_offsets(struct anv_pipeline *pipeline,
 +                              nir_shader *shader,
 +                              struct brw_stage_prog_data *prog_data)
 +{
 +   struct apply_dynamic_offsets_state state = {
 +      .shader = shader,
 +      .stage = anv_vk_shader_stage_for_mesa_stage(shader->stage),
 +      .layout = pipeline->layout,
 +      .indices_start = shader->num_uniforms,
 +   };
 +
 +   if (!state.layout || !state.layout->stage[state.stage].has_dynamic_offsets)
 +      return;
 +
 +   nir_foreach_overload(shader, overload) {
 +      if (overload->impl) {
 +         nir_builder_init(&state.builder, overload->impl);
 +         nir_foreach_block(overload->impl, apply_dynamic_offsets_block, &state);
 +         nir_metadata_preserve(overload->impl, nir_metadata_block_index |
 +                                               nir_metadata_dominance);
 +      }
 +   }
 +
 +   struct anv_push_constants *null_data = NULL;
 +   for (unsigned i = 0; i < MAX_DYNAMIC_BUFFERS; i++)
 +      prog_data->param[i + shader->num_uniforms] =
 +         (const gl_constant_value *)&null_data->dynamic_offsets[i];
 +
 +   shader->num_uniforms += MAX_DYNAMIC_BUFFERS;
 +}