i965: Move non-FS-specific shader support to brw_shader.cpp.
These only existed in brw_fs.cpp because it was the only .cpp file in the area when I wrote them. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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53c89c67f3
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@ -119,7 +119,8 @@ CXX_SOURCES = \
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brw_fs_channel_expressions.cpp \
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brw_fs_reg_allocate.cpp \
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brw_fs_schedule_instructions.cpp \
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brw_fs_vector_splitting.cpp
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brw_fs_vector_splitting.cpp \
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brw_shader.cpp
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ASM_SOURCES =
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@ -34,7 +34,6 @@ extern "C" {
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#include "main/uniforms.h"
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#include "program/prog_parameter.h"
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#include "program/prog_print.h"
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#include "program/prog_optimize.h"
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#include "program/register_allocate.h"
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#include "program/sampler.h"
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#include "program/hash_table.h"
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@ -44,109 +43,11 @@ extern "C" {
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}
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#include "brw_fs.h"
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#include "../glsl/glsl_types.h"
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#include "../glsl/ir_optimization.h"
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#include "../glsl/ir_print_visitor.h"
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#define MAX_INSTRUCTION (1 << 30)
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static struct brw_reg brw_reg_from_fs_reg(class fs_reg *reg);
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struct gl_shader *
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brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type)
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{
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struct brw_shader *shader;
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shader = rzalloc(NULL, struct brw_shader);
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if (shader) {
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shader->base.Type = type;
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shader->base.Name = name;
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_mesa_init_shader(ctx, &shader->base);
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}
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return &shader->base;
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}
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struct gl_shader_program *
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brw_new_shader_program(struct gl_context *ctx, GLuint name)
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{
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struct brw_shader_program *prog;
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prog = rzalloc(NULL, struct brw_shader_program);
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if (prog) {
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prog->base.Name = name;
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_mesa_init_shader_program(ctx, &prog->base);
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}
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return &prog->base;
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}
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GLboolean
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brw_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
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{
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struct brw_context *brw = brw_context(ctx);
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struct intel_context *intel = &brw->intel;
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struct brw_shader *shader =
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(struct brw_shader *)prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
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if (shader != NULL) {
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void *mem_ctx = ralloc_context(NULL);
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bool progress;
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if (shader->ir)
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ralloc_free(shader->ir);
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shader->ir = new(shader) exec_list;
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clone_ir_list(mem_ctx, shader->ir, shader->base.ir);
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do_mat_op_to_vec(shader->ir);
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lower_instructions(shader->ir,
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MOD_TO_FRACT |
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DIV_TO_MUL_RCP |
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SUB_TO_ADD_NEG |
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EXP_TO_EXP2 |
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LOG_TO_LOG2);
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/* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
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* if-statements need to be flattened.
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*/
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if (intel->gen < 6)
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lower_if_to_cond_assign(shader->ir, 16);
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do_lower_texture_projection(shader->ir);
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do_vec_index_to_cond_assign(shader->ir);
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brw_do_cubemap_normalize(shader->ir);
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lower_noise(shader->ir);
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lower_quadop_vector(shader->ir, false);
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lower_variable_index_to_cond_assign(shader->ir,
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GL_TRUE, /* input */
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GL_TRUE, /* output */
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GL_TRUE, /* temp */
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GL_TRUE /* uniform */
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);
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do {
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progress = false;
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brw_do_channel_expressions(shader->ir);
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brw_do_vector_splitting(shader->ir);
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progress = do_lower_jumps(shader->ir, true, true,
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true, /* main return */
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false, /* continue */
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false /* loops */
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) || progress;
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progress = do_common_optimization(shader->ir, true, 32) || progress;
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} while (progress);
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validate_ir_tree(shader->ir);
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reparent_ir(shader->ir, shader->ir);
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ralloc_free(mem_ctx);
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}
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if (!_mesa_ir_link_shader(ctx, prog))
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return GL_FALSE;
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return GL_TRUE;
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}
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static int
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type_size(const struct glsl_type *type)
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{
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@ -0,0 +1,127 @@
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/*
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* Copyright © 2010 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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extern "C" {
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#include "main/macros.h"
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#include "brw_context.h"
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}
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#include "brw_fs.h"
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#include "../glsl/ir_optimization.h"
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#include "../glsl/ir_print_visitor.h"
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struct gl_shader *
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brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type)
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{
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struct brw_shader *shader;
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shader = rzalloc(NULL, struct brw_shader);
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if (shader) {
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shader->base.Type = type;
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shader->base.Name = name;
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_mesa_init_shader(ctx, &shader->base);
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}
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return &shader->base;
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}
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struct gl_shader_program *
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brw_new_shader_program(struct gl_context *ctx, GLuint name)
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{
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struct brw_shader_program *prog;
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prog = rzalloc(NULL, struct brw_shader_program);
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if (prog) {
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prog->base.Name = name;
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_mesa_init_shader_program(ctx, &prog->base);
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}
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return &prog->base;
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}
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GLboolean
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brw_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
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{
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struct brw_context *brw = brw_context(ctx);
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struct intel_context *intel = &brw->intel;
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struct brw_shader *shader =
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(struct brw_shader *)prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
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if (shader != NULL) {
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void *mem_ctx = ralloc_context(NULL);
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bool progress;
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if (shader->ir)
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ralloc_free(shader->ir);
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shader->ir = new(shader) exec_list;
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clone_ir_list(mem_ctx, shader->ir, shader->base.ir);
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do_mat_op_to_vec(shader->ir);
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lower_instructions(shader->ir,
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MOD_TO_FRACT |
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DIV_TO_MUL_RCP |
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SUB_TO_ADD_NEG |
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EXP_TO_EXP2 |
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LOG_TO_LOG2);
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/* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
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* if-statements need to be flattened.
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*/
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if (intel->gen < 6)
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lower_if_to_cond_assign(shader->ir, 16);
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do_lower_texture_projection(shader->ir);
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do_vec_index_to_cond_assign(shader->ir);
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brw_do_cubemap_normalize(shader->ir);
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lower_noise(shader->ir);
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lower_quadop_vector(shader->ir, false);
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lower_variable_index_to_cond_assign(shader->ir,
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GL_TRUE, /* input */
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GL_TRUE, /* output */
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GL_TRUE, /* temp */
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GL_TRUE /* uniform */
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);
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do {
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progress = false;
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brw_do_channel_expressions(shader->ir);
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brw_do_vector_splitting(shader->ir);
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progress = do_lower_jumps(shader->ir, true, true,
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true, /* main return */
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false, /* continue */
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false /* loops */
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) || progress;
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progress = do_common_optimization(shader->ir, true, 32) || progress;
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} while (progress);
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validate_ir_tree(shader->ir);
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reparent_ir(shader->ir, shader->ir);
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ralloc_free(mem_ctx);
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}
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if (!_mesa_ir_link_shader(ctx, prog))
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return GL_FALSE;
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return GL_TRUE;
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}
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