/* When the primitive changes, set a state bit and re-validate. Not * the nicest and would rather deal with this by having all the * programs be immune to the active primitive (ie. cope with all * possibilities). That may not be realistic however. */ static void brw_set_prim(struct brw_context *brw, const struct _mesa_prim *prim) { struct gl_context *ctx = &brw->ctx; uint32_t hw_prim = get_hw_prim_for_gl_prim(prim->mode); DBG("PRIM: %s\n", _mesa_enum_to_string(prim->mode)); /* Slight optimization to avoid the GS program when not needed: */ if (prim->mode == GL_QUAD_STRIP && ctx->Light.ShadeModel != GL_FLAT && ctx->Polygon.FrontMode == GL_FILL && ctx->Polygon.BackMode == GL_FILL) hw_prim = _3DPRIM_TRISTRIP; if (prim->mode == GL_QUADS && prim->count == 4 && ctx->Light.ShadeModel != GL_FLAT && ctx->Polygon.FrontMode == GL_FILL && ctx->Polygon.BackMode == GL_FILL) { hw_prim = _3DPRIM_TRIFAN; } if (hw_prim != brw->primitive) { brw->primitive = hw_prim; brw->ctx.NewDriverState |= BRW_NEW_PRIMITIVE; if (reduced_prim[prim->mode] != brw->reduced_primitive) { brw->reduced_primitive = reduced_prim[prim->mode]; brw->ctx.NewDriverState |= BRW_NEW_REDUCED_PRIMITIVE; } } }
static void gen6_set_prim(struct brw_context *brw, const struct _mesa_prim *prim) { DBG("PRIM: %s\n", _mesa_enum_to_string(prim->mode)); const uint32_t hw_prim = get_hw_prim_for_gl_prim(prim->mode); if (hw_prim != brw->primitive) { brw->primitive = hw_prim; brw->ctx.NewDriverState |= BRW_NEW_PRIMITIVE; } }
static void gen6_set_prim(struct brw_context *brw, const struct _mesa_prim *prim) { uint32_t hw_prim; DBG("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode)); hw_prim = get_hw_prim_for_gl_prim(prim->mode); if (hw_prim != brw->primitive) { brw->primitive = hw_prim; brw->state.dirty.brw |= BRW_NEW_PRIMITIVE; } }
static void gen6_set_prim(struct brw_context *brw, const struct _mesa_prim *prim) { const struct gl_context *ctx = &brw->ctx; uint32_t hw_prim; DBG("PRIM: %s\n", _mesa_enum_to_string(prim->mode)); if (prim->mode == GL_PATCHES) { hw_prim = _3DPRIM_PATCHLIST(ctx->TessCtrlProgram.patch_vertices); } else { hw_prim = get_hw_prim_for_gl_prim(prim->mode); } if (hw_prim != brw->primitive) { brw->primitive = hw_prim; brw->ctx.NewDriverState |= BRW_NEW_PRIMITIVE; if (prim->mode == GL_PATCHES) brw->ctx.NewDriverState |= BRW_NEW_PATCH_PRIMITIVE; } }
bool brw_codegen_gs_prog(struct brw_context *brw, struct gl_shader_program *prog, struct brw_geometry_program *gp, struct brw_gs_prog_key *key) { struct brw_stage_state *stage_state = &brw->gs.base; struct brw_gs_compile c; memset(&c, 0, sizeof(c)); c.key = *key; c.gp = gp; c.prog_data.include_primitive_id = (gp->program.Base.InputsRead & VARYING_BIT_PRIMITIVE_ID) != 0; c.prog_data.invocations = gp->program.Invocations; /* Allocate the references to the uniforms that will end up in the * prog_data associated with the compiled program, and which will be freed * by the state cache. * * Note: param_count needs to be num_uniform_components * 4, since we add * padding around uniform values below vec4 size, so the worst case is that * every uniform is a float which gets padded to the size of a vec4. */ struct gl_shader *gs = prog->_LinkedShaders[MESA_SHADER_GEOMETRY]; int param_count = gs->num_uniform_components * 4; /* We also upload clip plane data as uniforms */ param_count += MAX_CLIP_PLANES * 4; c.prog_data.base.base.param = rzalloc_array(NULL, const gl_constant_value *, param_count); c.prog_data.base.base.pull_param = rzalloc_array(NULL, const gl_constant_value *, param_count); c.prog_data.base.base.nr_params = param_count; if (brw->gen >= 7) { if (gp->program.OutputType == GL_POINTS) { /* When the output type is points, the geometry shader may output data * to multiple streams, and EndPrimitive() has no effect. So we * configure the hardware to interpret the control data as stream ID. */ c.prog_data.control_data_format = GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_SID; /* We only have to emit control bits if we are using streams */ if (prog->Geom.UsesStreams) c.control_data_bits_per_vertex = 2; else c.control_data_bits_per_vertex = 0; } else { /* When the output type is triangle_strip or line_strip, EndPrimitive() * may be used to terminate the current strip and start a new one * (similar to primitive restart), and outputting data to multiple * streams is not supported. So we configure the hardware to interpret * the control data as EndPrimitive information (a.k.a. "cut bits"). */ c.prog_data.control_data_format = GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_CUT; /* We only need to output control data if the shader actually calls * EndPrimitive(). */ c.control_data_bits_per_vertex = gp->program.UsesEndPrimitive ? 1 : 0; } } else { /* There are no control data bits in gen6. */ c.control_data_bits_per_vertex = 0; /* If it is using transform feedback, enable it */ if (prog->TransformFeedback.NumVarying) c.prog_data.gen6_xfb_enabled = true; else c.prog_data.gen6_xfb_enabled = false; } c.control_data_header_size_bits = gp->program.VerticesOut * c.control_data_bits_per_vertex; /* 1 HWORD = 32 bytes = 256 bits */ c.prog_data.control_data_header_size_hwords = ALIGN(c.control_data_header_size_bits, 256) / 256; GLbitfield64 outputs_written = gp->program.Base.OutputsWritten; /* 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. */ if (c.key.base.userclip_active) { outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0); outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1); } brw_compute_vue_map(brw->intelScreen->devinfo, &c.prog_data.base.vue_map, outputs_written); /* Compute the output vertex size. * * From the Ivy Bridge PRM, Vol2 Part1 7.2.1.1 STATE_GS - Output Vertex * Size (p168): * * [0,62] indicating [1,63] 16B units * * Specifies the size of each vertex stored in the GS output entry * (following any Control Header data) as a number of 128-bit units * (minus one). * * Programming Restrictions: The vertex size must be programmed as a * multiple of 32B units with the following exception: Rendering is * disabled (as per SOL stage state) and the vertex size output by the * GS thread is 16B. * * If rendering is enabled (as per SOL state) the vertex size must be * programmed as a multiple of 32B units. In other words, the only time * software can program a vertex size with an odd number of 16B units * is when rendering is disabled. * * Note: B=bytes in the above text. * * It doesn't seem worth the extra trouble to optimize the case where the * vertex size is 16B (especially since this would require special-casing * the GEN assembly that writes to the URB). So we just set the vertex * size to a multiple of 32B (2 vec4's) in all cases. * * The maximum output vertex size is 62*16 = 992 bytes (31 hwords). We * budget that as follows: * * 512 bytes for varyings (a varying component is 4 bytes and * gl_MaxGeometryOutputComponents = 128) * 16 bytes overhead for VARYING_SLOT_PSIZ (each varying slot is 16 * bytes) * 16 bytes overhead for gl_Position (we allocate it a slot in the VUE * even if it's not used) * 32 bytes overhead for gl_ClipDistance (we allocate it 2 VUE slots * whenever clip planes are enabled, even if the shader doesn't * write to gl_ClipDistance) * 16 bytes overhead since the VUE size must be a multiple of 32 bytes * (see below)--this causes up to 1 VUE slot to be wasted * 400 bytes available for varying packing overhead * * Worst-case varying packing overhead is 3/4 of a varying slot (12 bytes) * per interpolation type, so this is plenty. * */ unsigned output_vertex_size_bytes = c.prog_data.base.vue_map.num_slots * 16; assert(brw->gen == 6 || output_vertex_size_bytes <= GEN7_MAX_GS_OUTPUT_VERTEX_SIZE_BYTES); c.prog_data.output_vertex_size_hwords = ALIGN(output_vertex_size_bytes, 32) / 32; /* Compute URB entry size. The maximum allowed URB entry size is 32k. * That divides up as follows: * * 64 bytes for the control data header (cut indices or StreamID bits) * 4096 bytes for varyings (a varying component is 4 bytes and * gl_MaxGeometryTotalOutputComponents = 1024) * 4096 bytes overhead for VARYING_SLOT_PSIZ (each varying slot is 16 * bytes/vertex and gl_MaxGeometryOutputVertices is 256) * 4096 bytes overhead for gl_Position (we allocate it a slot in the VUE * even if it's not used) * 8192 bytes overhead for gl_ClipDistance (we allocate it 2 VUE slots * whenever clip planes are enabled, even if the shader doesn't * write to gl_ClipDistance) * 4096 bytes overhead since the VUE size must be a multiple of 32 * bytes (see above)--this causes up to 1 VUE slot to be wasted * 8128 bytes available for varying packing overhead * * Worst-case varying packing overhead is 3/4 of a varying slot per * interpolation type, which works out to 3072 bytes, so this would allow * us to accommodate 2 interpolation types without any danger of running * out of URB space. * * In practice, the risk of running out of URB space is very small, since * the above figures are all worst-case, and most of them scale with the * number of output vertices. So we'll just calculate the amount of space * we need, and if it's too large, fail to compile. * * The above is for gen7+ where we have a single URB entry that will hold * all the output. In gen6, we will have to allocate URB entries for every * vertex we emit, so our URB entries only need to be large enough to hold * a single vertex. Also, gen6 does not have a control data header. */ unsigned output_size_bytes; if (brw->gen >= 7) { output_size_bytes = c.prog_data.output_vertex_size_hwords * 32 * gp->program.VerticesOut; output_size_bytes += 32 * c.prog_data.control_data_header_size_hwords; } else { output_size_bytes = c.prog_data.output_vertex_size_hwords * 32; } /* Broadwell stores "Vertex Count" as a full 8 DWord (32 byte) URB output, * which comes before the control header. */ if (brw->gen >= 8) output_size_bytes += 32; assert(output_size_bytes >= 1); int max_output_size_bytes = GEN7_MAX_GS_URB_ENTRY_SIZE_BYTES; if (brw->gen == 6) max_output_size_bytes = GEN6_MAX_GS_URB_ENTRY_SIZE_BYTES; if (output_size_bytes > max_output_size_bytes) return false; /* URB entry sizes are stored as a multiple of 64 bytes in gen7+ and * a multiple of 128 bytes in gen6. */ if (brw->gen >= 7) c.prog_data.base.urb_entry_size = ALIGN(output_size_bytes, 64) / 64; else c.prog_data.base.urb_entry_size = ALIGN(output_size_bytes, 128) / 128; c.prog_data.output_topology = get_hw_prim_for_gl_prim(gp->program.OutputType); brw_compute_vue_map(brw->intelScreen->devinfo, &c.input_vue_map, c.key.input_varyings); /* GS inputs are read from the VUE 256 bits (2 vec4's) at a time, so we * need to program a URB read length of ceiling(num_slots / 2). */ c.prog_data.base.urb_read_length = (c.input_vue_map.num_slots + 1) / 2; void *mem_ctx = ralloc_context(NULL); unsigned program_size; const unsigned *program = brw_gs_emit(brw, prog, &c, mem_ctx, &program_size); if (program == NULL) { ralloc_free(mem_ctx); return false; } /* Scratch space is used for register spilling */ if (c.base.last_scratch) { perf_debug("Geometry shader triggered register spilling. " "Try reducing the number of live vec4 values to " "improve performance.\n"); c.prog_data.base.base.total_scratch = brw_get_scratch_size(c.base.last_scratch*REG_SIZE); brw_get_scratch_bo(brw, &stage_state->scratch_bo, c.prog_data.base.base.total_scratch * brw->max_gs_threads); } brw_upload_cache(&brw->cache, BRW_CACHE_GS_PROG, &c.key, sizeof(c.key), program, program_size, &c.prog_data, sizeof(c.prog_data), &stage_state->prog_offset, &brw->gs.prog_data); ralloc_free(mem_ctx); return true; }
extern "C" const unsigned * brw_compile_gs(const struct brw_compiler *compiler, void *log_data, void *mem_ctx, const struct brw_gs_prog_key *key, struct brw_gs_prog_data *prog_data, const nir_shader *src_shader, struct gl_shader_program *shader_prog, int shader_time_index, unsigned *final_assembly_size, char **error_str) { struct brw_gs_compile c; memset(&c, 0, sizeof(c)); c.key = *key; const bool is_scalar = compiler->scalar_stage[MESA_SHADER_GEOMETRY]; nir_shader *shader = nir_shader_clone(mem_ctx, src_shader); /* The GLSL linker will have already matched up GS inputs and the outputs * of prior stages. The driver does extend VS outputs in some cases, but * only for legacy OpenGL or Gen4-5 hardware, neither of which offer * geometry shader support. So we can safely ignore that. * * For SSO pipelines, we use a fixed VUE map layout based on variable * locations, so we can rely on rendezvous-by-location making this work. */ GLbitfield64 inputs_read = shader->info->inputs_read; brw_compute_vue_map(compiler->devinfo, &c.input_vue_map, inputs_read, shader->info->separate_shader); shader = brw_nir_apply_sampler_key(shader, compiler->devinfo, &key->tex, is_scalar); brw_nir_lower_vue_inputs(shader, is_scalar, &c.input_vue_map); brw_nir_lower_vue_outputs(shader, is_scalar); shader = brw_postprocess_nir(shader, compiler->devinfo, is_scalar); prog_data->base.clip_distance_mask = ((1 << shader->info->clip_distance_array_size) - 1); prog_data->base.cull_distance_mask = ((1 << shader->info->cull_distance_array_size) - 1) << shader->info->clip_distance_array_size; prog_data->include_primitive_id = (shader->info->system_values_read & (1 << SYSTEM_VALUE_PRIMITIVE_ID)) != 0; prog_data->invocations = shader->info->gs.invocations; if (compiler->devinfo->gen >= 8) prog_data->static_vertex_count = nir_gs_count_vertices(shader); if (compiler->devinfo->gen >= 7) { if (shader->info->gs.output_primitive == GL_POINTS) { /* When the output type is points, the geometry shader may output data * to multiple streams, and EndPrimitive() has no effect. So we * configure the hardware to interpret the control data as stream ID. */ prog_data->control_data_format = GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_SID; /* We only have to emit control bits if we are using streams */ if (shader_prog && shader_prog->Geom.UsesStreams) c.control_data_bits_per_vertex = 2; else c.control_data_bits_per_vertex = 0; } else { /* When the output type is triangle_strip or line_strip, EndPrimitive() * may be used to terminate the current strip and start a new one * (similar to primitive restart), and outputting data to multiple * streams is not supported. So we configure the hardware to interpret * the control data as EndPrimitive information (a.k.a. "cut bits"). */ prog_data->control_data_format = GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_CUT; /* We only need to output control data if the shader actually calls * EndPrimitive(). */ c.control_data_bits_per_vertex = shader->info->gs.uses_end_primitive ? 1 : 0; } } else { /* There are no control data bits in gen6. */ c.control_data_bits_per_vertex = 0; /* If it is using transform feedback, enable it */ if (shader->info->has_transform_feedback_varyings) prog_data->gen6_xfb_enabled = true; else prog_data->gen6_xfb_enabled = false; } c.control_data_header_size_bits = shader->info->gs.vertices_out * c.control_data_bits_per_vertex; /* 1 HWORD = 32 bytes = 256 bits */ prog_data->control_data_header_size_hwords = ALIGN(c.control_data_header_size_bits, 256) / 256; /* Compute the output vertex size. * * From the Ivy Bridge PRM, Vol2 Part1 7.2.1.1 STATE_GS - Output Vertex * Size (p168): * * [0,62] indicating [1,63] 16B units * * Specifies the size of each vertex stored in the GS output entry * (following any Control Header data) as a number of 128-bit units * (minus one). * * Programming Restrictions: The vertex size must be programmed as a * multiple of 32B units with the following exception: Rendering is * disabled (as per SOL stage state) and the vertex size output by the * GS thread is 16B. * * If rendering is enabled (as per SOL state) the vertex size must be * programmed as a multiple of 32B units. In other words, the only time * software can program a vertex size with an odd number of 16B units * is when rendering is disabled. * * Note: B=bytes in the above text. * * It doesn't seem worth the extra trouble to optimize the case where the * vertex size is 16B (especially since this would require special-casing * the GEN assembly that writes to the URB). So we just set the vertex * size to a multiple of 32B (2 vec4's) in all cases. * * The maximum output vertex size is 62*16 = 992 bytes (31 hwords). We * budget that as follows: * * 512 bytes for varyings (a varying component is 4 bytes and * gl_MaxGeometryOutputComponents = 128) * 16 bytes overhead for VARYING_SLOT_PSIZ (each varying slot is 16 * bytes) * 16 bytes overhead for gl_Position (we allocate it a slot in the VUE * even if it's not used) * 32 bytes overhead for gl_ClipDistance (we allocate it 2 VUE slots * whenever clip planes are enabled, even if the shader doesn't * write to gl_ClipDistance) * 16 bytes overhead since the VUE size must be a multiple of 32 bytes * (see below)--this causes up to 1 VUE slot to be wasted * 400 bytes available for varying packing overhead * * Worst-case varying packing overhead is 3/4 of a varying slot (12 bytes) * per interpolation type, so this is plenty. * */ unsigned output_vertex_size_bytes = prog_data->base.vue_map.num_slots * 16; assert(compiler->devinfo->gen == 6 || output_vertex_size_bytes <= GEN7_MAX_GS_OUTPUT_VERTEX_SIZE_BYTES); prog_data->output_vertex_size_hwords = ALIGN(output_vertex_size_bytes, 32) / 32; /* Compute URB entry size. The maximum allowed URB entry size is 32k. * That divides up as follows: * * 64 bytes for the control data header (cut indices or StreamID bits) * 4096 bytes for varyings (a varying component is 4 bytes and * gl_MaxGeometryTotalOutputComponents = 1024) * 4096 bytes overhead for VARYING_SLOT_PSIZ (each varying slot is 16 * bytes/vertex and gl_MaxGeometryOutputVertices is 256) * 4096 bytes overhead for gl_Position (we allocate it a slot in the VUE * even if it's not used) * 8192 bytes overhead for gl_ClipDistance (we allocate it 2 VUE slots * whenever clip planes are enabled, even if the shader doesn't * write to gl_ClipDistance) * 4096 bytes overhead since the VUE size must be a multiple of 32 * bytes (see above)--this causes up to 1 VUE slot to be wasted * 8128 bytes available for varying packing overhead * * Worst-case varying packing overhead is 3/4 of a varying slot per * interpolation type, which works out to 3072 bytes, so this would allow * us to accommodate 2 interpolation types without any danger of running * out of URB space. * * In practice, the risk of running out of URB space is very small, since * the above figures are all worst-case, and most of them scale with the * number of output vertices. So we'll just calculate the amount of space * we need, and if it's too large, fail to compile. * * The above is for gen7+ where we have a single URB entry that will hold * all the output. In gen6, we will have to allocate URB entries for every * vertex we emit, so our URB entries only need to be large enough to hold * a single vertex. Also, gen6 does not have a control data header. */ unsigned output_size_bytes; if (compiler->devinfo->gen >= 7) { output_size_bytes = prog_data->output_vertex_size_hwords * 32 * shader->info->gs.vertices_out; output_size_bytes += 32 * prog_data->control_data_header_size_hwords; } else { output_size_bytes = prog_data->output_vertex_size_hwords * 32; } /* Broadwell stores "Vertex Count" as a full 8 DWord (32 byte) URB output, * which comes before the control header. */ if (compiler->devinfo->gen >= 8) output_size_bytes += 32; /* Shaders can technically set max_vertices = 0, at which point we * may have a URB size of 0 bytes. Nothing good can come from that, * so enforce a minimum size. */ if (output_size_bytes == 0) output_size_bytes = 1; unsigned max_output_size_bytes = GEN7_MAX_GS_URB_ENTRY_SIZE_BYTES; if (compiler->devinfo->gen == 6) max_output_size_bytes = GEN6_MAX_GS_URB_ENTRY_SIZE_BYTES; if (output_size_bytes > max_output_size_bytes) return NULL; /* URB entry sizes are stored as a multiple of 64 bytes in gen7+ and * a multiple of 128 bytes in gen6. */ if (compiler->devinfo->gen >= 7) prog_data->base.urb_entry_size = ALIGN(output_size_bytes, 64) / 64; else prog_data->base.urb_entry_size = ALIGN(output_size_bytes, 128) / 128; prog_data->output_topology = get_hw_prim_for_gl_prim(shader->info->gs.output_primitive); prog_data->vertices_in = shader->info->gs.vertices_in; /* GS inputs are read from the VUE 256 bits (2 vec4's) at a time, so we * need to program a URB read length of ceiling(num_slots / 2). */ prog_data->base.urb_read_length = (c.input_vue_map.num_slots + 1) / 2; /* Now that prog_data setup is done, we are ready to actually compile the * program. */ if (unlikely(INTEL_DEBUG & DEBUG_GS)) { fprintf(stderr, "GS Input "); brw_print_vue_map(stderr, &c.input_vue_map); fprintf(stderr, "GS Output "); brw_print_vue_map(stderr, &prog_data->base.vue_map); } if (is_scalar) { fs_visitor v(compiler, log_data, mem_ctx, &c, prog_data, shader, shader_time_index); if (v.run_gs()) { prog_data->base.dispatch_mode = DISPATCH_MODE_SIMD8; prog_data->base.base.dispatch_grf_start_reg = v.payload.num_regs; fs_generator g(compiler, log_data, mem_ctx, &c.key, &prog_data->base.base, v.promoted_constants, false, MESA_SHADER_GEOMETRY); if (unlikely(INTEL_DEBUG & DEBUG_GS)) { const char *label = shader->info->label ? shader->info->label : "unnamed"; char *name = ralloc_asprintf(mem_ctx, "%s geometry shader %s", label, shader->info->name); g.enable_debug(name); } g.generate_code(v.cfg, 8); return g.get_assembly(final_assembly_size); } } if (compiler->devinfo->gen >= 7) { /* Compile the geometry shader in DUAL_OBJECT dispatch mode, if we can do * so without spilling. If the GS invocations count > 1, then we can't use * dual object mode. */ if (prog_data->invocations <= 1 && likely(!(INTEL_DEBUG & DEBUG_NO_DUAL_OBJECT_GS))) { prog_data->base.dispatch_mode = DISPATCH_MODE_4X2_DUAL_OBJECT; vec4_gs_visitor v(compiler, log_data, &c, prog_data, shader, mem_ctx, true /* no_spills */, shader_time_index); if (v.run()) { return brw_vec4_generate_assembly(compiler, log_data, mem_ctx, shader, &prog_data->base, v.cfg, final_assembly_size); } } } /* Either we failed to compile in DUAL_OBJECT mode (probably because it * would have required spilling) or DUAL_OBJECT mode is disabled. So fall * back to DUAL_INSTANCED or SINGLE mode, which consumes fewer registers. * * FIXME: Single dispatch mode requires that the driver can handle * interleaving of input registers, but this is already supported (dual * instance mode has the same requirement). However, to take full advantage * of single dispatch mode to reduce register pressure we would also need to * do interleaved outputs, but currently, the vec4 visitor and generator * classes do not support this, so at the moment register pressure in * single and dual instance modes is the same. * * From the Ivy Bridge PRM, Vol2 Part1 7.2.1.1 "3DSTATE_GS" * "If InstanceCount>1, DUAL_OBJECT mode is invalid. Software will likely * want to use DUAL_INSTANCE mode for higher performance, but SINGLE mode * is also supported. When InstanceCount=1 (one instance per object) software * can decide which dispatch mode to use. DUAL_OBJECT mode would likely be * the best choice for performance, followed by SINGLE mode." * * So SINGLE mode is more performant when invocations == 1 and DUAL_INSTANCE * mode is more performant when invocations > 1. Gen6 only supports * SINGLE mode. */ if (prog_data->invocations <= 1 || compiler->devinfo->gen < 7) prog_data->base.dispatch_mode = DISPATCH_MODE_4X1_SINGLE; else prog_data->base.dispatch_mode = DISPATCH_MODE_4X2_DUAL_INSTANCE; vec4_gs_visitor *gs = NULL; const unsigned *ret = NULL; if (compiler->devinfo->gen >= 7) gs = new vec4_gs_visitor(compiler, log_data, &c, prog_data, shader, mem_ctx, false /* no_spills */, shader_time_index); else gs = new gen6_gs_visitor(compiler, log_data, &c, prog_data, shader_prog, shader, mem_ctx, false /* no_spills */, shader_time_index); if (!gs->run()) { if (error_str) *error_str = ralloc_strdup(mem_ctx, gs->fail_msg); } else { ret = brw_vec4_generate_assembly(compiler, log_data, mem_ctx, shader, &prog_data->base, gs->cfg, final_assembly_size); } delete gs; return ret; }