2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics to
4 develop this 3D driver.
6 Permission is hereby granted, free of charge, to any person obtaining
7 a copy of this software and associated documentation files (the
8 "Software"), to deal in the Software without restriction, including
9 without limitation the rights to use, copy, modify, merge, publish,
10 distribute, sublicense, and/or sell copies of the Software, and to
11 permit persons to whom the Software is furnished to do so, subject to
12 the following conditions:
14 The above copyright notice and this permission notice (including the
15 next paragraph) shall be included in all copies or substantial
16 portions of the Software.
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
19 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
21 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
22 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
23 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
24 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **********************************************************************/
29 * Keith Whitwell <keithw@vmware.com>
33 #include "main/imports.h"
34 #include "program/prog_parameter.h"
35 #include "program/prog_print.h"
36 #include "program/prog_to_nir.h"
37 #include "program/program.h"
38 #include "program/programopt.h"
40 #include "util/ralloc.h"
41 #include "compiler/glsl/ir.h"
42 #include "compiler/glsl/glsl_to_nir.h"
44 #include "brw_program.h"
45 #include "brw_context.h"
46 #include "compiler/brw_nir.h"
47 #include "brw_defines.h"
48 #include "intel_batchbuffer.h"
51 brw_nir_lower_uniforms(nir_shader
*nir
, bool is_scalar
)
54 nir_assign_var_locations(&nir
->uniforms
, &nir
->num_uniforms
,
55 type_size_scalar_bytes
);
56 return nir_lower_io(nir
, nir_var_uniform
, type_size_scalar_bytes
, 0);
58 nir_assign_var_locations(&nir
->uniforms
, &nir
->num_uniforms
,
59 type_size_vec4_bytes
);
60 return nir_lower_io(nir
, nir_var_uniform
, type_size_vec4_bytes
, 0);
65 brw_create_nir(struct brw_context
*brw
,
66 const struct gl_shader_program
*shader_prog
,
67 struct gl_program
*prog
,
68 gl_shader_stage stage
,
71 struct gl_context
*ctx
= &brw
->ctx
;
72 const nir_shader_compiler_options
*options
=
73 ctx
->Const
.ShaderCompilerOptions
[stage
].NirOptions
;
76 /* First, lower the GLSL IR or Mesa IR to NIR */
78 nir
= glsl_to_nir(shader_prog
, stage
, options
);
79 nir_remove_dead_variables(nir
, nir_var_shader_in
| nir_var_shader_out
);
80 nir_lower_returns(nir
);
81 nir_validate_shader(nir
);
82 NIR_PASS_V(nir
, nir_lower_io_to_temporaries
,
83 nir_shader_get_entrypoint(nir
), true, false);
85 nir
= prog_to_nir(prog
, options
);
86 NIR_PASS_V(nir
, nir_lower_regs_to_ssa
); /* turn registers into SSA */
88 nir_validate_shader(nir
);
90 nir
= brw_preprocess_nir(brw
->screen
->compiler
, nir
);
92 if (stage
== MESA_SHADER_FRAGMENT
) {
93 static const struct nir_lower_wpos_ytransform_options wpos_options
= {
94 .state_tokens
= {STATE_INTERNAL
, STATE_FB_WPOS_Y_TRANSFORM
, 0, 0, 0},
95 .fs_coord_pixel_center_integer
= 1,
96 .fs_coord_origin_upper_left
= 1,
99 bool progress
= false;
100 NIR_PASS(progress
, nir
, nir_lower_wpos_ytransform
, &wpos_options
);
102 _mesa_add_state_reference(prog
->Parameters
,
103 (gl_state_index
*) wpos_options
.state_tokens
);
107 NIR_PASS_V(nir
, brw_nir_lower_uniforms
, is_scalar
);
113 brw_shader_gather_info(nir_shader
*nir
, struct gl_program
*prog
)
115 nir_shader_gather_info(nir
, nir_shader_get_entrypoint(nir
));
117 /* Copy the info we just generated back into the gl_program */
118 const char *prog_name
= prog
->info
.name
;
119 const char *prog_label
= prog
->info
.label
;
120 prog
->info
= nir
->info
;
121 prog
->info
.name
= prog_name
;
122 prog
->info
.label
= prog_label
;
126 get_new_program_id(struct intel_screen
*screen
)
128 return p_atomic_inc_return(&screen
->program_id
);
131 static struct gl_program
*brwNewProgram(struct gl_context
*ctx
, GLenum target
,
132 GLuint id
, bool is_arb_asm
)
134 struct brw_context
*brw
= brw_context(ctx
);
135 struct brw_program
*prog
= rzalloc(NULL
, struct brw_program
);
138 prog
->id
= get_new_program_id(brw
->screen
);
140 return _mesa_init_gl_program(&prog
->program
, target
, id
, is_arb_asm
);
146 static void brwDeleteProgram( struct gl_context
*ctx
,
147 struct gl_program
*prog
)
149 struct brw_context
*brw
= brw_context(ctx
);
151 /* Beware! prog's refcount has reached zero, and it's about to be freed.
153 * In brw_upload_pipeline_state(), we compare brw->programs[i] to
154 * ctx->FooProgram._Current, and flag BRW_NEW_FOO_PROGRAM if the
155 * pointer has changed.
157 * We cannot leave brw->programs[i] as a dangling pointer to the dead
158 * program. malloc() may allocate the same memory for a new gl_program,
159 * causing us to see matching pointers...but totally different programs.
161 * We cannot set brw->programs[i] to NULL, either. If we've deleted the
162 * active program, Mesa may set ctx->FooProgram._Current to NULL. That
163 * would cause us to see matching pointers (NULL == NULL), and fail to
164 * detect that a program has changed since our last draw.
166 * So, set it to a bogus gl_program pointer that will never match,
167 * causing us to properly reevaluate the state on our next draw.
169 * Getting this wrong causes heisenbugs which are very hard to catch,
170 * as you need a very specific allocation pattern to hit the problem.
172 static const struct gl_program deleted_program
;
174 for (int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
175 if (brw
->programs
[i
] == prog
)
176 brw
->programs
[i
] = (struct gl_program
*) &deleted_program
;
179 _mesa_delete_program( ctx
, prog
);
184 brwProgramStringNotify(struct gl_context
*ctx
,
186 struct gl_program
*prog
)
188 assert(target
== GL_VERTEX_PROGRAM_ARB
|| !prog
->arb
.IsPositionInvariant
);
190 struct brw_context
*brw
= brw_context(ctx
);
191 const struct brw_compiler
*compiler
= brw
->screen
->compiler
;
194 case GL_FRAGMENT_PROGRAM_ARB
: {
195 struct brw_program
*newFP
= brw_program(prog
);
196 const struct brw_program
*curFP
=
197 brw_program_const(brw
->programs
[MESA_SHADER_FRAGMENT
]);
200 brw
->ctx
.NewDriverState
|= BRW_NEW_FRAGMENT_PROGRAM
;
201 newFP
->id
= get_new_program_id(brw
->screen
);
203 prog
->nir
= brw_create_nir(brw
, NULL
, prog
, MESA_SHADER_FRAGMENT
, true);
205 brw_shader_gather_info(prog
->nir
, prog
);
207 brw_fs_precompile(ctx
, prog
);
210 case GL_VERTEX_PROGRAM_ARB
: {
211 struct brw_program
*newVP
= brw_program(prog
);
212 const struct brw_program
*curVP
=
213 brw_program_const(brw
->programs
[MESA_SHADER_VERTEX
]);
216 brw
->ctx
.NewDriverState
|= BRW_NEW_VERTEX_PROGRAM
;
217 if (newVP
->program
.arb
.IsPositionInvariant
) {
218 _mesa_insert_mvp_code(ctx
, &newVP
->program
);
220 newVP
->id
= get_new_program_id(brw
->screen
);
222 /* Also tell tnl about it:
224 _tnl_program_string(ctx
, target
, prog
);
226 prog
->nir
= brw_create_nir(brw
, NULL
, prog
, MESA_SHADER_VERTEX
,
227 compiler
->scalar_stage
[MESA_SHADER_VERTEX
]);
229 brw_shader_gather_info(prog
->nir
, prog
);
231 brw_vs_precompile(ctx
, prog
);
236 * driver->ProgramStringNotify is only called for ARB programs, fixed
237 * function vertex programs, and ir_to_mesa (which isn't used by the
238 * i965 back-end). Therefore, even after geometry shaders are added,
239 * this function should only ever be called with a target of
240 * GL_VERTEX_PROGRAM_ARB or GL_FRAGMENT_PROGRAM_ARB.
242 unreachable("Unexpected target in brwProgramStringNotify");
249 brw_memory_barrier(struct gl_context
*ctx
, GLbitfield barriers
)
251 struct brw_context
*brw
= brw_context(ctx
);
252 const struct gen_device_info
*devinfo
= &brw
->screen
->devinfo
;
253 unsigned bits
= (PIPE_CONTROL_DATA_CACHE_FLUSH
|
254 PIPE_CONTROL_NO_WRITE
|
255 PIPE_CONTROL_CS_STALL
);
256 assert(devinfo
->gen
>= 7 && devinfo
->gen
<= 10);
258 if (barriers
& (GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT
|
259 GL_ELEMENT_ARRAY_BARRIER_BIT
|
260 GL_COMMAND_BARRIER_BIT
))
261 bits
|= PIPE_CONTROL_VF_CACHE_INVALIDATE
;
263 if (barriers
& GL_UNIFORM_BARRIER_BIT
)
264 bits
|= (PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE
|
265 PIPE_CONTROL_CONST_CACHE_INVALIDATE
);
267 if (barriers
& GL_TEXTURE_FETCH_BARRIER_BIT
)
268 bits
|= PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE
;
270 if (barriers
& (GL_TEXTURE_UPDATE_BARRIER_BIT
|
271 GL_PIXEL_BUFFER_BARRIER_BIT
))
272 bits
|= (PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE
|
273 PIPE_CONTROL_RENDER_TARGET_FLUSH
);
275 if (barriers
& GL_FRAMEBUFFER_BARRIER_BIT
)
276 bits
|= (PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE
|
277 PIPE_CONTROL_RENDER_TARGET_FLUSH
);
279 /* Typed surface messages are handled by the render cache on IVB, so we
280 * need to flush it too.
282 if (devinfo
->gen
== 7 && !devinfo
->is_haswell
)
283 bits
|= PIPE_CONTROL_RENDER_TARGET_FLUSH
;
285 brw_emit_pipe_control_flush(brw
, bits
);
289 brw_blend_barrier(struct gl_context
*ctx
)
291 struct brw_context
*brw
= brw_context(ctx
);
292 const struct gen_device_info
*devinfo
= &brw
->screen
->devinfo
;
294 if (!ctx
->Extensions
.MESA_shader_framebuffer_fetch
) {
295 if (devinfo
->gen
>= 6) {
296 brw_emit_pipe_control_flush(brw
,
297 PIPE_CONTROL_RENDER_TARGET_FLUSH
|
298 PIPE_CONTROL_CS_STALL
);
299 brw_emit_pipe_control_flush(brw
,
300 PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE
);
302 brw_emit_pipe_control_flush(brw
,
303 PIPE_CONTROL_RENDER_TARGET_FLUSH
);
309 brw_get_scratch_bo(struct brw_context
*brw
,
310 struct brw_bo
**scratch_bo
, int size
)
312 struct brw_bo
*old_bo
= *scratch_bo
;
314 if (old_bo
&& old_bo
->size
< size
) {
315 brw_bo_unreference(old_bo
);
320 *scratch_bo
= brw_bo_alloc(brw
->bufmgr
, "scratch bo", size
, 4096);
325 * Reserve enough scratch space for the given stage to hold \p per_thread_size
326 * bytes times the given \p thread_count.
329 brw_alloc_stage_scratch(struct brw_context
*brw
,
330 struct brw_stage_state
*stage_state
,
331 unsigned per_thread_size
)
333 if (stage_state
->per_thread_scratch
>= per_thread_size
)
336 stage_state
->per_thread_scratch
= per_thread_size
;
338 if (stage_state
->scratch_bo
)
339 brw_bo_unreference(stage_state
->scratch_bo
);
341 const struct gen_device_info
*devinfo
= &brw
->screen
->devinfo
;
342 unsigned thread_count
;
343 switch(stage_state
->stage
) {
344 case MESA_SHADER_VERTEX
:
345 thread_count
= devinfo
->max_vs_threads
;
347 case MESA_SHADER_TESS_CTRL
:
348 thread_count
= devinfo
->max_tcs_threads
;
350 case MESA_SHADER_TESS_EVAL
:
351 thread_count
= devinfo
->max_tes_threads
;
353 case MESA_SHADER_GEOMETRY
:
354 thread_count
= devinfo
->max_gs_threads
;
356 case MESA_SHADER_FRAGMENT
:
357 thread_count
= devinfo
->max_wm_threads
;
359 case MESA_SHADER_COMPUTE
: {
360 const unsigned subslices
= MAX2(brw
->screen
->subslice_total
, 1);
362 /* WaCSScratchSize:hsw
364 * Haswell's scratch space address calculation appears to be sparse
365 * rather than tightly packed. The Thread ID has bits indicating
366 * which subslice, EU within a subslice, and thread within an EU
367 * it is. There's a maximum of two slices and two subslices, so these
368 * can be stored with a single bit. Even though there are only 10 EUs
369 * per subslice, this is stored in 4 bits, so there's an effective
370 * maximum value of 16 EUs. Similarly, although there are only 7
371 * threads per EU, this is stored in a 3 bit number, giving an effective
372 * maximum value of 8 threads per EU.
374 * This means that we need to use 16 * 8 instead of 10 * 7 for the
375 * number of threads per subslice.
377 const unsigned scratch_ids_per_subslice
=
378 devinfo
->is_haswell
? 16 * 8 : devinfo
->max_cs_threads
;
380 thread_count
= scratch_ids_per_subslice
* subslices
;
384 unreachable("Unsupported stage!");
387 stage_state
->scratch_bo
=
388 brw_bo_alloc(brw
->bufmgr
, "shader scratch space",
389 per_thread_size
* thread_count
, 4096);
392 void brwInitFragProgFuncs( struct dd_function_table
*functions
)
394 assert(functions
->ProgramStringNotify
== _tnl_program_string
);
396 functions
->NewProgram
= brwNewProgram
;
397 functions
->DeleteProgram
= brwDeleteProgram
;
398 functions
->ProgramStringNotify
= brwProgramStringNotify
;
400 functions
->LinkShader
= brw_link_shader
;
402 functions
->MemoryBarrier
= brw_memory_barrier
;
403 functions
->BlendBarrier
= brw_blend_barrier
;
406 struct shader_times
{
413 brw_init_shader_time(struct brw_context
*brw
)
415 const int max_entries
= 2048;
416 brw
->shader_time
.bo
=
417 brw_bo_alloc(brw
->bufmgr
, "shader time",
418 max_entries
* BRW_SHADER_TIME_STRIDE
* 3, 4096);
419 brw
->shader_time
.names
= rzalloc_array(brw
, const char *, max_entries
);
420 brw
->shader_time
.ids
= rzalloc_array(brw
, int, max_entries
);
421 brw
->shader_time
.types
= rzalloc_array(brw
, enum shader_time_shader_type
,
423 brw
->shader_time
.cumulative
= rzalloc_array(brw
, struct shader_times
,
425 brw
->shader_time
.max_entries
= max_entries
;
429 compare_time(const void *a
, const void *b
)
431 uint64_t * const *a_val
= a
;
432 uint64_t * const *b_val
= b
;
434 /* We don't just subtract because we're turning the value to an int. */
435 if (**a_val
< **b_val
)
437 else if (**a_val
== **b_val
)
444 print_shader_time_line(const char *stage
, const char *name
,
445 int shader_num
, uint64_t time
, uint64_t total
)
447 fprintf(stderr
, "%-6s%-18s", stage
, name
);
450 fprintf(stderr
, "%4d: ", shader_num
);
452 fprintf(stderr
, " : ");
454 fprintf(stderr
, "%16lld (%7.2f Gcycles) %4.1f%%\n",
456 (double)time
/ 1000000000.0,
457 (double)time
/ total
* 100.0);
461 brw_report_shader_time(struct brw_context
*brw
)
463 if (!brw
->shader_time
.bo
|| !brw
->shader_time
.num_entries
)
466 uint64_t scaled
[brw
->shader_time
.num_entries
];
467 uint64_t *sorted
[brw
->shader_time
.num_entries
];
468 uint64_t total_by_type
[ST_CS
+ 1];
469 memset(total_by_type
, 0, sizeof(total_by_type
));
471 for (int i
= 0; i
< brw
->shader_time
.num_entries
; i
++) {
472 uint64_t written
= 0, reset
= 0;
473 enum shader_time_shader_type type
= brw
->shader_time
.types
[i
];
475 sorted
[i
] = &scaled
[i
];
485 written
= brw
->shader_time
.cumulative
[i
].written
;
486 reset
= brw
->shader_time
.cumulative
[i
].reset
;
490 /* I sometimes want to print things that aren't the 3 shader times.
491 * Just print the sum in that case.
498 uint64_t time
= brw
->shader_time
.cumulative
[i
].time
;
500 scaled
[i
] = time
/ written
* (written
+ reset
);
513 total_by_type
[type
] += scaled
[i
];
523 fprintf(stderr
, "No shader time collected yet\n");
527 qsort(sorted
, brw
->shader_time
.num_entries
, sizeof(sorted
[0]), compare_time
);
529 fprintf(stderr
, "\n");
530 fprintf(stderr
, "type ID cycles spent %% of total\n");
531 for (int s
= 0; s
< brw
->shader_time
.num_entries
; s
++) {
533 /* Work back from the sorted pointers times to a time to print. */
534 int i
= sorted
[s
] - scaled
;
539 int shader_num
= brw
->shader_time
.ids
[i
];
540 const char *shader_name
= brw
->shader_time
.names
[i
];
542 switch (brw
->shader_time
.types
[i
]) {
569 print_shader_time_line(stage
, shader_name
, shader_num
,
573 fprintf(stderr
, "\n");
574 print_shader_time_line("total", "vs", 0, total_by_type
[ST_VS
], total
);
575 print_shader_time_line("total", "tcs", 0, total_by_type
[ST_TCS
], total
);
576 print_shader_time_line("total", "tes", 0, total_by_type
[ST_TES
], total
);
577 print_shader_time_line("total", "gs", 0, total_by_type
[ST_GS
], total
);
578 print_shader_time_line("total", "fs8", 0, total_by_type
[ST_FS8
], total
);
579 print_shader_time_line("total", "fs16", 0, total_by_type
[ST_FS16
], total
);
580 print_shader_time_line("total", "cs", 0, total_by_type
[ST_CS
], total
);
584 brw_collect_shader_time(struct brw_context
*brw
)
586 if (!brw
->shader_time
.bo
)
589 /* This probably stalls on the last rendering. We could fix that by
590 * delaying reading the reports, but it doesn't look like it's a big
591 * overhead compared to the cost of tracking the time in the first place.
593 void *bo_map
= brw_bo_map(brw
, brw
->shader_time
.bo
, MAP_READ
| MAP_WRITE
);
595 for (int i
= 0; i
< brw
->shader_time
.num_entries
; i
++) {
596 uint32_t *times
= bo_map
+ i
* 3 * BRW_SHADER_TIME_STRIDE
;
598 brw
->shader_time
.cumulative
[i
].time
+= times
[BRW_SHADER_TIME_STRIDE
* 0 / 4];
599 brw
->shader_time
.cumulative
[i
].written
+= times
[BRW_SHADER_TIME_STRIDE
* 1 / 4];
600 brw
->shader_time
.cumulative
[i
].reset
+= times
[BRW_SHADER_TIME_STRIDE
* 2 / 4];
603 /* Zero the BO out to clear it out for our next collection.
605 memset(bo_map
, 0, brw
->shader_time
.bo
->size
);
606 brw_bo_unmap(brw
->shader_time
.bo
);
610 brw_collect_and_report_shader_time(struct brw_context
*brw
)
612 brw_collect_shader_time(brw
);
614 if (brw
->shader_time
.report_time
== 0 ||
615 get_time() - brw
->shader_time
.report_time
>= 1.0) {
616 brw_report_shader_time(brw
);
617 brw
->shader_time
.report_time
= get_time();
622 * Chooses an index in the shader_time buffer and sets up tracking information
625 * Note that this holds on to references to the underlying programs, which may
626 * change their lifetimes compared to normal operation.
629 brw_get_shader_time_index(struct brw_context
*brw
, struct gl_program
*prog
,
630 enum shader_time_shader_type type
, bool is_glsl_sh
)
632 int shader_time_index
= brw
->shader_time
.num_entries
++;
633 assert(shader_time_index
< brw
->shader_time
.max_entries
);
634 brw
->shader_time
.types
[shader_time_index
] = type
;
639 } else if (is_glsl_sh
) {
640 name
= prog
->info
.label
?
641 ralloc_strdup(brw
->shader_time
.names
, prog
->info
.label
) : "glsl";
646 brw
->shader_time
.names
[shader_time_index
] = name
;
647 brw
->shader_time
.ids
[shader_time_index
] = prog
->Id
;
649 return shader_time_index
;
653 brw_destroy_shader_time(struct brw_context
*brw
)
655 brw_bo_unreference(brw
->shader_time
.bo
);
656 brw
->shader_time
.bo
= NULL
;
660 brw_stage_prog_data_free(const void *p
)
662 struct brw_stage_prog_data
*prog_data
= (struct brw_stage_prog_data
*)p
;
664 ralloc_free(prog_data
->param
);
665 ralloc_free(prog_data
->pull_param
);
669 brw_dump_arb_asm(const char *stage
, struct gl_program
*prog
)
671 fprintf(stderr
, "ARB_%s_program %d ir for native %s shader\n",
672 stage
, prog
->Id
, stage
);
673 _mesa_print_program(prog
);
677 brw_setup_tex_for_precompile(struct brw_context
*brw
,
678 struct brw_sampler_prog_key_data
*tex
,
679 struct gl_program
*prog
)
681 const struct gen_device_info
*devinfo
= &brw
->screen
->devinfo
;
682 const bool has_shader_channel_select
= devinfo
->is_haswell
|| devinfo
->gen
>= 8;
683 unsigned sampler_count
= util_last_bit(prog
->SamplersUsed
);
684 for (unsigned i
= 0; i
< sampler_count
; i
++) {
685 if (!has_shader_channel_select
&& (prog
->ShadowSamplers
& (1 << i
))) {
686 /* Assume DEPTH_TEXTURE_MODE is the default: X, X, X, 1 */
688 MAKE_SWIZZLE4(SWIZZLE_X
, SWIZZLE_X
, SWIZZLE_X
, SWIZZLE_ONE
);
690 /* Color sampler: assume no swizzling. */
691 tex
->swizzles
[i
] = SWIZZLE_XYZW
;
697 * Sets up the starting offsets for the groups of binding table entries
698 * common to all pipeline stages.
700 * Unused groups are initialized to 0xd0d0d0d0 to make it obvious that they're
701 * unused but also make sure that addition of small offsets to them will
702 * trigger some of our asserts that surface indices are < BRW_MAX_SURFACES.
705 brw_assign_common_binding_table_offsets(const struct gen_device_info
*devinfo
,
706 const struct gl_program
*prog
,
707 struct brw_stage_prog_data
*stage_prog_data
,
708 uint32_t next_binding_table_offset
)
710 int num_textures
= util_last_bit(prog
->SamplersUsed
);
712 stage_prog_data
->binding_table
.texture_start
= next_binding_table_offset
;
713 next_binding_table_offset
+= num_textures
;
715 if (prog
->info
.num_ubos
) {
716 assert(prog
->info
.num_ubos
<= BRW_MAX_UBO
);
717 stage_prog_data
->binding_table
.ubo_start
= next_binding_table_offset
;
718 next_binding_table_offset
+= prog
->info
.num_ubos
;
720 stage_prog_data
->binding_table
.ubo_start
= 0xd0d0d0d0;
723 if (prog
->info
.num_ssbos
) {
724 assert(prog
->info
.num_ssbos
<= BRW_MAX_SSBO
);
725 stage_prog_data
->binding_table
.ssbo_start
= next_binding_table_offset
;
726 next_binding_table_offset
+= prog
->info
.num_ssbos
;
728 stage_prog_data
->binding_table
.ssbo_start
= 0xd0d0d0d0;
731 if (INTEL_DEBUG
& DEBUG_SHADER_TIME
) {
732 stage_prog_data
->binding_table
.shader_time_start
= next_binding_table_offset
;
733 next_binding_table_offset
++;
735 stage_prog_data
->binding_table
.shader_time_start
= 0xd0d0d0d0;
738 if (prog
->info
.uses_texture_gather
) {
739 if (devinfo
->gen
>= 8) {
740 stage_prog_data
->binding_table
.gather_texture_start
=
741 stage_prog_data
->binding_table
.texture_start
;
743 stage_prog_data
->binding_table
.gather_texture_start
= next_binding_table_offset
;
744 next_binding_table_offset
+= num_textures
;
747 stage_prog_data
->binding_table
.gather_texture_start
= 0xd0d0d0d0;
750 if (prog
->info
.num_abos
) {
751 stage_prog_data
->binding_table
.abo_start
= next_binding_table_offset
;
752 next_binding_table_offset
+= prog
->info
.num_abos
;
754 stage_prog_data
->binding_table
.abo_start
= 0xd0d0d0d0;
757 if (prog
->info
.num_images
) {
758 stage_prog_data
->binding_table
.image_start
= next_binding_table_offset
;
759 next_binding_table_offset
+= prog
->info
.num_images
;
761 stage_prog_data
->binding_table
.image_start
= 0xd0d0d0d0;
764 /* This may or may not be used depending on how the compile goes. */
765 stage_prog_data
->binding_table
.pull_constants_start
= next_binding_table_offset
;
766 next_binding_table_offset
++;
768 /* Plane 0 is just the regular texture section */
769 stage_prog_data
->binding_table
.plane_start
[0] = stage_prog_data
->binding_table
.texture_start
;
771 stage_prog_data
->binding_table
.plane_start
[1] = next_binding_table_offset
;
772 next_binding_table_offset
+= num_textures
;
774 stage_prog_data
->binding_table
.plane_start
[2] = next_binding_table_offset
;
775 next_binding_table_offset
+= num_textures
;
777 /* prog_data->base.binding_table.size will be set by brw_mark_surface_used. */
779 assert(next_binding_table_offset
<= BRW_MAX_SURFACES
);
780 return next_binding_table_offset
;