* Rob Clark <robclark@freedesktop.org>
*/
+#include "util/u_atomic.h"
#include "util/u_string.h"
#include "util/u_memory.h"
#include "util/u_format.h"
v->ir = NULL;
}
+/*
+ * For creating normal shader variants, 'nonbinning' is NULL. For
+ * creating binning pass shader, it is link to corresponding normal
+ * (non-binning) variant.
+ */
static struct ir3_shader_variant *
create_variant(struct ir3_shader *shader, struct ir3_shader_key *key,
- bool binning_pass)
+ struct ir3_shader_variant *nonbinning)
{
struct ir3_shader_variant *v = CALLOC_STRUCT(ir3_shader_variant);
int ret;
v->id = ++shader->variant_count;
v->shader = shader;
- v->binning_pass = binning_pass;
+ v->binning_pass = !!nonbinning;
+ v->nonbinning = nonbinning;
v->key = *key;
v->type = shader->type;
return v;
/* compile new variant if it doesn't exist already: */
- v = create_variant(shader, key, false);
+ v = create_variant(shader, key, NULL);
if (v) {
v->next = shader->variants;
shader->variants = v;
ir3_shader_get_variant(struct ir3_shader *shader, struct ir3_shader_key *key,
bool binning_pass, bool *created)
{
+ mtx_lock(&shader->variants_lock);
struct ir3_shader_variant *v =
shader_variant(shader, key, created);
if (v && binning_pass) {
if (!v->binning) {
- v->binning = create_variant(shader, key, true);
+ v->binning = create_variant(shader, key, v);
*created = true;
}
+ mtx_unlock(&shader->variants_lock);
return v->binning;
}
+ mtx_unlock(&shader->variants_lock);
return v;
}
}
free(shader->const_state.immediates);
ralloc_free(shader->nir);
+ mtx_destroy(&shader->variants_lock);
free(shader);
}
{
struct ir3_shader *shader = CALLOC_STRUCT(ir3_shader);
+ mtx_init(&shader->variants_lock, mtx_plain);
shader->compiler = compiler;
- shader->id = ++shader->compiler->shader_count;
+ shader->id = p_atomic_inc_return(&shader->compiler->shader_count);
shader->type = nir->info.stage;
NIR_PASS_V(nir, nir_lower_io, nir_var_all, ir3_glsl_type_size,
NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
/* do first pass optimization, ignoring the key: */
- shader->nir = ir3_optimize_nir(shader, nir, NULL);
+ ir3_optimize_nir(shader, nir, NULL);
+
+ shader->nir = nir;
if (ir3_shader_debug & IR3_DBG_DISASM) {
printf("dump nir%d: type=%d", shader->id, shader->type);
nir_print_shader(shader->nir, stdout);
so->info.max_half_reg + 1,
so->info.max_reg + 1);
- fprintf(out, "; %d const, %u constlen\n",
- so->info.max_const + 1,
- so->constlen);
+ fprintf(out, "; %u constlen\n", so->constlen);
fprintf(out, "; %u (ss), %u (sy)\n", so->info.ss, so->info.sy);