#include "util/u_prim.h"
#include "draw/draw_context.h"
#include "draw/draw_gs.h"
+#include "draw/draw_tess.h"
#include "draw/draw_vbuf.h"
#include "draw/draw_vertex.h"
#include "draw/draw_pt.h"
gs->current_variant = variant;
}
+static void
+llvm_middle_end_prepare_tcs(struct llvm_middle_end *fpme)
+{
+ struct draw_context *draw = fpme->draw;
+ struct draw_llvm *llvm = fpme->llvm;
+ struct draw_tess_ctrl_shader *tcs = draw->tcs.tess_ctrl_shader;
+ struct draw_tcs_llvm_variant_key *key;
+ struct draw_tcs_llvm_variant *variant = NULL;
+ struct draw_tcs_llvm_variant_list_item *li;
+ struct llvm_tess_ctrl_shader *shader = llvm_tess_ctrl_shader(tcs);
+ char store[DRAW_TCS_LLVM_MAX_VARIANT_KEY_SIZE];
+ unsigned i;
+
+ key = draw_tcs_llvm_make_variant_key(llvm, store);
+
+ /* Search shader's list of variants for the key */
+ li = first_elem(&shader->variants);
+ while (!at_end(&shader->variants, li)) {
+ if (memcmp(&li->base->key, key, shader->variant_key_size) == 0) {
+ variant = li->base;
+ break;
+ }
+ li = next_elem(li);
+ }
+
+ if (variant) {
+ /* found the variant, move to head of global list (for LRU) */
+ move_to_head(&llvm->tcs_variants_list, &variant->list_item_global);
+ }
+ else {
+ /* Need to create new variant */
+
+ /* First check if we've created too many variants. If so, free
+ * 3.125% of the LRU to avoid using too much memory.
+ */
+ if (llvm->nr_tcs_variants >= DRAW_MAX_SHADER_VARIANTS) {
+ if (gallivm_debug & GALLIVM_DEBUG_PERF) {
+ debug_printf("Evicting TCS: %u tcs variants,\t%u total variants\n",
+ shader->variants_cached, llvm->nr_tcs_variants);
+ }
+
+ /*
+ * XXX: should we flush here ?
+ */
+ for (i = 0; i < DRAW_MAX_SHADER_VARIANTS / 32; i++) {
+ struct draw_tcs_llvm_variant_list_item *item;
+ if (is_empty_list(&llvm->tcs_variants_list)) {
+ break;
+ }
+ item = last_elem(&llvm->tcs_variants_list);
+ assert(item);
+ assert(item->base);
+ draw_tcs_llvm_destroy_variant(item->base);
+ }
+ }
+
+ variant = draw_tcs_llvm_create_variant(llvm, 0, key);
+
+ if (variant) {
+ insert_at_head(&shader->variants, &variant->list_item_local);
+ insert_at_head(&llvm->tcs_variants_list,
+ &variant->list_item_global);
+ llvm->nr_tcs_variants++;
+ shader->variants_cached++;
+ }
+ }
+
+ tcs->current_variant = variant;
+}
+
+static void
+llvm_middle_end_prepare_tes(struct llvm_middle_end *fpme)
+{
+ struct draw_context *draw = fpme->draw;
+ struct draw_llvm *llvm = fpme->llvm;
+ struct draw_tess_eval_shader *tes = draw->tes.tess_eval_shader;
+ struct draw_tes_llvm_variant_key *key;
+ struct draw_tes_llvm_variant *variant = NULL;
+ struct draw_tes_llvm_variant_list_item *li;
+ struct llvm_tess_eval_shader *shader = llvm_tess_eval_shader(tes);
+ char store[DRAW_TES_LLVM_MAX_VARIANT_KEY_SIZE];
+ unsigned i;
+
+ key = draw_tes_llvm_make_variant_key(llvm, store);
+
+ /* Search shader's list of variants for the key */
+ li = first_elem(&shader->variants);
+ while (!at_end(&shader->variants, li)) {
+ if (memcmp(&li->base->key, key, shader->variant_key_size) == 0) {
+ variant = li->base;
+ break;
+ }
+ li = next_elem(li);
+ }
+
+ if (variant) {
+ /* found the variant, move to head of global list (for LRU) */
+ move_to_head(&llvm->tes_variants_list, &variant->list_item_global);
+ }
+ else {
+ /* Need to create new variant */
+
+ /* First check if we've created too many variants. If so, free
+ * 3.125% of the LRU to avoid using too much memory.
+ */
+ if (llvm->nr_tes_variants >= DRAW_MAX_SHADER_VARIANTS) {
+ if (gallivm_debug & GALLIVM_DEBUG_PERF) {
+ debug_printf("Evicting TES: %u tes variants,\t%u total variants\n",
+ shader->variants_cached, llvm->nr_tes_variants);
+ }
+
+ /*
+ * XXX: should we flush here ?
+ */
+ for (i = 0; i < DRAW_MAX_SHADER_VARIANTS / 32; i++) {
+ struct draw_tes_llvm_variant_list_item *item;
+ if (is_empty_list(&llvm->tes_variants_list)) {
+ break;
+ }
+ item = last_elem(&llvm->tes_variants_list);
+ assert(item);
+ assert(item->base);
+ draw_tes_llvm_destroy_variant(item->base);
+ }
+ }
+
+ variant = draw_tes_llvm_create_variant(llvm, tes->info.num_outputs, key);
+
+ if (variant) {
+ insert_at_head(&shader->variants, &variant->list_item_local);
+ insert_at_head(&llvm->tes_variants_list,
+ &variant->list_item_global);
+ llvm->nr_tes_variants++;
+ shader->variants_cached++;
+ }
+ }
+
+ tes->current_variant = variant;
+}
+
/**
* Prepare/validate middle part of the vertex pipeline.
* NOTE: if you change this function, also look at the non-LLVM
struct draw_llvm *llvm = fpme->llvm;
struct draw_vertex_shader *vs = draw->vs.vertex_shader;
struct draw_geometry_shader *gs = draw->gs.geometry_shader;
- const unsigned out_prim = gs ? gs->output_primitive :
+ struct draw_tess_ctrl_shader *tcs = draw->tcs.tess_ctrl_shader;
+ struct draw_tess_eval_shader *tes = draw->tes.tess_eval_shader;
+ const unsigned out_prim = gs ? gs->output_primitive : tes ? get_tes_output_prim(tes) :
u_assembled_prim(in_prim);
unsigned point_clip = draw->rasterizer->fill_front == PIPE_POLYGON_MODE_POINT ||
out_prim == PIPE_PRIM_POINTS;
if (gs) {
llvm_middle_end_prepare_gs(fpme);
}
+ if (tcs) {
+ llvm_middle_end_prepare_tcs(fpme);
+ }
+ if (tes) {
+ llvm_middle_end_prepare_tes(fpme);
+ }
}
unsigned i;
for (i = 0; i < ARRAY_SIZE(llvm->jit_context.vs_constants); ++i) {
+ /*
+ * There could be a potential issue with rounding this up, as the
+ * shader expects 16-byte allocations, the fix is likely to move
+ * to LOAD intrinsic in the future and remove the vec4 constraint.
+ */
int num_consts =
- draw->pt.user.vs_constants_size[i] / (sizeof(float) * 4);
+ DIV_ROUND_UP(draw->pt.user.vs_constants_size[i], (sizeof(float) * 4));
llvm->jit_context.vs_constants[i] = draw->pt.user.vs_constants[i];
llvm->jit_context.num_vs_constants[i] = num_consts;
if (num_consts == 0) {
for (i = 0; i < ARRAY_SIZE(llvm->gs_jit_context.constants); ++i) {
int num_consts =
- draw->pt.user.gs_constants_size[i] / (sizeof(float) * 4);
+ DIV_ROUND_UP(draw->pt.user.gs_constants_size[i], (sizeof(float) * 4));
llvm->gs_jit_context.constants[i] = draw->pt.user.gs_constants[i];
llvm->gs_jit_context.num_constants[i] = num_consts;
if (num_consts == 0) {
}
}
+ for (i = 0; i < ARRAY_SIZE(llvm->tcs_jit_context.constants); ++i) {
+ int num_consts =
+ DIV_ROUND_UP(draw->pt.user.tcs_constants_size[i], (sizeof(float) * 4));
+ llvm->tcs_jit_context.constants[i] = draw->pt.user.tcs_constants[i];
+ llvm->tcs_jit_context.num_constants[i] = num_consts;
+ if (num_consts == 0) {
+ llvm->tcs_jit_context.constants[i] = fake_const_buf;
+ }
+ }
+ for (i = 0; i < ARRAY_SIZE(llvm->tcs_jit_context.ssbos); ++i) {
+ int num_ssbos = draw->pt.user.tcs_ssbos_size[i];
+ llvm->tcs_jit_context.ssbos[i] = draw->pt.user.tcs_ssbos[i];
+ llvm->tcs_jit_context.num_ssbos[i] = num_ssbos;
+ if (num_ssbos == 0) {
+ llvm->tcs_jit_context.ssbos[i] = (const uint32_t *)fake_const_buf;
+ }
+ }
+
+ for (i = 0; i < ARRAY_SIZE(llvm->tes_jit_context.constants); ++i) {
+ int num_consts =
+ DIV_ROUND_UP(draw->pt.user.tes_constants_size[i], (sizeof(float) * 4));
+ llvm->tes_jit_context.constants[i] = draw->pt.user.tes_constants[i];
+ llvm->tes_jit_context.num_constants[i] = num_consts;
+ if (num_consts == 0) {
+ llvm->tes_jit_context.constants[i] = fake_const_buf;
+ }
+ }
+ for (i = 0; i < ARRAY_SIZE(llvm->tes_jit_context.ssbos); ++i) {
+ int num_ssbos = draw->pt.user.tes_ssbos_size[i];
+ llvm->tes_jit_context.ssbos[i] = draw->pt.user.tes_ssbos[i];
+ llvm->tes_jit_context.num_ssbos[i] = num_ssbos;
+ if (num_ssbos == 0) {
+ llvm->tes_jit_context.ssbos[i] = (const uint32_t *)fake_const_buf;
+ }
+ }
+
llvm->jit_context.planes =
(float (*)[DRAW_TOTAL_CLIP_PLANES][4]) draw->pt.user.planes[0];
llvm->gs_jit_context.planes =
struct llvm_middle_end *fpme = llvm_middle_end(middle);
struct draw_context *draw = fpme->draw;
struct draw_geometry_shader *gshader = draw->gs.geometry_shader;
+ struct draw_tess_ctrl_shader *tcs_shader = draw->tcs.tess_ctrl_shader;
+ struct draw_tess_eval_shader *tes_shader = draw->tes.tess_eval_shader;
+ struct draw_prim_info tcs_prim_info;
+ struct draw_prim_info tes_prim_info;
struct draw_prim_info gs_prim_info[TGSI_MAX_VERTEX_STREAMS];
struct draw_vertex_info llvm_vert_info;
+ struct draw_vertex_info tcs_vert_info;
+ struct draw_vertex_info tes_vert_info;
struct draw_vertex_info gs_vert_info[TGSI_MAX_VERTEX_STREAMS];
struct draw_vertex_info *vert_info;
struct draw_prim_info ia_prim_info;
boolean clipped = 0;
unsigned start_or_maxelt, vid_base;
const unsigned *elts;
+ ushort *tes_elts_out = NULL;
assert(fetch_info->count > 0);
llvm_vert_info.count = fetch_info->count;
if (draw->collect_statistics) {
draw->statistics.ia_vertices += prim_info->count;
- draw->statistics.ia_primitives +=
- u_decomposed_prims_for_vertices(prim_info->prim, prim_info->count);
+ if (prim_info->prim == PIPE_PRIM_PATCHES)
+ draw->statistics.ia_primitives += prim_info->count / draw->pt.vertices_per_patch;
+ else
+ draw->statistics.ia_primitives +=
+ u_decomposed_prims_for_vertices(prim_info->prim, prim_info->count);
draw->statistics.vs_invocations += fetch_info->count;
}
draw->instance_id,
vid_base,
draw->start_instance,
- elts);
+ elts, draw->pt.user.drawid);
/* Finished with fetch and vs:
*/
fetch_info = NULL;
vert_info = &llvm_vert_info;
+ if (opt & PT_SHADE) {
+ struct draw_vertex_shader *vshader = draw->vs.vertex_shader;
+ if (tcs_shader) {
+ draw_tess_ctrl_shader_run(tcs_shader,
+ draw->pt.user.tcs_constants,
+ draw->pt.user.tcs_constants_size,
+ vert_info,
+ prim_info,
+ &vshader->info,
+ &tcs_vert_info,
+ &tcs_prim_info);
+ FREE(vert_info->verts);
+ vert_info = &tcs_vert_info;
+ prim_info = &tcs_prim_info;
+
+ } else if (tes_shader) {
+ unsigned num_prims = prim_info->count / draw->pt.vertices_per_patch;
+ tcs_prim_info = *prim_info;
+ tcs_prim_info.primitive_count = num_prims;
+ prim_info = &tcs_prim_info;
+ }
+
+ if (tes_shader) {
+ draw_tess_eval_shader_run(tes_shader,
+ draw->pt.user.tes_constants,
+ draw->pt.user.tes_constants_size,
+ tcs_shader ? tcs_shader->vertices_out : draw->pt.vertices_per_patch,
+ vert_info,
+ prim_info,
+ tcs_shader ? &tcs_shader->info : &vshader->info,
+ &tes_vert_info,
+ &tes_prim_info, &tes_elts_out);
+
+ FREE(vert_info->verts);
+ vert_info = &tes_vert_info;
+ prim_info = &tes_prim_info;
+ free_prim_info = TRUE;
+
+ /*
+ * pt emit can only handle ushort number of vertices (see
+ * render->allocate_vertices).
+ * vsplit guarantees there's never more than 4096, however GS can
+ * easily blow this up (by a factor of 256 (or even 1024) max).
+ */
+ if (vert_info->count > 65535) {
+ opt |= PT_PIPELINE;
+ }
+ }
+ }
+
if ((opt & PT_SHADE) && gshader) {
struct draw_vertex_shader *vshader = draw->vs.vertex_shader;
draw_geometry_shader_run(gshader,
draw->pt.user.gs_constants_size,
vert_info,
prim_info,
- &vshader->info,
+ tes_shader ? &tes_shader->info : &vshader->info,
gs_vert_info,
gs_prim_info);
FREE(vert_info->verts);
+ if (free_prim_info) {
+ FREE(prim_info->primitive_lengths);
+ FREE(tes_elts_out);
+ }
vert_info = &gs_vert_info[0];
prim_info = &gs_prim_info[0];
+ free_prim_info = FALSE;
/*
* pt emit can only handle ushort number of vertices (see
* render->allocate_vertices).
FREE(vert_info->verts);
if (free_prim_info) {
+ FREE(tes_elts_out);
FREE(prim_info->primitive_lengths);
}
return;
}
/* stream output needs to be done before clipping */
- draw_pt_so_emit( fpme->so_emit, 1, vert_info, prim_info );
+ draw_pt_so_emit( fpme->so_emit, gshader ? gshader->num_vertex_streams : 1, vert_info, prim_info );
draw_stats_clipper_primitives(draw, prim_info);
* will try to access non-existent position output.
*/
if (draw_current_shader_position_output(draw) != -1) {
- if ((opt & PT_SHADE) && (gshader ||
+ if ((opt & PT_SHADE) && (gshader || tes_shader ||
draw->vs.vertex_shader->info.writes_viewport_index)) {
clipped = draw_pt_post_vs_run( fpme->post_vs, vert_info, prim_info );
}
}
FREE(vert_info->verts);
if (free_prim_info) {
+ FREE(tes_elts_out);
FREE(prim_info->primitive_lengths);
}
}