struct etna_shader_variant *vs, struct etna_shader_variant *fs)
{
struct etna_shader_link_info link = { };
+ bool failed;
assert(vs->stage == MESA_SHADER_VERTEX);
assert(fs->stage == MESA_SHADER_FRAGMENT);
#ifdef DEBUG
if (DBG_ENABLED(ETNA_DBG_DUMP_SHADERS)) {
- etna_dump_shader(vs);
- etna_dump_shader(fs);
+ if (DBG_ENABLED(ETNA_DBG_NIR)) {
+ etna_dump_shader_nir(vs);
+ etna_dump_shader_nir(fs);
+ } else {
+ etna_dump_shader(vs);
+ etna_dump_shader(fs);
+ }
}
#endif
- if (etna_link_shader(&link, vs, fs)) {
+ if (DBG_ENABLED(ETNA_DBG_NIR))
+ failed = etna_link_shader_nir(&link, vs, fs);
+ else
+ failed = etna_link_shader(&link, vs, fs);
+
+ if (failed) {
/* linking failed: some fs inputs do not have corresponding
* vs outputs */
assert(0);
cs->VS_OUTPUT_COUNT_PSIZE = cs->VS_OUTPUT_COUNT;
}
+ /* if fragment shader doesn't read pointcoord, disable it */
+ if (link.pcoord_varying_comp_ofs == -1)
+ cs->PA_CONFIG &= ~VIVS_PA_CONFIG_POINT_SPRITE_ENABLE;
+
cs->VS_LOAD_BALANCING = vs->vs_load_balancing;
cs->VS_START_PC = 0;
VIVS_PS_INPUT_COUNT_UNK8(fs->input_count_unk8);
cs->PS_TEMP_REGISTER_CONTROL =
VIVS_PS_TEMP_REGISTER_CONTROL_NUM_TEMPS(MAX2(fs->num_temps, link.num_varyings + 1));
- cs->PS_CONTROL = VIVS_PS_CONTROL_UNK1; /* XXX when can we set BYPASS? */
cs->PS_START_PC = 0;
/* Precompute PS_INPUT_COUNT and TEMP_REGISTER_CONTROL in the case of MSAA
cs->GL_VARYING_TOTAL_COMPONENTS =
VIVS_GL_VARYING_TOTAL_COMPONENTS_NUM(align(total_components, 2));
- cs->GL_VARYING_NUM_COMPONENTS = num_components[0];
+ cs->GL_VARYING_NUM_COMPONENTS[0] = num_components[0];
+ cs->GL_VARYING_NUM_COMPONENTS[1] = num_components[1];
cs->GL_VARYING_COMPONENT_USE[0] = component_use[0];
cs->GL_VARYING_COMPONENT_USE[1] = component_use[1];
VIVS_GL_HALTI5_SH_SPECIALS_PS_PCOORD_IN((link.pcoord_varying_comp_ofs != -1) ?
link.pcoord_varying_comp_ofs : 0x7f);
+ /* mask out early Z bit when frag depth is written */
+ cs->PE_DEPTH_CONFIG = ~COND(fs->ps_depth_out_reg >= 0, VIVS_PE_DEPTH_CONFIG_EARLY_Z);
+
/* reference instruction memory */
cs->vs_inst_mem_size = vs->code_size;
cs->VS_INST_MEM = vs->code;
cs->ps_inst_mem_size = fs->code_size;
cs->PS_INST_MEM = fs->code;
- if (vs->needs_icache | fs->needs_icache) {
+ if (vs->needs_icache || fs->needs_icache) {
/* If either of the shaders needs ICACHE, we use it for both. It is
* either switched on or off for the entire shader processor.
*/
etna_bitarray_set(vs_input, 8, idx, cur_temp++);
}
+ if (vs->vs_id_in_reg >= 0) {
+ cs->VS_INPUT_COUNT = VIVS_VS_INPUT_COUNT_COUNT(num_vs_inputs + 1) |
+ VIVS_VS_INPUT_COUNT_UNK8(vs->input_count_unk8) |
+ VIVS_VS_INPUT_COUNT_ID_ENABLE;
+
+ etna_bitarray_set(vs_input, 8, num_vs_inputs, vs->vs_id_in_reg);
+
+ cs->FE_HALTI5_ID_CONFIG =
+ VIVS_FE_HALTI5_ID_CONFIG_VERTEX_ID_ENABLE |
+ VIVS_FE_HALTI5_ID_CONFIG_INSTANCE_ID_ENABLE |
+ VIVS_FE_HALTI5_ID_CONFIG_VERTEX_ID_REG(vs->vs_id_in_reg * 4) |
+ VIVS_FE_HALTI5_ID_CONFIG_INSTANCE_ID_REG(vs->vs_id_in_reg * 4 + 1);
+ }
+
for (int idx = 0; idx < ARRAY_SIZE(cs->VS_INPUT); ++idx)
cs->VS_INPUT[idx] = vs_input[idx];
if (!unlikely(etna_mesa_debug & ETNA_DBG_SHADERDB))
return;
- pipe_debug_message(debug, SHADER_INFO, "\n"
- "SHADER-DB: %s prog %d/%d: %u instructions %u temps\n"
- "SHADER-DB: %s prog %d/%d: %u immediates %u loops\n",
+ pipe_debug_message(debug, SHADER_INFO,
+ "%s shader: %u instructions, %u temps, "
+ "%u immediates, %u loops",
etna_shader_stage(v),
- v->shader->id, v->id,
v->code_size,
v->num_temps,
- etna_shader_stage(v),
- v->shader->id, v->id,
v->uniforms.imm_count,
v->num_loops);
}
const struct pipe_shader_state *pss)
{
struct etna_context *ctx = etna_context(pctx);
+ struct etna_screen *screen = ctx->screen;
struct etna_shader *shader = CALLOC_STRUCT(etna_shader);
if (!shader)
static uint32_t id;
shader->id = id++;
- shader->specs = &ctx->specs;
+ shader->specs = &screen->specs;
if (DBG_ENABLED(ETNA_DBG_NIR))
shader->nir = (pss->type == PIPE_SHADER_IR_NIR) ? pss->ir.nir :
v = v->next;
if (t->bo)
etna_bo_del(t->bo);
- etna_destroy_shader(t);
+
+ if (DBG_ENABLED(ETNA_DBG_NIR))
+ etna_destroy_shader_nir(t);
+ else
+ etna_destroy_shader(t);
}
ralloc_free(shader->nir);