S_00B02C_EXTRA_LDS_SIZE(shader->config.lds_size) |
S_00B02C_USER_SGPR(num_user_sgprs) |
S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
+
+ /* Prefer RE_Z if the shader is complex enough. The requirement is either:
+ * - the shader uses at least 2 VMEM instructions, or
+ * - the code size is at least 50 2-dword instructions or 100 1-dword
+ * instructions.
+ *
+ * Shaders with side effects that must execute independently of the
+ * depth test require LATE_Z.
+ */
+ if (info->writes_memory &&
+ !info->properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL])
+ shader->z_order = V_02880C_LATE_Z;
+ else if (info->num_memory_instructions >= 2 ||
+ shader->binary.code_size > 100*4)
+ shader->z_order = V_02880C_EARLY_Z_THEN_RE_Z;
+ else
+ shader->z_order = V_02880C_EARLY_Z_THEN_LATE_Z;
}
static void si_shader_init_pm4_state(struct si_shader *shader)
return si_shader_select_with_key(ctx, state, &key);
}
+static void si_parse_next_shader_property(const struct tgsi_shader_info *info,
+ union si_shader_key *key)
+{
+ unsigned next_shader = info->properties[TGSI_PROPERTY_NEXT_SHADER];
+
+ switch (info->processor) {
+ case TGSI_PROCESSOR_VERTEX:
+ switch (next_shader) {
+ case TGSI_PROCESSOR_GEOMETRY:
+ key->vs.as_es = 1;
+ break;
+ case TGSI_PROCESSOR_TESS_CTRL:
+ case TGSI_PROCESSOR_TESS_EVAL:
+ key->vs.as_ls = 1;
+ break;
+ }
+ break;
+
+ case TGSI_PROCESSOR_TESS_EVAL:
+ if (next_shader == TGSI_PROCESSOR_GEOMETRY)
+ key->tes.as_es = 1;
+ break;
+ }
+}
+
static void *si_create_shader_selector(struct pipe_context *ctx,
const struct pipe_shader_state *state)
{
break;
}
+ if (sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL])
+ sel->db_shader_control |= S_02880C_DEPTH_BEFORE_SHADER(1);
+
+ if (sel->info.writes_memory)
+ sel->db_shader_control |= S_02880C_EXEC_ON_HIER_FAIL(1) |
+ S_02880C_EXEC_ON_NOOP(1);
+
/* Compile the main shader part for use with a prolog and/or epilog. */
if (sel->type != PIPE_SHADER_GEOMETRY &&
!sscreen->use_monolithic_shaders) {
goto error;
shader->selector = sel;
+ si_parse_next_shader_property(&sel->info, &shader->key);
tgsi_binary = si_get_tgsi_binary(sel);
union si_shader_key key;
memset(&key, 0, sizeof(key));
+ si_parse_next_shader_property(&sel->info, &key);
/* Set reasonable defaults, so that the shader key doesn't
* cause any code to be eliminated.
si_update_vgt_shader_config(sctx);
if (sctx->ps_shader.cso) {
- unsigned db_shader_control =
- sctx->ps_shader.cso->db_shader_control |
- S_02880C_KILL_ENABLE(si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS);
+ unsigned db_shader_control;
r = si_shader_select(ctx, &sctx->ps_shader);
if (r)
return false;
si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
+ db_shader_control =
+ sctx->ps_shader.cso->db_shader_control |
+ S_02880C_KILL_ENABLE(si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS) |
+ S_02880C_Z_ORDER(sctx->ps_shader.current->z_order);
+
if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs) ||
sctx->sprite_coord_enable != rs->sprite_coord_enable ||
sctx->flatshade != rs->flatshade) {