#include "compiler/nir/nir_serialize.h"
#include "nir/tgsi_to_nir.h"
-#include "tgsi/tgsi_parse.h"
#include "util/hash_table.h"
#include "util/crc32.h"
#include "util/u_async_debug.h"
unsigned ir_size;
void *ir_binary;
- if (sel->tokens) {
- ir_binary = sel->tokens;
- ir_size = tgsi_num_tokens(sel->tokens) *
- sizeof(struct tgsi_token);
- } else if (sel->nir_binary) {
+ if (sel->nir_binary) {
ir_binary = sel->nir_binary;
ir_size = sel->nir_size;
} else {
shader->ctx_reg.ngg.vgt_primitiveid_en =
S_028A84_PRIMITIVEID_EN(es_enable_prim_id) |
- S_028A84_NGG_DISABLE_PROVOK_REUSE(es_enable_prim_id);
+ S_028A84_NGG_DISABLE_PROVOK_REUSE(shader->key.mono.u.vs_export_prim_id ||
+ gs_sel->info.writes_primid);
if (gs_type == PIPE_SHADER_GEOMETRY) {
shader->ctx_reg.ngg.vgt_esgs_ring_itemsize = es_sel->esgs_itemsize / 4;
SI_TRACKED_VGT_VERTEX_REUSE_BLOCK_CNTL,
shader->vgt_vertex_reuse_block_cntl);
- if (initial_cdw != sctx->gfx_cs->current.cdw)
- sctx->context_roll = true;
-
/* Required programming for tessellation. (legacy pipeline only) */
if (sctx->chip_class == GFX10 &&
shader->selector->type == PIPE_SHADER_TESS_EVAL) {
shader->pa_cl_vs_out_cntl,
SI_TRACKED_PA_CL_VS_OUT_CNTL__VS_MASK);
}
+
+ if (initial_cdw != sctx->gfx_cs->current.cdw)
+ sctx->context_roll = true;
}
/**
main_part->key.as_ngg = key->as_ngg;
main_part->is_monolithic = false;
- if (si_compile_tgsi_shader(sscreen, compiler_state->compiler,
+ if (si_compile_shader(sscreen, compiler_state->compiler,
main_part, &compiler_state->debug) != 0) {
FREE(main_part);
return false;
sel->type == PIPE_SHADER_GEOMETRY))
shader->key.as_ngg = 1;
- if (sel->tokens || sel->nir) {
+ if (sel->nir) {
si_get_ir_cache_key(sel, shader->key.as_ngg,
shader->key.as_es, ir_sha1_cache_key);
}
simple_mtx_unlock(&sscreen->shader_cache_mutex);
/* Compile the shader if it hasn't been loaded from the cache. */
- if (si_compile_tgsi_shader(sscreen, compiler, shader,
+ if (si_compile_shader(sscreen, compiler, shader,
debug) != 0) {
FREE(shader);
fprintf(stderr, "radeonsi: can't compile a main shader part\n");
sel->so = state->stream_output;
- if (state->type == PIPE_SHADER_IR_TGSI &&
- !sscreen->options.enable_nir) {
- sel->tokens = tgsi_dup_tokens(state->tokens);
- if (!sel->tokens) {
- FREE(sel);
- return NULL;
- }
-
- tgsi_scan_shader(state->tokens, &sel->info);
- tgsi_scan_tess_ctrl(state->tokens, &sel->info, &sel->tcs_info);
-
- /* Fixup for TGSI: Set which opcode uses which (i,j) pair. */
- if (sel->info.uses_persp_opcode_interp_centroid)
- sel->info.uses_persp_centroid = true;
-
- if (sel->info.uses_linear_opcode_interp_centroid)
- sel->info.uses_linear_centroid = true;
-
- if (sel->info.uses_persp_opcode_interp_offset ||
- sel->info.uses_persp_opcode_interp_sample)
- sel->info.uses_persp_center = true;
-
- if (sel->info.uses_linear_opcode_interp_offset ||
- sel->info.uses_linear_opcode_interp_sample)
- sel->info.uses_linear_center = true;
+ if (state->type == PIPE_SHADER_IR_TGSI) {
+ sel->nir = tgsi_to_nir(state->tokens, ctx->screen);
} else {
- if (state->type == PIPE_SHADER_IR_TGSI) {
- sel->nir = tgsi_to_nir(state->tokens, ctx->screen);
- } else {
- assert(state->type == PIPE_SHADER_IR_NIR);
- sel->nir = state->ir.nir;
- }
-
- si_nir_scan_shader(sel->nir, &sel->info);
- si_nir_scan_tess_ctrl(sel->nir, &sel->tcs_info);
- si_nir_adjust_driver_locations(sel->nir);
+ assert(state->type == PIPE_SHADER_IR_NIR);
+ sel->nir = state->ir.nir;
}
+ si_nir_scan_shader(sel->nir, &sel->info);
+ si_nir_scan_tess_ctrl(sel->nir, &sel->tcs_info);
+ si_nir_adjust_driver_locations(sel->nir);
+
sel->type = sel->info.processor;
p_atomic_inc(&sscreen->num_shaders_created);
si_get_active_slot_masks(&sel->info,
(sel->so.output[i].stream * 4);
}
+ sel->num_vs_inputs = sel->type == PIPE_SHADER_VERTEX &&
+ !sel->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD] ?
+ sel->info.num_inputs : 0;
+
/* The prolog is a no-op if there are no inputs. */
sel->vs_needs_prolog = sel->type == PIPE_SHADER_VERTEX &&
sel->info.num_inputs &&
sctx->flags |= SI_CONTEXT_VGT_FLUSH;
sctx->ngg = new_ngg;
- sctx->last_rast_prim = -1; /* reset this so that it gets updated */
+ sctx->last_gs_out_prim = -1; /* reset this so that it gets updated */
return true;
}
return false;
sctx->ia_multi_vgt_param_key.u.uses_gs = sel != NULL;
si_update_common_shader_state(sctx);
- sctx->last_rast_prim = -1; /* reset this so that it gets updated */
+ sctx->last_gs_out_prim = -1; /* reset this so that it gets updated */
ngg_changed = si_update_ngg(sctx);
if (ngg_changed || enable_changed)
si_update_tess_uses_prim_id(sctx);
si_update_common_shader_state(sctx);
- sctx->last_rast_prim = -1; /* reset this so that it gets updated */
+ sctx->last_gs_out_prim = -1; /* reset this so that it gets updated */
bool ngg_changed = si_update_ngg(sctx);
if (ngg_changed || enable_changed)
util_queue_fence_destroy(&sel->ready);
simple_mtx_destroy(&sel->mutex);
- free(sel->tokens);
ralloc_free(sel->nir);
free(sel->nir_binary);
free(sel);