*/
#include "si_build_pm4.h"
-#include "gfx9d.h"
+#include "sid.h"
#include "compiler/nir/nir_serialize.h"
#include "tgsi/tgsi_parse.h"
static void *si_get_shader_binary(struct si_shader *shader)
{
/* There is always a size of data followed by the data itself. */
- unsigned relocs_size = shader->binary.reloc_count *
- sizeof(shader->binary.relocs[0]);
- unsigned disasm_size = shader->binary.disasm_string ?
- strlen(shader->binary.disasm_string) + 1 : 0;
unsigned llvm_ir_size = shader->binary.llvm_ir_string ?
strlen(shader->binary.llvm_ir_string) + 1 : 0;
+
+ /* Refuse to allocate overly large buffers and guard against integer
+ * overflow. */
+ if (shader->binary.elf_size > UINT_MAX / 4 ||
+ llvm_ir_size > UINT_MAX / 4)
+ return NULL;
+
unsigned size =
4 + /* total size */
4 + /* CRC32 of the data below */
align(sizeof(shader->config), 4) +
align(sizeof(shader->info), 4) +
- 4 + align(shader->binary.code_size, 4) +
- 4 + align(shader->binary.rodata_size, 4) +
- 4 + align(relocs_size, 4) +
- 4 + align(disasm_size, 4) +
+ 4 + align(shader->binary.elf_size, 4) +
4 + align(llvm_ir_size, 4);
void *buffer = CALLOC(1, size);
uint32_t *ptr = (uint32_t*)buffer;
ptr = write_data(ptr, &shader->config, sizeof(shader->config));
ptr = write_data(ptr, &shader->info, sizeof(shader->info));
- ptr = write_chunk(ptr, shader->binary.code, shader->binary.code_size);
- ptr = write_chunk(ptr, shader->binary.rodata, shader->binary.rodata_size);
- ptr = write_chunk(ptr, shader->binary.relocs, relocs_size);
- ptr = write_chunk(ptr, shader->binary.disasm_string, disasm_size);
+ ptr = write_chunk(ptr, shader->binary.elf_buffer, shader->binary.elf_size);
ptr = write_chunk(ptr, shader->binary.llvm_ir_string, llvm_ir_size);
assert((char *)ptr - (char *)buffer == size);
uint32_t size = *ptr++;
uint32_t crc32 = *ptr++;
unsigned chunk_size;
+ unsigned elf_size;
if (util_hash_crc32(ptr, size - 8) != crc32) {
fprintf(stderr, "radeonsi: binary shader has invalid CRC32\n");
ptr = read_data(ptr, &shader->config, sizeof(shader->config));
ptr = read_data(ptr, &shader->info, sizeof(shader->info));
- ptr = read_chunk(ptr, (void**)&shader->binary.code,
- &shader->binary.code_size);
- ptr = read_chunk(ptr, (void**)&shader->binary.rodata,
- &shader->binary.rodata_size);
- ptr = read_chunk(ptr, (void**)&shader->binary.relocs, &chunk_size);
- shader->binary.reloc_count = chunk_size / sizeof(shader->binary.relocs[0]);
- ptr = read_chunk(ptr, (void**)&shader->binary.disasm_string, &chunk_size);
+ ptr = read_chunk(ptr, (void**)&shader->binary.elf_buffer,
+ &elf_size);
+ shader->binary.elf_size = elf_size;
ptr = read_chunk(ptr, (void**)&shader->binary.llvm_ir_string, &chunk_size);
return true;
unsigned vgpr_comp_cnt;
uint64_t va;
- assert(sscreen->info.chip_class <= VI);
+ assert(sscreen->info.chip_class <= GFX8);
pm4 = si_get_shader_pm4_state(shader);
if (!pm4)
S_00B428_FLOAT_MODE(shader->config.float_mode) |
S_00B428_LS_VGPR_COMP_CNT(ls_vgpr_comp_cnt));
- if (sscreen->info.chip_class <= VI) {
+ if (sscreen->info.chip_class <= GFX8) {
si_pm4_set_reg(pm4, R_00B42C_SPI_SHADER_PGM_RSRC2_HS,
shader->config.rsrc2);
}
shader->vgt_vertex_reuse_block_cntl);
if (initial_cdw != sctx->gfx_cs->current.cdw)
- sctx->context_roll_counter++;
+ sctx->context_roll = true;
}
static void si_shader_es(struct si_screen *sscreen, struct si_shader *shader)
uint64_t va;
unsigned oc_lds_en;
- assert(sscreen->info.chip_class <= VI);
+ assert(sscreen->info.chip_class <= GFX8);
pm4 = si_get_shader_pm4_state(shader);
if (!pm4)
return prim_conv[mode];
}
-struct gfx9_gs_info {
- unsigned es_verts_per_subgroup;
- unsigned gs_prims_per_subgroup;
- unsigned gs_inst_prims_in_subgroup;
- unsigned max_prims_per_subgroup;
- unsigned lds_size;
-};
-
-static void gfx9_get_gs_info(struct si_shader_selector *es,
- struct si_shader_selector *gs,
- struct gfx9_gs_info *out)
+void gfx9_get_gs_info(struct si_shader_selector *es,
+ struct si_shader_selector *gs,
+ struct gfx9_gs_info *out)
{
unsigned gs_num_invocations = MAX2(gs->gs_num_invocations, 1);
unsigned input_prim = gs->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
out->gs_inst_prims_in_subgroup = gs_prims * gs_num_invocations;
out->max_prims_per_subgroup = out->gs_inst_prims_in_subgroup *
gs->gs_max_out_vertices;
- out->lds_size = align(esgs_lds_size, 128) / 128;
+ out->esgs_ring_size = 4 * esgs_lds_size;
assert(out->max_prims_per_subgroup <= max_out_prims);
}
}
if (initial_cdw != sctx->gfx_cs->current.cdw)
- sctx->context_roll_counter++;
+ sctx->context_roll = true;
}
static void si_shader_gs(struct si_screen *sscreen, struct si_shader *shader)
unsigned input_prim = sel->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
unsigned es_type = shader->key.part.gs.es->type;
unsigned es_vgpr_comp_cnt, gs_vgpr_comp_cnt;
- struct gfx9_gs_info gs_info;
if (es_type == PIPE_SHADER_VERTEX)
/* VGPR0-3: (VertexID, InstanceID / StepRate0, ...) */
else
num_user_sgprs = GFX9_TESGS_NUM_USER_SGPR;
- gfx9_get_gs_info(shader->key.part.gs.es, sel, &gs_info);
-
si_pm4_set_reg(pm4, R_00B210_SPI_SHADER_PGM_LO_ES, va >> 8);
si_pm4_set_reg(pm4, R_00B214_SPI_SHADER_PGM_HI_ES, S_00B214_MEM_BASE(va >> 40));
S_00B22C_USER_SGPR_MSB(num_user_sgprs >> 5) |
S_00B22C_ES_VGPR_COMP_CNT(es_vgpr_comp_cnt) |
S_00B22C_OC_LDS_EN(es_type == PIPE_SHADER_TESS_EVAL) |
- S_00B22C_LDS_SIZE(gs_info.lds_size) |
+ S_00B22C_LDS_SIZE(shader->config.lds_size) |
S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
shader->ctx_reg.gs.vgt_gs_onchip_cntl =
- S_028A44_ES_VERTS_PER_SUBGRP(gs_info.es_verts_per_subgroup) |
- S_028A44_GS_PRIMS_PER_SUBGRP(gs_info.gs_prims_per_subgroup) |
- S_028A44_GS_INST_PRIMS_IN_SUBGRP(gs_info.gs_inst_prims_in_subgroup);
+ S_028A44_ES_VERTS_PER_SUBGRP(shader->gs_info.es_verts_per_subgroup) |
+ S_028A44_GS_PRIMS_PER_SUBGRP(shader->gs_info.gs_prims_per_subgroup) |
+ S_028A44_GS_INST_PRIMS_IN_SUBGRP(shader->gs_info.gs_inst_prims_in_subgroup);
shader->ctx_reg.gs.vgt_gs_max_prims_per_subgroup =
- S_028A94_MAX_PRIMS_PER_SUBGROUP(gs_info.max_prims_per_subgroup);
+ S_028A94_MAX_PRIMS_PER_SUBGROUP(shader->gs_info.max_prims_per_subgroup);
shader->ctx_reg.gs.vgt_esgs_ring_itemsize =
shader->key.part.gs.es->esgs_itemsize / 4;
SI_TRACKED_VGT_PRIMITIVEID_EN,
shader->ctx_reg.vs.vgt_primitiveid_en);
- if (sctx->chip_class <= VI) {
+ if (sctx->chip_class <= GFX8) {
radeon_opt_set_context_reg(sctx, R_028AB4_VGT_REUSE_OFF,
SI_TRACKED_VGT_REUSE_OFF,
shader->ctx_reg.vs.vgt_reuse_off);
shader->vgt_vertex_reuse_block_cntl);
if (initial_cdw != sctx->gfx_cs->current.cdw)
- sctx->context_roll_counter++;
+ sctx->context_roll = true;
}
/**
shader->ctx_reg.vs.vgt_primitiveid_en = 0;
}
- if (sscreen->info.chip_class <= VI) {
+ if (sscreen->info.chip_class <= GFX8) {
/* Reuse needs to be set off if we write oViewport. */
shader->ctx_reg.vs.vgt_reuse_off =
S_028AB4_REUSE_OFF(info->writes_viewport_index);
shader->ctx_reg.ps.cb_shader_mask);
if (initial_cdw != sctx->gfx_cs->current.cdw)
- sctx->context_roll_counter++;
+ sctx->context_roll = true;
}
static void si_shader_ps(struct si_shader *shader)
return PIPE_FUNC_ALWAYS;
}
-static void si_shader_selector_key_vs(struct si_context *sctx,
- struct si_shader_selector *vs,
- struct si_shader_key *key,
- struct si_vs_prolog_bits *prolog_key)
+void si_shader_selector_key_vs(struct si_context *sctx,
+ struct si_shader_selector *vs,
+ struct si_shader_key *key,
+ struct si_vs_prolog_bits *prolog_key)
{
if (!sctx->vertex_elements ||
vs->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS])
return;
- prolog_key->instance_divisor_is_one =
- sctx->vertex_elements->instance_divisor_is_one;
- prolog_key->instance_divisor_is_fetched =
- sctx->vertex_elements->instance_divisor_is_fetched;
+ struct si_vertex_elements *elts = sctx->vertex_elements;
+
+ prolog_key->instance_divisor_is_one = elts->instance_divisor_is_one;
+ prolog_key->instance_divisor_is_fetched = elts->instance_divisor_is_fetched;
+ prolog_key->unpack_instance_id_from_vertex_id =
+ sctx->prim_discard_cs_instancing;
/* Prefer a monolithic shader to allow scheduling divisions around
* VBO loads. */
if (prolog_key->instance_divisor_is_fetched)
key->opt.prefer_mono = 1;
- unsigned count = MIN2(vs->info.num_inputs,
- sctx->vertex_elements->count);
- memcpy(key->mono.vs_fix_fetch, sctx->vertex_elements->fix_fetch, count);
+ unsigned count = MIN2(vs->info.num_inputs, elts->count);
+ unsigned count_mask = (1 << count) - 1;
+ unsigned fix = elts->fix_fetch_always & count_mask;
+ unsigned opencode = elts->fix_fetch_opencode & count_mask;
+
+ if (sctx->vertex_buffer_unaligned & elts->vb_alignment_check_mask) {
+ uint32_t mask = elts->fix_fetch_unaligned & count_mask;
+ while (mask) {
+ unsigned i = u_bit_scan(&mask);
+ unsigned log_hw_load_size = 1 + ((elts->hw_load_is_dword >> i) & 1);
+ unsigned vbidx = elts->vertex_buffer_index[i];
+ struct pipe_vertex_buffer *vb = &sctx->vertex_buffer[vbidx];
+ unsigned align_mask = (1 << log_hw_load_size) - 1;
+ if (vb->buffer_offset & align_mask ||
+ vb->stride & align_mask) {
+ fix |= 1 << i;
+ opencode |= 1 << i;
+ }
+ }
+ }
+
+ while (fix) {
+ unsigned i = u_bit_scan(&fix);
+ key->mono.vs_fix_fetch[i].bits = elts->fix_fetch[i];
+ }
+ key->mono.vs_fetch_opencode = opencode;
}
static void si_shader_selector_key_hw_vs(struct si_context *sctx,
blend && blend->alpha_to_coverage)
key->part.ps.epilog.spi_shader_col_format |= V_028710_SPI_SHADER_32_AR;
- /* On SI and CIK except Hawaii, the CB doesn't clamp outputs
+ /* On GFX6 and GFX7 except Hawaii, the CB doesn't clamp outputs
* to the range supported by the type if a channel has less
* than 16 bits and the export format is 16_ABGR.
*/
- if (sctx->chip_class <= CIK && sctx->family != CHIP_HAWAII) {
+ if (sctx->chip_class <= GFX7 && sctx->family != CHIP_HAWAII) {
key->part.ps.epilog.color_is_int8 = sctx->framebuffer.color_is_int8;
key->part.ps.epilog.color_is_int10 = sctx->framebuffer.color_is_int10;
}
struct si_screen *sscreen = sel->screen;
struct ac_llvm_compiler *compiler;
struct pipe_debug_callback *debug = &shader->compiler_ctx_state.debug;
- int r;
if (thread_index >= 0) {
if (low_priority) {
compiler = shader->compiler_ctx_state.compiler;
}
- r = si_shader_create(sscreen, compiler, shader, debug);
- if (unlikely(r)) {
- PRINT_ERR("Failed to build shader variant (type=%u) %d\n",
- sel->type, r);
+ if (unlikely(!si_shader_create(sscreen, compiler, shader, debug))) {
+ PRINT_ERR("Failed to build shader variant (type=%u)\n",
+ sel->type);
shader->compilation_failed = true;
return;
}
return true;
}
-/* Select the hw shader variant depending on the current state. */
-static int si_shader_select_with_key(struct si_screen *sscreen,
- struct si_shader_ctx_state *state,
- struct si_compiler_ctx_state *compiler_state,
- struct si_shader_key *key,
- int thread_index)
+/**
+ * Select a shader variant according to the shader key.
+ *
+ * \param optimized_or_none If the key describes an optimized shader variant and
+ * the compilation isn't finished, don't select any
+ * shader and return an error.
+ */
+int si_shader_select_with_key(struct si_screen *sscreen,
+ struct si_shader_ctx_state *state,
+ struct si_compiler_ctx_state *compiler_state,
+ struct si_shader_key *key,
+ int thread_index,
+ bool optimized_or_none)
{
struct si_shader_selector *sel = state->cso;
struct si_shader_selector *previous_stage_sel = NULL;
memcmp(¤t->key, key, sizeof(*key)) == 0)) {
if (unlikely(!util_queue_fence_is_signalled(¤t->ready))) {
if (current->is_optimized) {
+ if (optimized_or_none)
+ return -1;
+
memset(&key->opt, 0, sizeof(key->opt));
goto current_not_ready;
}
* shader so as not to cause a stall due to compilation.
*/
if (iter->is_optimized) {
+ if (optimized_or_none)
+ return -1;
memset(&key->opt, 0, sizeof(key->opt));
goto again;
}
util_queue_fence_wait(&previous_stage_sel->ready);
}
- /* Compile the main shader part if it doesn't exist. This can happen
- * if the initial guess was wrong. */
bool is_pure_monolithic =
sscreen->use_monolithic_shaders ||
memcmp(&key->mono, &zeroed.mono, sizeof(key->mono)) != 0;
- if (!is_pure_monolithic) {
+ /* Compile the main shader part if it doesn't exist. This can happen
+ * if the initial guess was wrong.
+ *
+ * The prim discard CS doesn't need the main shader part.
+ */
+ if (!is_pure_monolithic &&
+ !key->opt.vs_as_prim_discard_cs) {
bool ok;
/* Make sure the main shader part is present. This is needed
is_pure_monolithic ||
memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0;
+ /* The prim discard CS is always optimized. */
shader->is_optimized =
- !is_pure_monolithic &&
- memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0;
+ (!is_pure_monolithic || key->opt.vs_as_prim_discard_cs) &&
+ memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0;
/* If it's an optimized shader, compile it asynchronously. */
- if (shader->is_optimized &&
- !is_pure_monolithic &&
- thread_index < 0) {
+ if (shader->is_optimized && thread_index < 0) {
/* Compile it asynchronously. */
util_queue_add_job(&sscreen->shader_compiler_queue_low_priority,
shader, &shader->ready,
/* Use the default (unoptimized) shader for now. */
memset(&key->opt, 0, sizeof(key->opt));
mtx_unlock(&sel->mutex);
+
+ if (sscreen->options.sync_compile)
+ util_queue_fence_wait(&shader->ready);
+
+ if (optimized_or_none)
+ return -1;
goto again;
}
si_shader_selector_key(ctx, state->cso, &key);
return si_shader_select_with_key(sctx->screen, state, compiler_state,
- &key, -1);
+ &key, -1, false);
}
static void si_parse_next_shader_property(const struct tgsi_shader_info *info,
assert(thread_index < ARRAY_SIZE(sscreen->compiler));
compiler = &sscreen->compiler[thread_index];
+ if (sel->nir)
+ si_lower_nir(sel);
+
/* Compile the main shader part for use with a prolog and/or epilog.
* If this fails, the driver will try to compile a monolithic shader
* on demand.
if (ir_binary &&
si_shader_cache_load_shader(sscreen, ir_binary, shader)) {
mtx_unlock(&sscreen->shader_cache_mutex);
- si_shader_dump_stats_for_shader_db(shader, debug);
+ si_shader_dump_stats_for_shader_db(sscreen, shader, debug);
} else {
mtx_unlock(&sscreen->shader_cache_mutex);
util_queue_fence_init(ready_fence);
struct util_async_debug_callback async_debug;
- bool wait =
+ bool debug =
(sctx->debug.debug_message && !sctx->debug.async) ||
sctx->is_debug ||
si_can_dump_shader(sctx->screen, processor);
- if (wait) {
+ if (debug) {
u_async_debug_init(&async_debug);
compiler_ctx_state->debug = async_debug.base;
}
util_queue_add_job(&sctx->screen->shader_compiler_queue, job,
ready_fence, execute, NULL);
- if (wait) {
+ if (debug) {
util_queue_fence_wait(ready_fence);
u_async_debug_drain(&async_debug, &sctx->debug);
u_async_debug_cleanup(&async_debug);
}
+
+ if (sctx->screen->options.sync_compile)
+ util_queue_fence_wait(ready_fence);
}
/* Return descriptor slot usage masks from the given shader info. */
sel->nir = state->ir.nir;
+ si_nir_opts(sel->nir);
si_nir_scan_shader(sel->nir, &sel->info);
si_nir_scan_tess_ctrl(sel->nir, &sel->tcs_info);
-
- si_lower_nir(sel);
}
sel->type = sel->info.processor;
sel->info.uses_kill &&
sctx->screen->debug_flags & DBG(FS_CORRECT_DERIVS_AFTER_KILL);
+ sel->prim_discard_cs_allowed =
+ sel->type == PIPE_SHADER_VERTEX &&
+ !sel->info.uses_bindless_images &&
+ !sel->info.uses_bindless_samplers &&
+ !sel->info.writes_memory &&
+ !sel->info.writes_viewport_index &&
+ !sel->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION] &&
+ !sel->so.num_outputs;
+
/* Set which opcode uses which (i,j) pair. */
if (sel->info.uses_persp_opcode_interp_centroid)
sel->info.uses_persp_centroid = true;
switch (shader->selector->type) {
case PIPE_SHADER_VERTEX:
if (shader->key.as_ls) {
- assert(sctx->chip_class <= VI);
+ assert(sctx->chip_class <= GFX8);
si_pm4_delete_state(sctx, ls, shader->pm4);
} else if (shader->key.as_es) {
- assert(sctx->chip_class <= VI);
+ assert(sctx->chip_class <= GFX8);
si_pm4_delete_state(sctx, es, shader->pm4);
} else {
si_pm4_delete_state(sctx, vs, shader->pm4);
break;
case PIPE_SHADER_TESS_EVAL:
if (shader->key.as_es) {
- assert(sctx->chip_class <= VI);
+ assert(sctx->chip_class <= GFX8);
si_pm4_delete_state(sctx, es, shader->pm4);
} else {
si_pm4_delete_state(sctx, vs, shader->pm4);
unsigned j, offset, ps_input_cntl = 0;
if (interpolate == TGSI_INTERPOLATE_CONSTANT ||
- (interpolate == TGSI_INTERPOLATE_COLOR && sctx->flatshade))
+ (interpolate == TGSI_INTERPOLATE_COLOR && sctx->flatshade) ||
+ name == TGSI_SEMANTIC_PRIMID)
ps_input_cntl |= S_028644_FLAT_SHADE(1);
if (name == TGSI_SEMANTIC_PCOORD ||
sctx->tracked_regs.spi_ps_input_cntl, num_interp);
if (initial_cdw != sctx->gfx_cs->current.cdw)
- sctx->context_roll_counter++;
+ sctx->context_roll = true;
}
/**
unsigned num_se = sctx->screen->info.max_se;
unsigned wave_size = 64;
unsigned max_gs_waves = 32 * num_se; /* max 32 per SE on GCN */
- /* On SI-CI, the value comes from VGT_GS_VERTEX_REUSE = 16.
- * On VI+, the value comes from VGT_VERTEX_REUSE_BLOCK_CNTL = 30 (+2).
+ /* On GFX6-GFX7, the value comes from VGT_GS_VERTEX_REUSE = 16.
+ * On GFX8+, the value comes from VGT_VERTEX_REUSE_BLOCK_CNTL = 30 (+2).
*/
- unsigned gs_vertex_reuse = (sctx->chip_class >= VI ? 32 : 16) * num_se;
+ unsigned gs_vertex_reuse = (sctx->chip_class >= GFX8 ? 32 : 16) * num_se;
unsigned alignment = 256 * num_se;
/* The maximum size is 63.999 MB per SE. */
unsigned max_size = ((unsigned)(63.999 * 1024 * 1024) & ~255) * num_se;
*
* GFX9 doesn't have the ESGS ring.
*/
- bool update_esgs = sctx->chip_class <= VI &&
+ bool update_esgs = sctx->chip_class <= GFX8 &&
esgs_ring_size &&
(!sctx->esgs_ring ||
sctx->esgs_ring->width0 < esgs_ring_size);
if (!pm4)
return false;
- if (sctx->chip_class >= CIK) {
+ if (sctx->chip_class >= GFX7) {
if (sctx->esgs_ring) {
- assert(sctx->chip_class <= VI);
+ assert(sctx->chip_class <= GFX8);
si_pm4_set_reg(pm4, R_030900_VGT_ESGS_RING_SIZE,
sctx->esgs_ring->width0 / 256);
}
/* Set ring bindings. */
if (sctx->esgs_ring) {
- assert(sctx->chip_class <= VI);
+ assert(sctx->chip_class <= GFX8);
si_set_ring_buffer(sctx, SI_ES_RING_ESGS,
sctx->esgs_ring, 0, sctx->esgs_ring->width0,
true, true, 4, 64, 0);
struct si_shader *shader)
{
uint64_t scratch_va = sctx->scratch_buffer->gpu_address;
- int r;
if (!shader)
return 0;
assert(sctx->scratch_buffer);
- if (shader->previous_stage)
- si_shader_apply_scratch_relocs(shader->previous_stage, scratch_va);
-
- si_shader_apply_scratch_relocs(shader, scratch_va);
-
/* Replace the shader bo with a new bo that has the relocs applied. */
- r = si_shader_binary_upload(sctx->screen, shader);
- if (r) {
+ if (!si_shader_binary_upload(sctx->screen, shader, scratch_va)) {
si_shader_unlock(shader);
- return r;
+ return -1;
}
/* Update the shader state to use the new shader bo. */
si_shader_init_pm4_state(sctx->screen, shader);
- r600_resource_reference(&shader->scratch_bo, sctx->scratch_buffer);
+ si_resource_reference(&shader->scratch_bo, sctx->scratch_buffer);
si_shader_unlock(shader);
return 1;
if (scratch_needed_size > 0) {
if (scratch_needed_size > current_scratch_buffer_size) {
/* Create a bigger scratch buffer */
- r600_resource_reference(&sctx->scratch_buffer, NULL);
+ si_resource_reference(&sctx->scratch_buffer, NULL);
sctx->scratch_buffer =
si_aligned_buffer_create(&sctx->screen->b,
si_init_config_add_vgt_flush(sctx);
- si_pm4_add_bo(sctx->init_config, r600_resource(sctx->tess_rings),
+ si_pm4_add_bo(sctx->init_config, si_resource(sctx->tess_rings),
RADEON_USAGE_READWRITE, RADEON_PRIO_SHADER_RINGS);
- uint64_t factor_va = r600_resource(sctx->tess_rings)->gpu_address +
+ uint64_t factor_va = si_resource(sctx->tess_rings)->gpu_address +
sctx->screen->tess_offchip_ring_size;
/* Append these registers to the init config state. */
- if (sctx->chip_class >= CIK) {
+ if (sctx->chip_class >= GFX7) {
si_pm4_set_reg(sctx->init_config, R_030938_VGT_TF_RING_SIZE,
S_030938_SIZE(sctx->screen->tess_factor_ring_size / 4));
si_pm4_set_reg(sctx->init_config, R_030940_VGT_TF_MEMORY_BASE,
}
/* VS as LS */
- if (sctx->chip_class <= VI) {
+ if (sctx->chip_class <= GFX8) {
r = si_shader_select(ctx, &sctx->vs_shader,
&compiler_state);
if (r)
if (sctx->gs_shader.cso) {
/* TES as ES */
- if (sctx->chip_class <= VI) {
+ if (sctx->chip_class <= GFX8) {
r = si_shader_select(ctx, &sctx->tes_shader,
&compiler_state);
if (r)
si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
}
} else if (sctx->gs_shader.cso) {
- if (sctx->chip_class <= VI) {
+ if (sctx->chip_class <= GFX8) {
/* VS as ES */
r = si_shader_select(ctx, &sctx->vs_shader,
&compiler_state);
return false;
} else {
si_pm4_bind_state(sctx, gs, NULL);
- if (sctx->chip_class <= VI)
+ if (sctx->chip_class <= GFX8)
si_pm4_bind_state(sctx, es, NULL);
}
sctx->smoothing_enabled = sctx->ps_shader.current->key.part.ps.epilog.poly_line_smoothing;
si_mark_atom_dirty(sctx, &sctx->atoms.s.msaa_config);
- if (sctx->chip_class == SI)
+ if (sctx->chip_class == GFX6)
si_mark_atom_dirty(sctx, &sctx->atoms.s.db_render_state);
if (sctx->framebuffer.nr_samples <= 1)
return false;
}
- if (sctx->chip_class >= CIK) {
+ if (sctx->chip_class >= GFX7) {
if (si_pm4_state_enabled_and_changed(sctx, ls))
sctx->prefetch_L2_mask |= SI_PREFETCH_LS;
else if (!sctx->queued.named.ls)