struct brw_cs_prog_key *key)
{
const struct gen_device_info *devinfo = &brw->screen->devinfo;
- struct gl_context *ctx = &brw->ctx;
const GLuint *program;
void *mem_ctx = ralloc_context(NULL);
- GLuint program_size;
struct brw_cs_prog_data prog_data;
bool start_busy = false;
double start_time = 0;
assign_cs_binding_table_offsets(devinfo, &cp->program, &prog_data);
- /* Allocate the references to the uniforms that will end up in the
- * prog_data associated with the compiled program, and which will be freed
- * by the state cache.
- */
- int param_count = cp->program.nir->num_uniforms / 4;
-
- /* The backend also sometimes add a param for the thread local id. */
- prog_data.thread_local_id_index = param_count++;
-
- /* The backend also sometimes adds params for texture size. */
- param_count += 2 * ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits;
- prog_data.base.param = rzalloc_array(NULL, uint32_t, param_count);
- prog_data.base.pull_param = rzalloc_array(NULL, uint32_t, param_count);
- prog_data.base.nr_params = param_count;
-
- brw_nir_setup_glsl_uniforms(cp->program.nir, &cp->program,&prog_data.base,
- true);
+ brw_nir_setup_glsl_uniforms(mem_ctx, cp->program.nir,
+ &cp->program, &prog_data.base, true);
if (unlikely(brw->perf_debug)) {
start_busy = (brw->batch.last_bo &&
char *error_str;
program = brw_compile_cs(brw->screen->compiler, brw, mem_ctx, key,
&prog_data, cp->program.nir, st_index,
- &program_size, &error_str);
+ &error_str);
if (program == NULL) {
cp->program.sh.data->LinkStatus = linking_failure;
ralloc_strcat(&cp->program.sh.data->InfoLog, error_str);
}
}
- const unsigned subslices = MAX2(brw->screen->subslice_total, 1);
-
- /* WaCSScratchSize:hsw
- *
- * Haswell's scratch space address calculation appears to be sparse
- * rather than tightly packed. The Thread ID has bits indicating
- * which subslice, EU within a subslice, and thread within an EU
- * it is. There's a maximum of two slices and two subslices, so these
- * can be stored with a single bit. Even though there are only 10 EUs
- * per subslice, this is stored in 4 bits, so there's an effective
- * maximum value of 16 EUs. Similarly, although there are only 7
- * threads per EU, this is stored in a 3 bit number, giving an effective
- * maximum value of 8 threads per EU.
- *
- * This means that we need to use 16 * 8 instead of 10 * 7 for the
- * number of threads per subslice.
- */
- const unsigned scratch_ids_per_subslice =
- devinfo->is_haswell ? 16 * 8 : devinfo->max_cs_threads;
-
- brw_alloc_stage_scratch(brw, &brw->cs.base,
- prog_data.base.total_scratch,
- scratch_ids_per_subslice * subslices);
+ brw_alloc_stage_scratch(brw, &brw->cs.base, prog_data.base.total_scratch);
+ /* The param and pull_param arrays will be freed by the shader cache. */
+ ralloc_steal(NULL, prog_data.base.param);
+ ralloc_steal(NULL, prog_data.base.pull_param);
brw_upload_cache(&brw->cache, BRW_CACHE_CS_PROG,
key, sizeof(*key),
- program, program_size,
+ program, prog_data.base.program_size,
&prog_data, sizeof(prog_data),
&brw->cs.base.prog_offset, &brw->cs.base.prog_data);
ralloc_free(mem_ctx);