switch (location) {
case SYSTEM_VALUE_BASE_VERTEX:
reg->reg_offset = 0;
- vs_prog_data->uses_vertexid = true;
+ vs_prog_data->uses_basevertex = true;
+ break;
+ case SYSTEM_VALUE_BASE_INSTANCE:
+ reg->reg_offset = 1;
+ vs_prog_data->uses_baseinstance = true;
break;
case SYSTEM_VALUE_VERTEX_ID:
+ unreachable("should have been lowered");
case SYSTEM_VALUE_VERTEX_ID_ZERO_BASE:
reg->reg_offset = 2;
vs_prog_data->uses_vertexid = true;
reg->reg_offset = 3;
vs_prog_data->uses_instanceid = true;
break;
+ case SYSTEM_VALUE_DRAW_ID:
+ if (nir->info.system_values_read &
+ (BITFIELD64_BIT(SYSTEM_VALUE_BASE_VERTEX) |
+ BITFIELD64_BIT(SYSTEM_VALUE_BASE_INSTANCE) |
+ BITFIELD64_BIT(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) |
+ BITFIELD64_BIT(SYSTEM_VALUE_INSTANCE_ID)))
+ reg->nr += 4;
+ reg->reg_offset = 0;
+ vs_prog_data->uses_drawid = true;
+ break;
default:
unreachable("not reached");
}
const struct brw_vue_map *vue_map = &vue_prog_data->vue_map;
bool flush;
fs_reg sources[8];
+ fs_reg urb_handle;
+
+ if (stage == MESA_SHADER_TESS_EVAL)
+ urb_handle = fs_reg(retype(brw_vec8_grf(4, 0), BRW_REGISTER_TYPE_UD));
+ else
+ urb_handle = fs_reg(retype(brw_vec8_grf(1, 0), BRW_REGISTER_TYPE_UD));
/* If we don't have any valid slots to write, just do a minimal urb write
* send to terminate the shader. This includes 1 slot of undefined data,
*/
if (vue_map->slots_valid == 0) {
fs_reg payload = fs_reg(VGRF, alloc.allocate(2), BRW_REGISTER_TYPE_UD);
- bld.exec_all().MOV(payload, fs_reg(retype(brw_vec8_grf(1, 0),
- BRW_REGISTER_TYPE_UD)));
+ bld.exec_all().MOV(payload, urb_handle);
fs_inst *inst = bld.emit(SHADER_OPCODE_URB_WRITE_SIMD8, reg_undef, payload);
inst->eot = true;
ralloc_array(mem_ctx, fs_reg, length + header_size);
fs_reg payload = fs_reg(VGRF, alloc.allocate(length + header_size),
BRW_REGISTER_TYPE_F);
- payload_sources[0] =
- fs_reg(retype(brw_vec8_grf(1, 0), BRW_REGISTER_TYPE_UD));
+ payload_sources[0] = urb_handle;
if (opcode == SHADER_OPCODE_URB_WRITE_SIMD8_PER_SLOT)
payload_sources[1] = per_slot_offsets;
header_size);
fs_inst *inst = abld.emit(opcode, reg_undef, payload);
- inst->eot = last && stage == MESA_SHADER_VERTEX;
+ inst->eot = last && stage != MESA_SHADER_GEOMETRY;
inst->mlen = length + header_size;
inst->offset = urb_offset;
urb_offset = starting_urb_offset + slot + 1;
fs_visitor::emit_barrier()
{
assert(devinfo->gen >= 7);
+ const uint32_t barrier_id_mask =
+ devinfo->gen >= 9 ? 0x8f000000u : 0x0f000000u;
/* We are getting the barrier ID from the compute shader header */
assert(stage == MESA_SHADER_COMPUTE);
/* Copy bits 27:24 of r0.2 (barrier id) to the message payload reg.2 */
fs_reg r0_2 = fs_reg(retype(brw_vec1_grf(0, 2), BRW_REGISTER_TYPE_UD));
- pbld.AND(component(payload, 2), r0_2, brw_imm_ud(0x0f000000u));
+ pbld.AND(component(payload, 2), r0_2, brw_imm_ud(barrier_id_mask));
/* Emit a gateway "barrier" message using the payload we set up, followed
* by a wait instruction.
struct gl_program *prog,
const nir_shader *shader,
unsigned dispatch_width,
- int shader_time_index)
+ int shader_time_index,
+ const struct brw_vue_map *input_vue_map)
: backend_shader(compiler, log_data, mem_ctx, shader, prog_data),
key(key), gs_compile(NULL), prog_data(prog_data), prog(prog),
+ input_vue_map(input_vue_map),
dispatch_width(dispatch_width),
shader_time_index(shader_time_index),
bld(fs_builder(this, dispatch_width).at_end())
case MESA_SHADER_VERTEX:
key_tex = &((const brw_vs_prog_key *) key)->tex;
break;
+ case MESA_SHADER_TESS_EVAL:
+ key_tex = &((const brw_tes_prog_key *) key)->tex;
+ break;
case MESA_SHADER_GEOMETRY:
key_tex = &((const brw_gs_prog_key *) key)->tex;
break;
this->spilled_any_registers = false;
this->do_dual_src = false;
-
- if (dispatch_width == 8)
- this->param_size = rzalloc_array(mem_ctx, int, stage_prog_data->nr_params);
}
fs_visitor::~fs_visitor()