#include "brw_gs.h"
#include "brw_context.h"
-#include "brw_vec4_gs_visitor.h"
#include "brw_state.h"
#include "brw_ff_gs.h"
-#include "brw_nir.h"
+#include "compiler/brw_nir.h"
#include "brw_program.h"
#include "compiler/glsl/ir_uniform.h"
static void
-brw_gs_debug_recompile(struct brw_context *brw,
- struct gl_shader_program *shader_prog,
+brw_gs_debug_recompile(struct brw_context *brw, struct gl_program *prog,
const struct brw_gs_prog_key *key)
{
- struct brw_cache_item *c = NULL;
- const struct brw_gs_prog_key *old_key = NULL;
- bool found = false;
-
- perf_debug("Recompiling geometry shader for program %d\n",
- shader_prog->Name);
-
- for (unsigned int i = 0; i < brw->cache.size; i++) {
- for (c = brw->cache.items[i]; c; c = c->next) {
- if (c->cache_id == BRW_CACHE_GS_PROG) {
- old_key = c->key;
+ perf_debug("Recompiling geometry shader for program %d\n", prog->Id);
- if (old_key->program_string_id == key->program_string_id)
- break;
- }
- }
- if (c)
- break;
- }
+ bool found = false;
+ const struct brw_gs_prog_key *old_key =
+ brw_find_previous_compile(&brw->cache, BRW_CACHE_GS_PROG,
+ key->program_string_id);
- if (!c) {
+ if (!old_key) {
perf_debug(" Didn't find previous compile in the shader cache for "
"debug\n");
return;
static void
assign_gs_binding_table_offsets(const struct gen_device_info *devinfo,
- const struct gl_shader_program *shader_prog,
const struct gl_program *prog,
struct brw_gs_prog_data *prog_data)
{
*/
uint32_t reserved = devinfo->gen == 6 ? BRW_MAX_SOL_BINDINGS : 0;
- brw_assign_common_binding_table_offsets(MESA_SHADER_GEOMETRY, devinfo,
- shader_prog, prog,
- &prog_data->base.base,
- reserved);
+ brw_assign_common_binding_table_offsets(devinfo, prog,
+ &prog_data->base.base, reserved);
}
-bool
+static bool
brw_codegen_gs_prog(struct brw_context *brw,
- struct gl_shader_program *prog,
struct brw_program *gp,
struct brw_gs_prog_key *key)
{
memset(&prog_data, 0, sizeof(prog_data));
- assign_gs_binding_table_offsets(devinfo, prog, &gp->program, &prog_data);
+ assign_gs_binding_table_offsets(devinfo, &gp->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
* padding around uniform values below vec4 size, so the worst case is that
* every uniform is a float which gets padded to the size of a vec4.
*/
- struct gl_linked_shader *gs = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
- struct brw_shader *bgs = (struct brw_shader *) gs;
int param_count = gp->program.nir->num_uniforms / 4;
prog_data.base.base.param =
prog_data.base.base.pull_param =
rzalloc_array(NULL, const gl_constant_value *, param_count);
prog_data.base.base.image_param =
- rzalloc_array(NULL, struct brw_image_param, gs->NumImages);
+ rzalloc_array(NULL, struct brw_image_param,
+ gp->program.info.num_images);
prog_data.base.base.nr_params = param_count;
- prog_data.base.base.nr_image_params = gs->NumImages;
+ prog_data.base.base.nr_image_params = gp->program.info.num_images;
- brw_nir_setup_glsl_uniforms(gp->program.nir, prog, &gp->program,
+ brw_nir_setup_glsl_uniforms(gp->program.nir, &gp->program,
&prog_data.base.base,
compiler->scalar_stage[MESA_SHADER_GEOMETRY]);
uint64_t outputs_written = gp->program.info.outputs_written;
- prog_data.base.cull_distance_mask =
- ((1 << gp->program.CullDistanceArraySize) - 1) <<
- gp->program.ClipDistanceArraySize;
-
brw_compute_vue_map(devinfo,
&prog_data.base.vue_map, outputs_written,
- prog->SeparateShader);
-
- if (unlikely(INTEL_DEBUG & DEBUG_GS))
- brw_dump_ir("geometry", prog, gs, NULL);
+ gp->program.info.separate_shader);
int st_index = -1;
if (INTEL_DEBUG & DEBUG_SHADER_TIME)
- st_index = brw_get_shader_time_index(brw, prog, NULL, ST_GS);
+ st_index = brw_get_shader_time_index(brw, &gp->program, ST_GS, true);
if (unlikely(brw->perf_debug)) {
- start_busy = brw->batch.last_bo && drm_intel_bo_busy(brw->batch.last_bo);
+ start_busy = brw->batch.last_bo && brw_bo_busy(brw->batch.last_bo);
start_time = get_time();
}
char *error_str;
const unsigned *program =
brw_compile_gs(brw->screen->compiler, brw, mem_ctx, key,
- &prog_data, gs->Program->nir, prog,
+ &prog_data, gp->program.nir, &gp->program,
st_index, &program_size, &error_str);
if (program == NULL) {
- ralloc_strcat(&prog->InfoLog, error_str);
+ ralloc_strcat(&gp->program.sh.data->InfoLog, error_str);
_mesa_problem(NULL, "Failed to compile geometry shader: %s\n", error_str);
ralloc_free(mem_ctx);
}
if (unlikely(brw->perf_debug)) {
- if (bgs->compiled_once) {
- brw_gs_debug_recompile(brw, prog, key);
+ if (gp->compiled_once) {
+ brw_gs_debug_recompile(brw, &gp->program, key);
}
- if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
+ if (start_busy && !brw_bo_busy(brw->batch.last_bo)) {
perf_debug("GS compile took %.03f ms and stalled the GPU\n",
(get_time() - start_time) * 1000);
}
- bgs->compiled_once = true;
+ gp->compiled_once = true;
}
/* Scratch space is used for register spilling */
void
brw_upload_gs_prog(struct brw_context *brw)
{
- struct gl_context *ctx = &brw->ctx;
- struct gl_shader_program **current = ctx->_Shader->CurrentProgram;
struct brw_stage_state *stage_state = &brw->gs.base;
struct brw_gs_prog_key key;
/* BRW_NEW_GEOMETRY_PROGRAM */
&key, sizeof(key),
&stage_state->prog_offset,
&brw->gs.base.prog_data)) {
- bool success = brw_codegen_gs_prog(brw, current[MESA_SHADER_GEOMETRY],
- gp, &key);
+ bool success = brw_codegen_gs_prog(brw, gp, &key);
assert(success);
(void)success;
}
}
bool
-brw_gs_precompile(struct gl_context *ctx,
- struct gl_shader_program *shader_prog,
- struct gl_program *prog)
+brw_gs_precompile(struct gl_context *ctx, struct gl_program *prog)
{
struct brw_context *brw = brw_context(ctx);
struct brw_gs_prog_key key;
brw_setup_tex_for_precompile(brw, &key.tex, prog);
key.program_string_id = bgp->id;
- success = brw_codegen_gs_prog(brw, shader_prog, bgp, &key);
+ success = brw_codegen_gs_prog(brw, bgp, &key);
brw->gs.base.prog_offset = old_prog_offset;
brw->gs.base.prog_data = old_prog_data;