#include "brw_shader.h"
#include "brw_state.h"
#include "program/prog_parameter.h"
+#include "nir_builder.h"
+
+static nir_shader *
+create_passthrough_tcs(const struct brw_compiler *compiler,
+ const nir_shader_compiler_options *options,
+ const struct brw_tcs_prog_key *key)
+{
+ nir_builder b;
+ nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_TESS_CTRL, options);
+ nir_shader *nir = b.shader;
+ nir_variable *var;
+ nir_intrinsic_instr *load;
+ nir_intrinsic_instr *store;
+ nir_ssa_def *zero = nir_imm_int(&b, 0);
+ nir_ssa_def *invoc_id =
+ nir_load_system_value(&b, nir_intrinsic_load_invocation_id, 0);
+
+ nir->info.inputs_read = key->outputs_written;
+ nir->info.outputs_written = key->outputs_written;
+ nir->info.tcs.vertices_out = key->input_vertices;
+ nir->info.name = ralloc_strdup(nir, "passthrough");
+ nir->num_uniforms = 8 * sizeof(uint32_t);
+
+ var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_0");
+ var->data.location = 0;
+ var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_1");
+ var->data.location = 1;
+
+ /* Write the patch URB header. */
+ for (int i = 0; i <= 1; i++) {
+ load = nir_intrinsic_instr_create(nir, nir_intrinsic_load_uniform);
+ load->num_components = 4;
+ load->src[0] = nir_src_for_ssa(zero);
+ nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
+ nir_intrinsic_set_base(load, i * 4 * sizeof(uint32_t));
+ nir_builder_instr_insert(&b, &load->instr);
+
+ store = nir_intrinsic_instr_create(nir, nir_intrinsic_store_output);
+ store->num_components = 4;
+ store->src[0] = nir_src_for_ssa(&load->dest.ssa);
+ store->src[1] = nir_src_for_ssa(zero);
+ nir_intrinsic_set_base(store, VARYING_SLOT_TESS_LEVEL_INNER - i);
+ nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW);
+ nir_builder_instr_insert(&b, &store->instr);
+ }
+
+ /* Copy inputs to outputs. */
+ uint64_t varyings = key->outputs_written;
+
+ while (varyings != 0) {
+ const int varying = ffsll(varyings) - 1;
+
+ load = nir_intrinsic_instr_create(nir,
+ nir_intrinsic_load_per_vertex_input);
+ load->num_components = 4;
+ load->src[0] = nir_src_for_ssa(invoc_id);
+ load->src[1] = nir_src_for_ssa(zero);
+ nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
+ nir_intrinsic_set_base(load, varying);
+ nir_builder_instr_insert(&b, &load->instr);
+
+ store = nir_intrinsic_instr_create(nir,
+ nir_intrinsic_store_per_vertex_output);
+ store->num_components = 4;
+ store->src[0] = nir_src_for_ssa(&load->dest.ssa);
+ store->src[1] = nir_src_for_ssa(invoc_id);
+ store->src[2] = nir_src_for_ssa(zero);
+ nir_intrinsic_set_base(store, varying);
+ nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW);
+ nir_builder_instr_insert(&b, &store->instr);
+
+ varyings &= ~BITFIELD64_BIT(varying);
+ }
+
+ nir_validate_shader(nir);
+
+ nir = brw_preprocess_nir(compiler, nir);
+
+ return nir;
+}
static void
brw_tcs_debug_recompile(struct brw_context *brw,
key->patch_outputs_written);
found |= key_debug(brw, "TES primitive mode", old_key->tes_primitive_mode,
key->tes_primitive_mode);
+ found |= key_debug(brw, "quads and equal_spacing workaround",
+ old_key->quads_workaround, key->quads_workaround);
found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
if (!found) {
{
struct gl_context *ctx = &brw->ctx;
const struct brw_compiler *compiler = brw->intelScreen->compiler;
+ const struct gen_device_info *devinfo = compiler->devinfo;
struct brw_stage_state *stage_state = &brw->tcs.base;
nir_shader *nir;
struct brw_tcs_prog_data prog_data;
*/
const nir_shader_compiler_options *options =
ctx->Const.ShaderCompilerOptions[MESA_SHADER_TESS_CTRL].NirOptions;
- nir = nir_shader_create(NULL, MESA_SHADER_TESS_CTRL, options);
- nir->num_uniforms = 2; /* both halves of the patch header */
- nir->info.outputs_written = key->outputs_written;
- nir->info.inputs_read = key->outputs_written;
- nir->info.tcs.vertices_out = key->input_vertices;
- nir->info.name = ralloc_strdup(nir, "passthrough");
+ nir = create_passthrough_tcs(compiler, options, key);
}
memset(&prog_data, 0, sizeof(prog_data));
* 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_shader *tcs = shader_prog ?
+ struct gl_linked_shader *tcs = shader_prog ?
shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL] : NULL;
- int param_count = nir->num_uniforms;
- if (!compiler->scalar_stage[MESA_SHADER_TESS_CTRL])
- param_count *= 4;
+ int param_count = nir->num_uniforms / 4;
prog_data.base.base.param =
rzalloc_array(NULL, const gl_constant_value *, param_count);
prog_data.base.base.nr_params = param_count;
if (tcs) {
+ brw_assign_common_binding_table_offsets(MESA_SHADER_TESS_CTRL, devinfo,
+ shader_prog, &tcp->program.Base,
+ &prog_data.base.base, 0);
+
prog_data.base.base.image_param =
rzalloc_array(NULL, struct brw_image_param, tcs->NumImages);
prog_data.base.base.nr_image_params = tcs->NumImages;
brw_nir_setup_glsl_uniforms(nir, shader_prog, &tcp->program.Base,
- &prog_data.base.base, false);
+ &prog_data.base.base,
+ compiler->scalar_stage[MESA_SHADER_TESS_CTRL]);
} else {
/* Upload the Patch URB Header as the first two uniforms.
* Do the annoying scrambling so the shader doesn't have to.
*/
const float **param = (const float **) prog_data.base.base.param;
static float zero = 0.0f;
- for (int i = 0; i < 4; i++) {
- param[7 - i] = &ctx->TessCtrlProgram.patch_default_outer_level[i];
- }
+ for (int i = 0; i < 8; i++)
+ param[i] = &zero;
if (key->tes_primitive_mode == GL_QUADS) {
+ for (int i = 0; i < 4; i++)
+ param[7 - i] = &ctx->TessCtrlProgram.patch_default_outer_level[i];
+
param[3] = &ctx->TessCtrlProgram.patch_default_inner_level[0];
param[2] = &ctx->TessCtrlProgram.patch_default_inner_level[1];
- param[1] = &zero;
- param[0] = &zero;
} else if (key->tes_primitive_mode == GL_TRIANGLES) {
+ for (int i = 0; i < 3; i++)
+ param[7 - i] = &ctx->TessCtrlProgram.patch_default_outer_level[i];
+
param[4] = &ctx->TessCtrlProgram.patch_default_inner_level[0];
- for (int i = 0; i < 4; i++)
- param[i] = &zero;
+ } else {
+ assert(key->tes_primitive_mode == GL_ISOLINES);
+ param[7] = &ctx->TessCtrlProgram.patch_default_outer_level[1];
+ param[6] = &ctx->TessCtrlProgram.patch_default_outer_level[0];
}
}
if (unlikely(brw->perf_debug)) {
struct brw_shader *btcs = (struct brw_shader *) tcs;
- if (btcs->compiled_once) {
- brw_tcs_debug_recompile(brw, shader_prog, key);
+ if (btcs) {
+ if (btcs->compiled_once) {
+ brw_tcs_debug_recompile(brw, shader_prog, key);
+ }
+ btcs->compiled_once = true;
}
if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
perf_debug("TCS compile took %.03f ms and stalled the GPU\n",
(get_time() - start_time) * 1000);
}
- btcs->compiled_once = true;
}
/* Scratch space is used for register spilling */
- if (prog_data.base.base.total_scratch) {
- brw_get_scratch_bo(brw, &stage_state->scratch_bo,
- prog_data.base.base.total_scratch *
- brw->max_hs_threads);
- }
+ brw_alloc_stage_scratch(brw, stage_state,
+ prog_data.base.base.total_scratch,
+ brw->max_hs_threads);
brw_upload_cache(&brw->cache, BRW_CACHE_TCS_PROG,
key, sizeof(*key),
memset(&key, 0, sizeof(key));
- key.input_vertices = ctx->TessCtrlProgram.patch_vertices;
+ if (brw->gen < 8 || !tcp)
+ key.input_vertices = ctx->TessCtrlProgram.patch_vertices;
key.outputs_written = per_vertex_slots;
key.patch_outputs_written = per_patch_slots;
* based on the domain the DS is expecting to tessellate.
*/
key.tes_primitive_mode = tep->program.PrimitiveMode;
+ key.quads_workaround = brw->gen < 9 &&
+ tep->program.PrimitiveMode == GL_QUADS &&
+ tep->program.Spacing == GL_EQUAL;
if (tcp) {
key.program_string_id = tcp->id;
/* _NEW_TEXTURE */
- brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count,
- &key.tex);
+ brw_populate_sampler_prog_key_data(ctx, prog, &key.tex);
} else {
key.outputs_written = tep->program.Base.InputsRead;
}
struct gl_tess_ctrl_program *tcp = (struct gl_tess_ctrl_program *)prog;
struct brw_tess_ctrl_program *btcp = brw_tess_ctrl_program(tcp);
+ const struct gl_linked_shader *tes =
+ shader_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
memset(&key, 0, sizeof(key));
brw_setup_tex_for_precompile(brw, &key.tex, prog);
/* Guess that the input and output patches have the same dimensionality. */
- key.input_vertices = shader_prog->TessCtrl.VerticesOut;
+ if (brw->gen < 8) {
+ key.input_vertices = shader_prog->
+ _LinkedShaders[MESA_SHADER_TESS_CTRL]->info.TessCtrl.VerticesOut;
+ }
- key.tes_primitive_mode = GL_TRIANGLES;
+ if (tes) {
+ key.tes_primitive_mode = tes->info.TessEval.PrimitiveMode;
+ key.quads_workaround = brw->gen < 9 &&
+ tes->info.TessEval.PrimitiveMode == GL_QUADS &&
+ tes->info.TessEval.Spacing == GL_EQUAL;
+ } else {
+ key.tes_primitive_mode = GL_TRIANGLES;
+ }
key.outputs_written = prog->OutputsWritten;
key.patch_outputs_written = prog->PatchOutputsWritten;