#include "brw_context.h"
#include "brw_nir.h"
#include "brw_program.h"
-#include "brw_shader.h"
#include "brw_state.h"
#include "program/prog_parameter.h"
static void
-brw_tes_debug_recompile(struct brw_context *brw,
- struct gl_shader_program *shader_prog,
+brw_tes_debug_recompile(struct brw_context *brw, struct gl_program *prog,
const struct brw_tes_prog_key *key)
{
- struct brw_cache_item *c = NULL;
- const struct brw_tes_prog_key *old_key = NULL;
- bool found = false;
-
perf_debug("Recompiling tessellation evaluation 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_TES_PROG) {
- old_key = c->key;
+ prog->Id);
- if (old_key->program_string_id == key->program_string_id)
- break;
- }
- }
- if (c)
- break;
- }
+ bool found = false;
+ const struct brw_tes_prog_key *old_key =
+ brw_find_previous_compile(&brw->cache, BRW_CACHE_TES_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 bool
brw_codegen_tes_prog(struct brw_context *brw,
- struct gl_shader_program *shader_prog,
struct brw_program *tep,
struct brw_tes_prog_key *key)
{
memset(&prog_data, 0, sizeof(prog_data));
- brw_assign_common_binding_table_offsets(MESA_SHADER_TESS_EVAL, devinfo,
- shader_prog, &tep->program,
+ brw_assign_common_binding_table_offsets(devinfo, &tep->program,
&prog_data.base.base, 0);
- switch (tep->program.info.tes.spacing) {
- case GL_EQUAL:
- prog_data.partitioning = BRW_TESS_PARTITIONING_INTEGER;
- break;
- case GL_FRACTIONAL_ODD:
- prog_data.partitioning = BRW_TESS_PARTITIONING_ODD_FRACTIONAL;
- break;
- case GL_FRACTIONAL_EVEN:
- prog_data.partitioning = BRW_TESS_PARTITIONING_EVEN_FRACTIONAL;
- break;
- default:
- unreachable("invalid domain shader spacing");
- }
-
- switch (tep->program.info.tes.primitive_mode) {
- case GL_QUADS:
- prog_data.domain = BRW_TESS_DOMAIN_QUAD;
- break;
- case GL_TRIANGLES:
- prog_data.domain = BRW_TESS_DOMAIN_TRI;
- break;
- case GL_ISOLINES:
- prog_data.domain = BRW_TESS_DOMAIN_ISOLINE;
- break;
- default:
- unreachable("invalid domain shader primitive mode");
- }
-
- if (tep->program.info.tes.point_mode) {
- prog_data.output_topology = BRW_TESS_OUTPUT_TOPOLOGY_POINT;
- } else if (tep->program.info.tes.primitive_mode == GL_ISOLINES) {
- prog_data.output_topology = BRW_TESS_OUTPUT_TOPOLOGY_LINE;
- } else {
- /* Hardware winding order is backwards from OpenGL */
- switch (tep->program.info.tes.vertex_order) {
- case GL_CCW:
- prog_data.output_topology = BRW_TESS_OUTPUT_TOPOLOGY_TRI_CW;
- break;
- case GL_CW:
- prog_data.output_topology = BRW_TESS_OUTPUT_TOPOLOGY_TRI_CCW;
- break;
- default:
- unreachable("invalid domain shader vertex order");
- }
- }
-
/* 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.
prog_data.base.base.nr_params = param_count;
prog_data.base.base.nr_image_params = tep->program.info.num_images;
- brw_nir_setup_glsl_uniforms(nir, shader_prog, &tep->program,
- &prog_data.base.base,
+ brw_nir_setup_glsl_uniforms(nir, &tep->program, &prog_data.base.base,
compiler->scalar_stage[MESA_SHADER_TESS_EVAL]);
int st_index = -1;
start_time = get_time();
}
+ struct brw_vue_map input_vue_map;
+ brw_compute_tess_vue_map(&input_vue_map, key->inputs_read,
+ key->patch_inputs_read);
+
void *mem_ctx = ralloc_context(NULL);
unsigned program_size;
char *error_str;
const unsigned *program =
- brw_compile_tes(compiler, brw, mem_ctx, key, &prog_data, nir,
- shader_prog, st_index, &program_size, &error_str);
+ brw_compile_tes(compiler, brw, mem_ctx, key, &input_vue_map, &prog_data,
+ nir, &tep->program, st_index, &program_size, &error_str);
if (program == NULL) {
- if (shader_prog) {
- shader_prog->data->LinkStatus = false;
- ralloc_strcat(&shader_prog->data->InfoLog, error_str);
- }
+ tep->program.sh.data->LinkStatus = linking_failure;
+ ralloc_strcat(&tep->program.sh.data->InfoLog, error_str);
_mesa_problem(NULL, "Failed to compile tessellation evaluation shader: "
"%s\n", error_str);
if (unlikely(brw->perf_debug)) {
if (tep->compiled_once) {
- brw_tes_debug_recompile(brw, shader_prog, key);
+ brw_tes_debug_recompile(brw, &tep->program, key);
}
if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
perf_debug("TES compile took %.03f ms and stalled the GPU\n",
*/
if (tcp) {
struct gl_program *tcp_prog = &tcp->program;
- per_vertex_slots |= tcp_prog->info.outputs_written;
+ per_vertex_slots |= tcp_prog->info.outputs_written &
+ ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
per_patch_slots |= tcp_prog->info.patch_outputs_written;
}
- /* Ignore gl_TessLevelInner/Outer - we treat them as system values,
- * not inputs, and they're always present in the URB entry regardless
- * of whether or not we read them.
- */
- key->inputs_read = per_vertex_slots &
- ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
+ key->inputs_read = per_vertex_slots;
key->patch_inputs_read = per_patch_slots;
/* _NEW_TEXTURE */
void
brw_upload_tes_prog(struct brw_context *brw)
{
- struct gl_shader_program **current = brw->ctx._Shader->CurrentProgram;
struct brw_stage_state *stage_state = &brw->tes.base;
struct brw_tes_prog_key key;
/* BRW_NEW_TESS_PROGRAMS */
&key, sizeof(key),
&stage_state->prog_offset,
&brw->tes.base.prog_data)) {
- bool success = brw_codegen_tes_prog(brw, current[MESA_SHADER_TESS_EVAL],
- tep, &key);
+ bool success = brw_codegen_tes_prog(brw, tep, &key);
assert(success);
(void)success;
}
if (shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL]) {
struct gl_program *tcp =
shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL]->Program;
- key.inputs_read |= tcp->nir->info->outputs_written;
+ key.inputs_read |= tcp->nir->info->outputs_written &
+ ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
key.patch_inputs_read |= tcp->nir->info->patch_outputs_written;
}
- /* Ignore gl_TessLevelInner/Outer - they're system values. */
- key.inputs_read &= ~(VARYING_BIT_TESS_LEVEL_INNER |
- VARYING_BIT_TESS_LEVEL_OUTER);
-
brw_setup_tex_for_precompile(brw, &key.tex, prog);
- success = brw_codegen_tes_prog(brw, shader_prog, btep, &key);
+ success = brw_codegen_tes_prog(brw, btep, &key);
brw->tes.base.prog_offset = old_prog_offset;
brw->tes.base.prog_data = old_prog_data;