#include "util/ralloc.h"
-static inline void assign_vue_slot(struct brw_vue_map *vue_map,
- int varying)
-{
- /* Make sure this varying hasn't been assigned a slot already */
- assert (vue_map->varying_to_slot[varying] == -1);
-
- vue_map->varying_to_slot[varying] = vue_map->num_slots;
- vue_map->slot_to_varying[vue_map->num_slots++] = varying;
-}
-
-/**
- * Compute the VUE map for vertex shader program.
- */
-void
-brw_compute_vue_map(struct brw_context *brw, struct brw_vue_map *vue_map,
- GLbitfield64 slots_valid)
-{
- vue_map->slots_valid = slots_valid;
- int i;
-
- /* gl_Layer and gl_ViewportIndex don't get their own varying slots -- they
- * are stored in the first VUE slot (VARYING_SLOT_PSIZ).
- */
- slots_valid &= ~(VARYING_BIT_LAYER | VARYING_BIT_VIEWPORT);
-
- /* Make sure that the values we store in vue_map->varying_to_slot and
- * vue_map->slot_to_varying won't overflow the signed chars that are used
- * to store them. Note that since vue_map->slot_to_varying sometimes holds
- * values equal to BRW_VARYING_SLOT_COUNT, we need to ensure that
- * BRW_VARYING_SLOT_COUNT is <= 127, not 128.
- */
- STATIC_ASSERT(BRW_VARYING_SLOT_COUNT <= 127);
-
- vue_map->num_slots = 0;
- for (i = 0; i < BRW_VARYING_SLOT_COUNT; ++i) {
- vue_map->varying_to_slot[i] = -1;
- vue_map->slot_to_varying[i] = BRW_VARYING_SLOT_COUNT;
- }
-
- /* VUE header: format depends on chip generation and whether clipping is
- * enabled.
- */
- if (brw->gen < 6) {
- /* There are 8 dwords in VUE header pre-Ironlake:
- * dword 0-3 is indices, point width, clip flags.
- * dword 4-7 is ndc position
- * dword 8-11 is the first vertex data.
- *
- * On Ironlake the VUE header is nominally 20 dwords, but the hardware
- * will accept the same header layout as Gen4 [and should be a bit faster]
- */
- assign_vue_slot(vue_map, VARYING_SLOT_PSIZ);
- assign_vue_slot(vue_map, BRW_VARYING_SLOT_NDC);
- assign_vue_slot(vue_map, VARYING_SLOT_POS);
- } else {
- /* There are 8 or 16 DWs (D0-D15) in VUE header on Sandybridge:
- * dword 0-3 of the header is indices, point width, clip flags.
- * dword 4-7 is the 4D space position
- * dword 8-15 of the vertex header is the user clip distance if
- * enabled.
- * dword 8-11 or 16-19 is the first vertex element data we fill.
- */
- assign_vue_slot(vue_map, VARYING_SLOT_PSIZ);
- assign_vue_slot(vue_map, VARYING_SLOT_POS);
- if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0))
- assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST0);
- if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1))
- assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST1);
-
- /* front and back colors need to be consecutive so that we can use
- * ATTRIBUTE_SWIZZLE_INPUTATTR_FACING to swizzle them when doing
- * two-sided color.
- */
- if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_COL0))
- assign_vue_slot(vue_map, VARYING_SLOT_COL0);
- if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_BFC0))
- assign_vue_slot(vue_map, VARYING_SLOT_BFC0);
- if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_COL1))
- assign_vue_slot(vue_map, VARYING_SLOT_COL1);
- if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_BFC1))
- assign_vue_slot(vue_map, VARYING_SLOT_BFC1);
- }
-
- /* The hardware doesn't care about the rest of the vertex outputs, so just
- * assign them contiguously. Don't reassign outputs that already have a
- * slot.
- *
- * We generally don't need to assign a slot for VARYING_SLOT_CLIP_VERTEX,
- * since it's encoded as the clip distances by emit_clip_distances().
- * However, it may be output by transform feedback, and we'd rather not
- * recompute state when TF changes, so we just always include it.
- */
- for (int i = 0; i < VARYING_SLOT_MAX; ++i) {
- if ((slots_valid & BITFIELD64_BIT(i)) &&
- vue_map->varying_to_slot[i] == -1) {
- assign_vue_slot(vue_map, i);
- }
- }
-}
-
-
/**
* Decide which set of clip planes should be used when clipping via
* gl_Position or gl_ClipVertex.
return true;
}
-static bool
-do_vs_prog(struct brw_context *brw,
- struct gl_shader_program *prog,
- struct brw_vertex_program *vp,
- struct brw_vs_prog_key *key)
+bool
+brw_codegen_vs_prog(struct brw_context *brw,
+ struct gl_shader_program *prog,
+ struct brw_vertex_program *vp,
+ struct brw_vs_prog_key *key)
{
GLuint program_size;
const GLuint *program;
- struct brw_vs_compile c;
struct brw_vs_prog_data prog_data;
struct brw_stage_prog_data *stage_prog_data = &prog_data.base.base;
void *mem_ctx;
if (prog)
vs = prog->_LinkedShaders[MESA_SHADER_VERTEX];
- memset(&c, 0, sizeof(c));
- memcpy(&c.key, key, sizeof(*key));
memset(&prog_data, 0, sizeof(prog_data));
/* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
mem_ctx = ralloc_context(NULL);
- c.vp = vp;
-
/* 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.
* conservative here.
*/
param_count = vs->num_uniform_components * 4;
-
+ stage_prog_data->nr_image_params = vs->NumImages;
} else {
param_count = vp->program.Base.Parameters->NumParameters * 4;
}
/* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
* planes as uniforms.
*/
- param_count += c.key.base.nr_userclip_plane_consts * 4;
+ param_count += key->base.nr_userclip_plane_consts * 4;
stage_prog_data->param =
rzalloc_array(NULL, const gl_constant_value *, param_count);
stage_prog_data->pull_param =
rzalloc_array(NULL, const gl_constant_value *, param_count);
+ stage_prog_data->image_param =
+ rzalloc_array(NULL, struct brw_image_param,
+ stage_prog_data->nr_image_params);
stage_prog_data->nr_params = param_count;
GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
prog_data.inputs_read = vp->program.Base.InputsRead;
- if (c.key.copy_edgeflag) {
+ if (key->copy_edgeflag) {
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
prog_data.inputs_read |= VERT_BIT_EDGEFLAG;
}
* coords, which would be a pain to handle.
*/
for (i = 0; i < 8; i++) {
- if (c.key.point_coord_replace & (1 << i))
+ if (key->point_coord_replace & (1 << i))
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
}
* distance varying slots whenever clipping is enabled, even if the vertex
* shader doesn't write to gl_ClipDistance.
*/
- if (c.key.base.userclip_active) {
+ if (key->base.userclip_active) {
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
}
- brw_compute_vue_map(brw, &prog_data.base.vue_map, outputs_written);
+ brw_compute_vue_map(brw->intelScreen->devinfo,
+ &prog_data.base.vue_map, outputs_written);
if (0) {
- _mesa_fprint_program_opt(stderr, &c.vp->program.Base, PROG_PRINT_DEBUG,
+ _mesa_fprint_program_opt(stderr, &vp->program.Base, PROG_PRINT_DEBUG,
true);
}
/* Emit GEN4 code.
*/
- program = brw_vs_emit(brw, prog, &c, &prog_data, mem_ctx, &program_size);
+ program = brw_vs_emit(brw, mem_ctx, key, &prog_data,
+ &vp->program, prog, &program_size);
if (program == NULL) {
ralloc_free(mem_ctx);
return false;
}
/* Scratch space is used for register spilling */
- if (c.base.last_scratch) {
- perf_debug("Vertex shader triggered register spilling. "
- "Try reducing the number of live vec4 values to "
- "improve performance.\n");
-
- prog_data.base.base.total_scratch
- = brw_get_scratch_size(c.base.last_scratch*REG_SIZE);
-
+ if (prog_data.base.base.total_scratch) {
brw_get_scratch_bo(brw, &brw->vs.base.scratch_bo,
prog_data.base.base.total_scratch *
brw->max_vs_threads);
}
brw_upload_cache(&brw->cache, BRW_CACHE_VS_PROG,
- &c.key, sizeof(c.key),
+ key, sizeof(struct brw_vs_prog_key),
program, program_size,
&prog_data, sizeof(prog_data),
&brw->vs.base.prog_offset, &brw->vs.prog_data);
brw_upload_vs_prog(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
+ struct gl_shader_program **current = ctx->_Shader->CurrentProgram;
struct brw_vs_prog_key key;
/* BRW_NEW_VERTEX_PROGRAM */
struct brw_vertex_program *vp =
if (!brw_search_cache(&brw->cache, BRW_CACHE_VS_PROG,
&key, sizeof(key),
&brw->vs.base.prog_offset, &brw->vs.prog_data)) {
- bool success =
- do_vs_prog(brw, ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX], vp,
- &key);
+ bool success = brw_codegen_vs_prog(brw, current[MESA_SHADER_VERTEX],
+ vp, &key);
(void) success;
assert(success);
}
(prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 |
VARYING_BIT_BFC0 | VARYING_BIT_BFC1));
- success = do_vs_prog(brw, shader_prog, bvp, &key);
+ success = brw_codegen_vs_prog(brw, shader_prog, bvp, &key);
brw->vs.base.prog_offset = old_prog_offset;
brw->vs.prog_data = old_prog_data;