#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,
*/
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));
}
-void
-vec4_tcs_visitor::emit_nir_code()
-{
- if (key->program_string_id != 0) {
- /* We have a real application-supplied TCS, emit real code. */
- vec4_visitor::emit_nir_code();
- } else {
- /* There is no TCS; automatically generate a passthrough shader
- * that writes the API-specified default tessellation levels and
- * copies VS outputs to TES inputs.
- */
- uniforms = 2;
-
- uint64_t varyings = key->outputs_written;
-
- src_reg vertex_offset(this, glsl_type::uint_type);
- emit(MUL(dst_reg(vertex_offset), invocation_id,
- brw_imm_ud(prog_data->vue_map.num_per_vertex_slots)));
-
- while (varyings != 0) {
- const int varying = ffsll(varyings) - 1;
-
- unsigned in_offset = input_vue_map->varying_to_slot[varying];
- unsigned out_offset = prog_data->vue_map.varying_to_slot[varying];
- assert(out_offset >= 2);
-
- dst_reg val(this, glsl_type::vec4_type);
- emit_input_urb_read(val, invocation_id, in_offset, src_reg());
- emit_urb_write(src_reg(val), WRITEMASK_XYZW, out_offset,
- vertex_offset);
-
- varyings &= ~BITFIELD64_BIT(varying);
- }
-
- /* Only write the tessellation factors from invocation 0.
- * There's no point in making other threads do redundant work.
- */
- emit(CMP(dst_null_d(), invocation_id, brw_imm_ud(0),
- BRW_CONDITIONAL_EQ));
- emit(IF(BRW_PREDICATE_NORMAL));
- emit_urb_write(src_reg(UNIFORM, 0, glsl_type::vec4_type),
- WRITEMASK_XYZW, 0, src_reg());
- emit_urb_write(src_reg(UNIFORM, 1, glsl_type::vec4_type),
- WRITEMASK_XYZW, 1, src_reg());
- emit(BRW_OPCODE_ENDIF);
- }
-}
-
void
vec4_tcs_visitor::nir_setup_system_value_intrinsic(nir_intrinsic_instr *instr)
{
src_reg indirect_offset = get_indirect_offset(instr);
unsigned imm_offset = instr->const_index[0];
- if (indirect_offset.file == BAD_FILE) {
+ /* The passthrough shader writes the whole patch header as two vec4s;
+ * skip all the gl_TessLevelInner/Outer swizzling.
+ */
+ if (indirect_offset.file == BAD_FILE && key->program_string_id != 0) {
if (imm_offset == 0) {
value.type = BRW_REGISTER_TYPE_F;