Unlike the FS, the VS backend already computed the binding table size.
However, it did so poorly: after compilation, it looked to see if any
pull constants/textures/UBOs were in use, and set num_surfaces to the
maximum surface index for that category. If the VS only used a single
texture or UBO, this overcounted by quite a bit.
The shader time surface was also noted at state upload time (during
drawing), not at compile time, which is inefficient. I believe it also
had an off by one error.
This patch computes it accurately, while also simplifying the code.
It also renames num_surfaces to binding_table_size, since num_surfaces
wasn't actually the number of surfaces used. For example, a VS that
used one UBO and no other surfaces would have set num_surfaces to
SURF_INDEX_VS_UBO(1) == 18, rather than 1. A bit of a misnomer there.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
*/
GLuint urb_entry_size;
- int num_surfaces;
+ unsigned binding_table_size;
/* These pointers must appear last. See brw_vec4_prog_data_compare(). */
const float **param;
void generate_unpack_flags(vec4_instruction *inst,
struct brw_reg dst);
+ void mark_surface_used(unsigned surf_index);
+
struct brw_context *brw;
struct gl_context *ctx;
{
}
+void
+vec4_generator::mark_surface_used(unsigned surf_index)
+{
+ assert(surf_index < BRW_MAX_VS_SURFACES);
+
+ prog_data->binding_table_size = MAX2(prog_data->binding_table_size,
+ surf_index + 1);
+}
+
void
vec4_generator::generate_math1_gen4(vec4_instruction *inst,
struct brw_reg dst,
inst->header_present,
BRW_SAMPLER_SIMD_MODE_SIMD4X2,
return_format);
+
+ mark_surface_used(SURF_INDEX_VS_TEXTURE(inst->sampler));
}
void
2, /* mlen */
true, /* header_present */
1 /* rlen */);
+
+ mark_surface_used(surf_index);
}
void
false, /* no header */
BRW_SAMPLER_SIMD_MODE_SIMD4X2,
0);
+
+ mark_surface_used(surf_index.dw1.ud);
}
/**
case SHADER_OPCODE_SHADER_TIME_ADD:
brw_shader_time_add(p, src[0], SURF_INDEX_VS_SHADER_TIME);
+ mark_surface_used(SURF_INDEX_VS_SHADER_TIME);
break;
case VS_OPCODE_UNPACK_FLAGS_SIMD4X2:
return false;
}
- if (prog_data.base.nr_pull_params)
- prog_data.base.num_surfaces = 1;
- if (c.vp->program.Base.SamplersUsed)
- prog_data.base.num_surfaces = SURF_INDEX_VS_TEXTURE(BRW_MAX_TEX_UNIT);
- if (prog &&
- prog->_LinkedShaders[MESA_SHADER_VERTEX]->NumUniformBlocks) {
- prog_data.base.num_surfaces =
- SURF_INDEX_VS_UBO(prog->_LinkedShaders[MESA_SHADER_VERTEX]->NumUniformBlocks);
- }
-
/* Scratch space is used for register spilling */
if (c.base.last_scratch) {
perf_debug("Vertex shader triggered register spilling. "
if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
gen7_create_shader_time_surface(brw, &brw->vs.surf_offset[SURF_INDEX_VS_SHADER_TIME]);
-
- assert(brw->vs.prog_data->base.num_surfaces
- <= SURF_INDEX_VS_SHADER_TIME);
- brw->vs.prog_data->base.num_surfaces = SURF_INDEX_VS_SHADER_TIME;
}
/* CACHE_NEW_VS_PROG: Skip making a binding table if we don't use textures or
* pull constants.
*/
- if (brw->vs.prog_data->base.num_surfaces == 0) {
+ if (brw->vs.prog_data->base.binding_table_size == 0) {
if (brw->vs.bind_bo_offset != 0) {
brw->state.dirty.brw |= BRW_NEW_VS_BINDING_TABLE;
brw->vs.bind_bo_offset = 0;