shader->ls_rsrc1 = S_00B528_VGPRS((shader->num_vgprs - 1) / 4) |
S_00B528_SGPRS((num_sgprs - 1) / 8) |
S_00B528_VGPR_COMP_CNT(vgpr_comp_cnt);
- shader->ls_rsrc2 = S_00B52C_USER_SGPR(num_user_sgprs);
+ shader->ls_rsrc2 = S_00B52C_USER_SGPR(num_user_sgprs) |
+ S_00B52C_SCRATCH_EN(shader->scratch_bytes_per_wave > 0);
}
static void si_shader_hs(struct si_shader *shader)
S_00B428_VGPRS((shader->num_vgprs - 1) / 4) |
S_00B428_SGPRS((num_sgprs - 1) / 8));
si_pm4_set_reg(pm4, R_00B42C_SPI_SHADER_PGM_RSRC2_HS,
- S_00B42C_USER_SGPR(num_user_sgprs));
+ S_00B42C_USER_SGPR(num_user_sgprs) |
+ S_00B42C_SCRATCH_EN(shader->scratch_bytes_per_wave > 0));
}
static void si_shader_es(struct si_shader *shader)
static unsigned si_get_max_scratch_bytes_per_wave(struct si_context *sctx)
{
-
- return MAX3(si_get_scratch_buffer_bytes_per_wave(sctx, sctx->ps_shader),
- si_get_scratch_buffer_bytes_per_wave(sctx, sctx->gs_shader),
- si_get_scratch_buffer_bytes_per_wave(sctx, sctx->vs_shader));
+ unsigned bytes = 0;
+
+ bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx, sctx->ps_shader));
+ bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx, sctx->gs_shader));
+ bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx, sctx->vs_shader));
+ bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx, sctx->tcs_shader));
+ bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx, sctx->tes_shader));
+ return bytes;
}
static void si_update_spi_tmpring_size(struct si_context *sctx)
si_pm4_bind_state(sctx, ps, sctx->ps_shader->current->pm4);
if (si_update_scratch_buffer(sctx, sctx->gs_shader))
si_pm4_bind_state(sctx, gs, sctx->gs_shader->current->pm4);
+ if (si_update_scratch_buffer(sctx, sctx->tcs_shader))
+ si_pm4_bind_state(sctx, hs, sctx->tcs_shader->current->pm4);
- /* VS can be bound as ES or VS. */
- if (sctx->gs_shader) {
+ /* VS can be bound as LS, ES, or VS. */
+ if (sctx->tes_shader) {
+ if (si_update_scratch_buffer(sctx, sctx->vs_shader))
+ si_pm4_bind_state(sctx, ls, sctx->vs_shader->current->pm4);
+ } else if (sctx->gs_shader) {
if (si_update_scratch_buffer(sctx, sctx->vs_shader))
si_pm4_bind_state(sctx, es, sctx->vs_shader->current->pm4);
} else {
if (si_update_scratch_buffer(sctx, sctx->vs_shader))
si_pm4_bind_state(sctx, vs, sctx->vs_shader->current->pm4);
}
+
+ /* TES can be bound as ES or VS. */
+ if (sctx->gs_shader) {
+ if (si_update_scratch_buffer(sctx, sctx->tes_shader))
+ si_pm4_bind_state(sctx, es, sctx->tes_shader->current->pm4);
+ } else {
+ if (si_update_scratch_buffer(sctx, sctx->tes_shader))
+ si_pm4_bind_state(sctx, vs, sctx->tes_shader->current->pm4);
+ }
}
/* The LLVM shader backend should be reporting aligned scratch_sizes. */