radeonsi: add scratch buffer support for tessellation shaders
authorMarek Olšák <marek.olsak@amd.com>
Mon, 18 May 2015 12:41:35 +0000 (14:41 +0200)
committerMarek Olšák <marek.olsak@amd.com>
Wed, 22 Jul 2015 22:59:33 +0000 (00:59 +0200)
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
src/gallium/drivers/radeonsi/si_state_shaders.c

index 074e44a60e00206077cbf5762d0994e0c1282b38..24afed06fce6d18163187a1bfcebbdb603325d4c 100644 (file)
@@ -122,7 +122,8 @@ static void si_shader_ls(struct si_shader *shader)
        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)
@@ -154,7 +155,8 @@ 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)
@@ -1066,10 +1068,14 @@ static unsigned si_get_scratch_buffer_bytes_per_wave(struct si_context *sctx,
 
 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)
@@ -1103,15 +1109,29 @@ 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. */