si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
if (sscreen->info.chip_class >= GFX9) {
- si_pm4_set_reg(pm4, R_00B410_SPI_SHADER_PGM_LO_LS, va >> 8);
- si_pm4_set_reg(pm4, R_00B414_SPI_SHADER_PGM_HI_LS, S_00B414_MEM_BASE(va >> 40));
+ if (sscreen->info.chip_class >= GFX10) {
+ si_pm4_set_reg(pm4, R_00B520_SPI_SHADER_PGM_LO_LS, va >> 8);
+ si_pm4_set_reg(pm4, R_00B524_SPI_SHADER_PGM_HI_LS, S_00B524_MEM_BASE(va >> 40));
+ } else {
+ si_pm4_set_reg(pm4, R_00B410_SPI_SHADER_PGM_LO_LS, va >> 8);
+ si_pm4_set_reg(pm4, R_00B414_SPI_SHADER_PGM_HI_LS, S_00B414_MEM_BASE(va >> 40));
+ }
/* We need at least 2 components for LS.
- * VGPR0-3: (VertexID, RelAutoindex, InstanceID / StepRate0, InstanceID).
- * StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
+ * GFX9 VGPR0-3: (VertexID, RelAutoindex, InstanceID / StepRate0, InstanceID).
+ * GFX10 VGPR0-3: (VertexID, RelAutoindex, UserVGPR1, InstanceID).
+ * On gfx9, StepRate0 is set to 1 so that VGPR3 doesn't have to
+ * be loaded.
*/
- ls_vgpr_comp_cnt = shader->info.uses_instanceid ? 2 : 1;
+ ls_vgpr_comp_cnt = 1;
+ if (shader->info.uses_instanceid) {
+ if (sscreen->info.chip_class >= GFX10)
+ ls_vgpr_comp_cnt = 3;
+ else
+ ls_vgpr_comp_cnt = 2;
+ }
unsigned num_user_sgprs =
si_get_num_vs_user_sgprs(GFX9_TCS_NUM_USER_SGPR);
shader->config.rsrc2 =
S_00B42C_USER_SGPR(num_user_sgprs) |
- S_00B42C_USER_SGPR_MSB_GFX9(num_user_sgprs >> 5) |
S_00B42C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
+
+ if (sscreen->info.chip_class >= GFX10)
+ shader->config.rsrc2 |= S_00B42C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5);
+ else
+ shader->config.rsrc2 |= S_00B42C_USER_SGPR_MSB_GFX9(num_user_sgprs >> 5);
} else {
si_pm4_set_reg(pm4, R_00B420_SPI_SHADER_PGM_LO_HS, va >> 8);
si_pm4_set_reg(pm4, R_00B424_SPI_SHADER_PGM_HI_HS, S_00B424_MEM_BASE(va >> 40));
si_pm4_set_reg(pm4, R_00B428_SPI_SHADER_PGM_RSRC1_HS,
S_00B428_VGPRS((shader->config.num_vgprs - 1) / 4) |
- S_00B428_SGPRS((shader->config.num_sgprs - 1) / 8) |
+ (sscreen->info.chip_class <= GFX9 ?
+ S_00B428_SGPRS((shader->config.num_sgprs - 1) / 8) : 0) |
S_00B428_DX10_CLAMP(1) |
+ S_00B428_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
S_00B428_FLOAT_MODE(shader->config.float_mode) |
S_00B428_LS_VGPR_COMP_CNT(ls_vgpr_comp_cnt));