From: Eric Anholt Date: Tue, 18 Sep 2018 18:40:54 +0000 (-0700) Subject: v3d: Split out NIR input setup between FS and VPM. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=cc78676030d61df17ae2020d63757f69caec3cb5;p=mesa.git v3d: Split out NIR input setup between FS and VPM. They don't share much code, and I'm about to rewrite the remaining shared code for the VPM case. --- diff --git a/src/broadcom/compiler/nir_to_vir.c b/src/broadcom/compiler/nir_to_vir.c index 714d76f58ba..9bcca9dfe71 100644 --- a/src/broadcom/compiler/nir_to_vir.c +++ b/src/broadcom/compiler/nir_to_vir.c @@ -1274,7 +1274,7 @@ ntq_emit_vpm_read(struct v3d_compile *c, } static void -ntq_setup_inputs(struct v3d_compile *c) +ntq_setup_vpm_inputs(struct v3d_compile *c) { unsigned num_entries = 0; unsigned num_components = 0; @@ -1297,24 +1297,22 @@ ntq_setup_inputs(struct v3d_compile *c) qsort(&vars, num_entries, sizeof(*vars), driver_location_compare); uint32_t vpm_components_queued = 0; - if (c->s->info.stage == MESA_SHADER_VERTEX) { - bool uses_iid = c->s->info.system_values_read & - (1ull << SYSTEM_VALUE_INSTANCE_ID); - bool uses_vid = c->s->info.system_values_read & - (1ull << SYSTEM_VALUE_VERTEX_ID); - - num_components += uses_iid; - num_components += uses_vid; - - if (uses_iid) { - c->iid = ntq_emit_vpm_read(c, &vpm_components_queued, - &num_components, ~0); - } + bool uses_iid = c->s->info.system_values_read & + (1ull << SYSTEM_VALUE_INSTANCE_ID); + bool uses_vid = c->s->info.system_values_read & + (1ull << SYSTEM_VALUE_VERTEX_ID); - if (uses_vid) { - c->vid = ntq_emit_vpm_read(c, &vpm_components_queued, - &num_components, ~0); - } + num_components += uses_iid; + num_components += uses_vid; + + if (uses_iid) { + c->iid = ntq_emit_vpm_read(c, &vpm_components_queued, + &num_components, ~0); + } + + if (uses_vid) { + c->vid = ntq_emit_vpm_read(c, &vpm_components_queued, + &num_components, ~0); } for (unsigned i = 0; i < num_entries; i++) { @@ -1327,40 +1325,71 @@ ntq_setup_inputs(struct v3d_compile *c) resize_qreg_array(c, &c->inputs, &c->inputs_array_size, (loc + 1) * 4); - if (c->s->info.stage == MESA_SHADER_FRAGMENT) { - if (var->data.location == VARYING_SLOT_POS) { - emit_fragcoord_input(c, loc); - } else if (var->data.location == VARYING_SLOT_PNTC || - (var->data.location >= VARYING_SLOT_VAR0 && - (c->fs_key->point_sprite_mask & - (1 << (var->data.location - - VARYING_SLOT_VAR0))))) { - c->inputs[loc * 4 + 0] = c->point_x; - c->inputs[loc * 4 + 1] = c->point_y; - } else { - emit_fragment_input(c, loc, var); - } - } else { - int var_components = glsl_get_components(var->type); + int var_components = glsl_get_components(var->type); - for (int i = 0; i < var_components; i++) { - c->inputs[loc * 4 + i] = - ntq_emit_vpm_read(c, - &vpm_components_queued, - &num_components, - loc * 4 + i); + for (int i = 0; i < var_components; i++) { + c->inputs[loc * 4 + i] = + ntq_emit_vpm_read(c, + &vpm_components_queued, + &num_components, + loc * 4 + i); - } - c->vattr_sizes[loc] = var_components; } + c->vattr_sizes[loc] = var_components; } - if (c->s->info.stage == MESA_SHADER_VERTEX) { - if (c->devinfo->ver >= 40) { - assert(vpm_components_queued == num_components); + if (c->devinfo->ver >= 40) { + assert(vpm_components_queued == num_components); + } else { + assert(vpm_components_queued == 0); + assert(num_components == 0); + } +} + +static void +ntq_setup_fs_inputs(struct v3d_compile *c) +{ + unsigned num_entries = 0; + unsigned num_components = 0; + nir_foreach_variable(var, &c->s->inputs) { + num_entries++; + num_components += glsl_get_components(var->type); + } + + nir_variable *vars[num_entries]; + + unsigned i = 0; + nir_foreach_variable(var, &c->s->inputs) + vars[i++] = var; + + /* Sort the variables so that we emit the input setup in + * driver_location order. This is required for VPM reads, whose data + * is fetched into the VPM in driver_location (TGSI register index) + * order. + */ + qsort(&vars, num_entries, sizeof(*vars), driver_location_compare); + + for (unsigned i = 0; i < num_entries; i++) { + nir_variable *var = vars[i]; + unsigned array_len = MAX2(glsl_get_length(var->type), 1); + unsigned loc = var->data.driver_location; + + assert(array_len == 1); + (void)array_len; + resize_qreg_array(c, &c->inputs, &c->inputs_array_size, + (loc + 1) * 4); + + if (var->data.location == VARYING_SLOT_POS) { + emit_fragcoord_input(c, loc); + } else if (var->data.location == VARYING_SLOT_PNTC || + (var->data.location >= VARYING_SLOT_VAR0 && + (c->fs_key->point_sprite_mask & + (1 << (var->data.location - + VARYING_SLOT_VAR0))))) { + c->inputs[loc * 4 + 0] = c->point_x; + c->inputs[loc * 4 + 1] = c->point_y; } else { - assert(vpm_components_queued == 0); - assert(num_components == 0); + emit_fragment_input(c, loc, var); } } } @@ -1903,7 +1932,11 @@ nir_to_vir(struct v3d_compile *c) } } - ntq_setup_inputs(c); + if (c->s->info.stage == MESA_SHADER_FRAGMENT) + ntq_setup_fs_inputs(c); + else + ntq_setup_vpm_inputs(c); + ntq_setup_outputs(c); ntq_setup_uniforms(c); ntq_setup_registers(c, &c->s->registers);