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authorRob Clark <[email protected]>2016-04-25 09:07:04 -0400
committerRob Clark <[email protected]>2016-04-30 14:56:19 -0400
commite04db879f8933915501bfb9cce0d1359d62766bd (patch)
tree765b56d0a273fefaa0a922e037842e1c445a15fd
parent64abf6d404be9030d1232e1533a64edb09ad8b13 (diff)
freedreno/ir3: handle color clamp variant ourselves
Now that there is a pass to do this in NIR, lets just use that and manage the variants ourself, rather than letting state-tracker do it. This way, mesa/st will precompile shaders without requiring ST_DEBUG=precompile (which requires a debug build). Signed-off-by: Rob Clark <[email protected]>
-rw-r--r--src/gallium/drivers/freedreno/a3xx/fd3_draw.c8
-rw-r--r--src/gallium/drivers/freedreno/a4xx/fd4_draw.c8
-rw-r--r--src/gallium/drivers/freedreno/freedreno_screen.c6
-rw-r--r--src/gallium/drivers/freedreno/ir3/ir3_nir.c7
-rw-r--r--src/gallium/drivers/freedreno/ir3/ir3_shader.h2
5 files changed, 28 insertions, 3 deletions
diff --git a/src/gallium/drivers/freedreno/a3xx/fd3_draw.c b/src/gallium/drivers/freedreno/a3xx/fd3_draw.c
index f48d464c294..ae36d137828 100644
--- a/src/gallium/drivers/freedreno/a3xx/fd3_draw.c
+++ b/src/gallium/drivers/freedreno/a3xx/fd3_draw.c
@@ -118,6 +118,12 @@ fixup_shader_state(struct fd_context *ctx, struct ir3_shader_key *key)
ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
}
+ if (last_key->vclamp_color != key->vclamp_color)
+ ctx->prog.dirty |= FD_SHADER_DIRTY_VP;
+
+ if (last_key->fclamp_color != key->fclamp_color)
+ ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
+
if (last_key->color_two_side != key->color_two_side)
ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
@@ -140,6 +146,8 @@ fd3_draw_vbo(struct fd_context *ctx, const struct pipe_draw_info *info)
/* do binning pass first: */
.binning_pass = true,
.color_two_side = ctx->rasterizer->light_twoside,
+ .vclamp_color = ctx->rasterizer->clamp_vertex_color,
+ .fclamp_color = ctx->rasterizer->clamp_fragment_color,
// TODO set .half_precision based on render target format,
// ie. float16 and smaller use half, float32 use full..
.half_precision = !!(fd_mesa_debug & FD_DBG_FRAGHALF),
diff --git a/src/gallium/drivers/freedreno/a4xx/fd4_draw.c b/src/gallium/drivers/freedreno/a4xx/fd4_draw.c
index 68e1f53e2dd..5b0b972022a 100644
--- a/src/gallium/drivers/freedreno/a4xx/fd4_draw.c
+++ b/src/gallium/drivers/freedreno/a4xx/fd4_draw.c
@@ -104,6 +104,12 @@ fixup_shader_state(struct fd_context *ctx, struct ir3_shader_key *key)
ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
}
+ if (last_key->vclamp_color != key->vclamp_color)
+ ctx->prog.dirty |= FD_SHADER_DIRTY_VP;
+
+ if (last_key->fclamp_color != key->fclamp_color)
+ ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
+
if (last_key->color_two_side != key->color_two_side)
ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
@@ -129,6 +135,8 @@ fd4_draw_vbo(struct fd_context *ctx, const struct pipe_draw_info *info)
/* do binning pass first: */
.binning_pass = true,
.color_two_side = ctx->rasterizer->light_twoside,
+ .vclamp_color = ctx->rasterizer->clamp_vertex_color,
+ .fclamp_color = ctx->rasterizer->clamp_fragment_color,
.rasterflat = ctx->rasterizer->flatshade,
// TODO set .half_precision based on render target format,
// ie. float16 and smaller use half, float32 use full..
diff --git a/src/gallium/drivers/freedreno/freedreno_screen.c b/src/gallium/drivers/freedreno/freedreno_screen.c
index 4ae1389ec9e..fee44fa584c 100644
--- a/src/gallium/drivers/freedreno/freedreno_screen.c
+++ b/src/gallium/drivers/freedreno/freedreno_screen.c
@@ -222,8 +222,6 @@ fd_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
case PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT:
case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER:
case PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS:
- case PIPE_CAP_FRAGMENT_COLOR_CLAMPED:
- case PIPE_CAP_VERTEX_COLOR_CLAMPED:
case PIPE_CAP_USER_VERTEX_BUFFERS:
case PIPE_CAP_USER_INDEX_BUFFERS:
case PIPE_CAP_QUERY_PIPELINE_STATISTICS:
@@ -245,6 +243,7 @@ fd_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
case PIPE_CAP_DEPTH_BOUNDS_TEST:
case PIPE_CAP_TGSI_TXQS:
+ /* TODO if we need this, do it in nir/ir3 backend to avoid breaking precompile: */
case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
case PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS:
case PIPE_CAP_CLEAR_TEXTURE:
@@ -264,6 +263,9 @@ fd_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
return 1;
case PIPE_CAP_SHAREABLE_SHADERS:
+ /* manage the variants for these ourself, to avoid breaking precompile: */
+ case PIPE_CAP_FRAGMENT_COLOR_CLAMPED:
+ case PIPE_CAP_VERTEX_COLOR_CLAMPED:
if (is_ir3(screen))
return 1;
return 0;
diff --git a/src/gallium/drivers/freedreno/ir3/ir3_nir.c b/src/gallium/drivers/freedreno/ir3/ir3_nir.c
index 364e92beb53..99c2ecba480 100644
--- a/src/gallium/drivers/freedreno/ir3/ir3_nir.c
+++ b/src/gallium/drivers/freedreno/ir3/ir3_nir.c
@@ -58,7 +58,8 @@ ir3_key_lowers_nir(const struct ir3_shader_key *key)
{
return key->fsaturate_s | key->fsaturate_t | key->fsaturate_r |
key->vsaturate_s | key->vsaturate_t | key->vsaturate_r |
- key->ucp_enables | key->color_two_side;
+ key->ucp_enables | key->color_two_side |
+ key->fclamp_color | key->vclamp_color;
}
#define OPT(nir, pass, ...) ({ \
@@ -114,8 +115,12 @@ ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s,
if (key) {
if (s->stage == MESA_SHADER_VERTEX) {
OPT_V(s, nir_lower_clip_vs, key->ucp_enables);
+ if (key->vclamp_color)
+ OPT_V(s, nir_lower_clamp_color_outputs);
} else if (s->stage == MESA_SHADER_FRAGMENT) {
OPT_V(s, nir_lower_clip_fs, key->ucp_enables);
+ if (key->fclamp_color)
+ OPT_V(s, nir_lower_clamp_color_outputs);
}
if (key->color_two_side) {
OPT_V(s, nir_lower_two_sided_color);
diff --git a/src/gallium/drivers/freedreno/ir3/ir3_shader.h b/src/gallium/drivers/freedreno/ir3/ir3_shader.h
index e81e80d328f..ff6bf1d67b8 100644
--- a/src/gallium/drivers/freedreno/ir3/ir3_shader.h
+++ b/src/gallium/drivers/freedreno/ir3/ir3_shader.h
@@ -81,6 +81,7 @@ struct ir3_shader_key {
* Vertex shader variant parameters:
*/
unsigned binning_pass : 1;
+ unsigned vclamp_color : 1;
/*
* Fragment shader variant parameters:
@@ -91,6 +92,7 @@ struct ir3_shader_key {
* for front/back color inputs to frag shader:
*/
unsigned rasterflat : 1;
+ unsigned fclamp_color : 1;
};
uint32_t global;
};