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authorEric Anholt <[email protected]>2017-03-06 18:04:12 -0800
committerEric Anholt <[email protected]>2017-03-08 13:44:17 -0800
commit61359324c1ed511edc8b1d6b23ced1e43b08ec42 (patch)
tree77a8ba2af16063504fe9f93be38f1635171b72ee
parentab12a126fd7b549602ed24f5d7540e0acb0a56e3 (diff)
Revert "vc4: Lazily emit our FS/VS input loads."
This reverts commit 292c24ddac5acc35676424f05291c101fcd47b3e. It broke a lot of GLES2 deqp, and I see at least one problem that will require some serious rework to fix.
-rw-r--r--src/gallium/drivers/vc4/vc4_context.h8
-rw-r--r--src/gallium/drivers/vc4/vc4_draw.c4
-rw-r--r--src/gallium/drivers/vc4/vc4_program.c149
-rw-r--r--src/gallium/drivers/vc4/vc4_qir.h7
4 files changed, 75 insertions, 93 deletions
diff --git a/src/gallium/drivers/vc4/vc4_context.h b/src/gallium/drivers/vc4/vc4_context.h
index f346474abe0..6bd2424ec79 100644
--- a/src/gallium/drivers/vc4/vc4_context.h
+++ b/src/gallium/drivers/vc4/vc4_context.h
@@ -174,10 +174,10 @@ struct vc4_compiled_shader {
uint8_t num_inputs;
- /** Byte offsets for the start of the vertex attributes. */
- uint8_t vattr_offsets[8];
- /** Total size of the vertex inputs, in bytes. */
- uint8_t vattr_total_size;
+ /* Byte offsets for the start of the vertex attributes 0-7, and the
+ * total size as "attribute" 8.
+ */
+ uint8_t vattr_offsets[9];
uint8_t vattrs_live;
const struct vc4_fs_inputs *fs_inputs;
diff --git a/src/gallium/drivers/vc4/vc4_draw.c b/src/gallium/drivers/vc4/vc4_draw.c
index 9f3765db1af..ebd080298a4 100644
--- a/src/gallium/drivers/vc4/vc4_draw.c
+++ b/src/gallium/drivers/vc4/vc4_draw.c
@@ -170,14 +170,14 @@ vc4_emit_gl_shader_state(struct vc4_context *vc4,
/* VC4_DIRTY_COMPILED_VS */
cl_u16(&shader_rec, 0); /* vs num uniforms */
cl_u8(&shader_rec, vc4->prog.vs->vattrs_live);
- cl_u8(&shader_rec, vc4->prog.vs->vattr_total_size);
+ cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[8]);
cl_reloc(job, &job->shader_rec, &shader_rec, vc4->prog.vs->bo, 0);
cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
/* VC4_DIRTY_COMPILED_CS */
cl_u16(&shader_rec, 0); /* cs num uniforms */
cl_u8(&shader_rec, vc4->prog.cs->vattrs_live);
- cl_u8(&shader_rec, vc4->prog.cs->vattr_total_size);
+ cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[8]);
cl_reloc(job, &job->shader_rec, &shader_rec, vc4->prog.cs->bo, 0);
cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
diff --git a/src/gallium/drivers/vc4/vc4_program.c b/src/gallium/drivers/vc4/vc4_program.c
index 3d45723b62d..2c9447fa023 100644
--- a/src/gallium/drivers/vc4/vc4_program.c
+++ b/src/gallium/drivers/vc4/vc4_program.c
@@ -733,14 +733,11 @@ emit_vertex_input(struct vc4_compile *c, int attr)
{
enum pipe_format format = c->vs_key->attr_formats[attr];
uint32_t attr_size = util_format_get_blocksize(format);
- uint32_t vpm_attr = c->next_vpm_input++;
- c->vpm_input_order[vpm_attr] = attr;
-
- c->vattr_sizes[vpm_attr] = align(attr_size, 4);
+ c->vattr_sizes[attr] = align(attr_size, 4);
for (int i = 0; i < align(attr_size, 4) / 4; i++) {
c->inputs[attr * 4 + i] =
- qir_MOV(c, qir_reg(QFILE_VPM, vpm_attr * 4 + i));
+ qir_MOV(c, qir_reg(QFILE_VPM, attr * 4 + i));
c->num_inputs++;
}
}
@@ -1469,7 +1466,6 @@ emit_stub_vpm_read(struct vc4_compile *c)
if (c->num_inputs)
return;
- c->next_vpm_input++;
c->vattr_sizes[0] = 4;
(void)qir_MOV(c, qir_reg(QFILE_VPM, 0));
c->num_inputs++;
@@ -1556,6 +1552,64 @@ vc4_optimize_nir(struct nir_shader *s)
} while (progress);
}
+static int
+driver_location_compare(const void *in_a, const void *in_b)
+{
+ const nir_variable *const *a = in_a;
+ const nir_variable *const *b = in_b;
+
+ return (*a)->data.driver_location - (*b)->data.driver_location;
+}
+
+static void
+ntq_setup_inputs(struct vc4_compile *c)
+{
+ unsigned num_entries = 0;
+ nir_foreach_variable(var, &c->s->inputs)
+ num_entries++;
+
+ 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 (c->stage == QSTAGE_FRAG) {
+ 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->data.location);
+ }
+ } else {
+ emit_vertex_input(c, loc);
+ }
+ }
+}
+
static void
ntq_setup_outputs(struct vc4_compile *c)
{
@@ -1686,73 +1740,10 @@ ntq_emit_load_input(struct vc4_compile *c, nir_intrinsic_instr *instr)
return;
}
- /* Size our inputs array as far as this input. Input arrays are
- * small, and we don't have a shader_info field that tells us up front
- * what the maximum driver_location is.
- */
- uint32_t loc = nir_intrinsic_base(instr) + const_offset->u32[0];
- if ((loc + 1) * 4 > c->inputs_array_size) {
- resize_qreg_array(c, &c->inputs, &c->inputs_array_size,
- (loc + 1) * 4);
- }
-
- /* If we've already loaded this input, just return it. This would
- * happen for VPM loads, where we load an entire vertex attribute at
- * once, or possibly also in the FS if we haven't CSEed away repeated
- * loads.
- */
+ uint32_t offset = nir_intrinsic_base(instr) + const_offset->u32[0];
int comp = nir_intrinsic_component(instr);
- if (c->inputs[loc * 4 + comp].file != QFILE_NULL) {
- ntq_store_dest(c, &instr->dest, 0,
- qir_MOV(c, c->inputs[loc * 4 + comp]));
- return;
- }
-
- /* In the FS, we always have to fully drain our FS FIFO before
- * terminating the shader. For the VS we only have to drain whatever
- * VPM setup we configure, but vc4_qpu_emit.c configures it for the
- * entire vertex attribute space. Because of this, we emit our lazy
- * varying/VPM loads at the last top level basic block.
- */
- struct qblock *saved_cur_block = c->cur_block;
- c->cur_block = c->last_top_block;
-
- /* Look up the NIR variable for this input, so we can see how big the
- * input is, or what sort of interpolation is necessary.
- */
- nir_variable *var = NULL;
- nir_foreach_variable(search_var, &c->s->inputs) {
- unsigned search_len = MAX2(glsl_get_length(search_var->type), 1);
- unsigned search_loc = search_var->data.driver_location;
-
- if (loc >= search_loc && loc < search_loc + search_len) {
- var = search_var;
- break;
- }
- }
- assert(var);
-
- if (c->stage == QSTAGE_FRAG) {
- 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->data.location);
- }
- } else {
- emit_vertex_input(c, loc);
- }
-
- c->cur_block = saved_cur_block;
-
ntq_store_dest(c, &instr->dest, 0,
- qir_MOV(c, c->inputs[loc * 4 + comp]));
+ qir_MOV(c, c->inputs[offset * 4 + comp]));
}
static void
@@ -2170,6 +2161,7 @@ nir_to_qir(struct vc4_compile *c)
if (c->stage == QSTAGE_FRAG && c->s->info->fs.uses_discard)
c->discard = qir_MOV(c, qir_uniform_ui(c, 0));
+ ntq_setup_inputs(c);
ntq_setup_outputs(c);
ntq_setup_uniforms(c);
ntq_setup_registers(c, &c->s->registers);
@@ -2596,17 +2588,14 @@ vc4_get_compiled_shader(struct vc4_context *vc4, enum qstage stage,
} else {
shader->num_inputs = c->num_inputs;
- uint8_t next_vattr_offset = 0;
- for (int i = 0; i < c->next_vpm_input; i++) {
- if (!c->vattr_sizes[i])
- continue;
+ shader->vattr_offsets[0] = 0;
+ for (int i = 0; i < 8; i++) {
+ shader->vattr_offsets[i + 1] =
+ shader->vattr_offsets[i] + c->vattr_sizes[i];
- uint32_t nir_attr = c->vpm_input_order[i];
- shader->vattr_offsets[nir_attr] = next_vattr_offset;
- next_vattr_offset += c->vattr_sizes[i];
- shader->vattrs_live |= (1 << nir_attr);
+ if (c->vattr_sizes[i])
+ shader->vattrs_live |= (1 << i);
}
- shader->vattr_total_size = next_vattr_offset;
}
shader->failed = c->failed;
diff --git a/src/gallium/drivers/vc4/vc4_qir.h b/src/gallium/drivers/vc4/vc4_qir.h
index fe86232aeb2..6469e51b051 100644
--- a/src/gallium/drivers/vc4/vc4_qir.h
+++ b/src/gallium/drivers/vc4/vc4_qir.h
@@ -462,13 +462,6 @@ struct vc4_compile {
uint8_t vattr_sizes[8];
/**
- * Order in which the vattrs were loaded by the program, to arrange
- * vattr_offsets[] in the program data appropriately.
- */
- uint8_t vpm_input_order[8];
- uint8_t next_vpm_input;
-
- /**
* Array of the VARYING_SLOT_* of all FS QFILE_VARY reads.
*
* This includes those that aren't part of the VPM varyings, like