diff options
author | Eric Anholt <[email protected]> | 2014-10-02 09:50:44 -0700 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2014-10-09 21:47:06 +0200 |
commit | c4b0dd53568fa276079f6b6bf7ba4b857ddd65a5 (patch) | |
tree | 519caad30e267a0a8d093bed05b91e6aa4419297 | |
parent | 5c72d7706c55d2832b816af4192afa010de51636 (diff) |
vc4: Split the coordinate shader to its own vc4_compiled_shader.
Merging VS and CS into the same struct wasn't winning us anything except
for not allocating a separate BO (but if we want to pack programs into
BOs, we should pack not just those 2 programs together). What it was
getting us was a bunch of code duplication about hash table lookups and
propagating vc4_compile contents into a vc4_compiled_shader.
I was about to make the situation worse with indirect uniform buffer
access.
-rw-r--r-- | src/gallium/drivers/vc4/vc4_context.h | 9 | ||||
-rw-r--r-- | src/gallium/drivers/vc4/vc4_draw.c | 16 | ||||
-rw-r--r-- | src/gallium/drivers/vc4/vc4_program.c | 118 |
3 files changed, 54 insertions, 89 deletions
diff --git a/src/gallium/drivers/vc4/vc4_context.h b/src/gallium/drivers/vc4/vc4_context.h index e8f9e355a98..da07cfa6cb2 100644 --- a/src/gallium/drivers/vc4/vc4_context.h +++ b/src/gallium/drivers/vc4/vc4_context.h @@ -84,9 +84,7 @@ struct vc4_uncompiled_shader { struct vc4_compiled_shader { struct vc4_bo *bo; - struct vc4_shader_uniform_info uniforms[2]; - - uint32_t coord_shader_offset; + struct vc4_shader_uniform_info uniforms; /** bitmask of which inputs are color inputs, for flat shade handling. */ uint32_t color_inputs; @@ -96,7 +94,7 @@ struct vc4_compiled_shader { struct vc4_program_stateobj { struct vc4_uncompiled_shader *bind_vs, *bind_fs; - struct vc4_compiled_shader *vs, *fs; + struct vc4_compiled_shader *cs, *vs, *fs; uint32_t dirty; uint8_t num_exports; /* Indexed by semantic name or TGSI_SEMANTIC_COUNT + semantic index @@ -257,8 +255,7 @@ int vc4_simulator_flush(struct vc4_context *vc4, void vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader, struct vc4_constbuf_stateobj *cb, - struct vc4_texture_stateobj *texstate, - int shader_index); + struct vc4_texture_stateobj *texstate); void vc4_flush(struct pipe_context *pctx); void vc4_flush_for_bo(struct pipe_context *pctx, struct vc4_bo *bo); diff --git a/src/gallium/drivers/vc4/vc4_draw.c b/src/gallium/drivers/vc4/vc4_draw.c index f4437183f99..2cac7efb620 100644 --- a/src/gallium/drivers/vc4/vc4_draw.c +++ b/src/gallium/drivers/vc4/vc4_draw.c @@ -106,16 +106,13 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) vc4_write_uniforms(vc4, vc4->prog.fs, &vc4->constbuf[PIPE_SHADER_FRAGMENT], - &vc4->fragtex, - 0); + &vc4->fragtex); vc4_write_uniforms(vc4, vc4->prog.vs, &vc4->constbuf[PIPE_SHADER_VERTEX], - &vc4->verttex, - 0); - vc4_write_uniforms(vc4, vc4->prog.vs, + &vc4->verttex); + vc4_write_uniforms(vc4, vc4->prog.cs, &vc4->constbuf[PIPE_SHADER_VERTEX], - &vc4->verttex, - 1); + &vc4->verttex); /* Emit the shader record. */ cl_start_shader_reloc(&vc4->shader_rec, 3 + vtx->num_elements); @@ -137,9 +134,8 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) cl_u16(&vc4->shader_rec, 0); /* cs num uniforms */ cl_u8(&vc4->shader_rec, (1 << vtx->num_elements) - 1); /* cs attribute array bitfield */ - cl_u8(&vc4->shader_rec, 16 * vtx->num_elements); /* vs total attribute size */ - cl_reloc(vc4, &vc4->shader_rec, vc4->prog.vs->bo, - vc4->prog.vs->coord_shader_offset); + cl_u8(&vc4->shader_rec, 16 * vtx->num_elements); /* cs total attribute size */ + cl_reloc(vc4, &vc4->shader_rec, vc4->prog.cs->bo, 0); cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */ uint32_t max_index = 0xffff; diff --git a/src/gallium/drivers/vc4/vc4_program.c b/src/gallium/drivers/vc4/vc4_program.c index 3995eccf54a..bf76acff2cd 100644 --- a/src/gallium/drivers/vc4/vc4_program.c +++ b/src/gallium/drivers/vc4/vc4_program.c @@ -75,6 +75,7 @@ struct vc4_fs_key { struct vc4_vs_key { struct vc4_key base; enum pipe_format attr_formats[8]; + bool is_coord; bool per_vertex_point_size; }; @@ -1563,8 +1564,7 @@ emit_coord_end(struct vc4_compile *c) } static struct vc4_compile * -vc4_shader_tgsi_to_qir(struct vc4_context *vc4, - struct vc4_compiled_shader *shader, enum qstage stage, +vc4_shader_tgsi_to_qir(struct vc4_context *vc4, enum qstage stage, struct vc4_key *key) { struct vc4_compile *c = qir_compile_init(); @@ -1710,67 +1710,58 @@ vc4_shader_state_create(struct pipe_context *pctx, static void copy_uniform_state_to_shader(struct vc4_compiled_shader *shader, - int shader_index, struct vc4_compile *c) { int count = c->num_uniforms; - struct vc4_shader_uniform_info *uinfo = &shader->uniforms[shader_index]; + struct vc4_shader_uniform_info *uinfo = &shader->uniforms; uinfo->count = count; - uinfo->data = malloc(count * sizeof(*uinfo->data)); + uinfo->data = ralloc_array(shader, uint32_t, count); memcpy(uinfo->data, c->uniform_data, count * sizeof(*uinfo->data)); - uinfo->contents = malloc(count * sizeof(*uinfo->contents)); + uinfo->contents = ralloc_array(shader, enum quniform_contents, count); memcpy(uinfo->contents, c->uniform_contents, count * sizeof(*uinfo->contents)); uinfo->num_texture_samples = c->num_texture_samples; } -static void -vc4_fs_compile(struct vc4_context *vc4, struct vc4_compiled_shader *shader, - struct vc4_fs_key *key) +static struct vc4_compiled_shader * +vc4_get_compiled_shader(struct vc4_context *vc4, enum qstage stage, + struct vc4_key *key) { - struct vc4_compile *c = vc4_shader_tgsi_to_qir(vc4, shader, - QSTAGE_FRAG, - &key->base); + struct util_hash_table *ht; + uint32_t key_size; + if (stage == QSTAGE_FRAG) { + ht = vc4->fs_cache; + key_size = sizeof(struct vc4_fs_key); + } else { + ht = vc4->vs_cache; + key_size = sizeof(struct vc4_vs_key); + } + + struct vc4_compiled_shader *shader; + shader = util_hash_table_get(ht, key); + if (shader) + return shader; + + struct vc4_compile *c = vc4_shader_tgsi_to_qir(vc4, stage, key); + shader = rzalloc(NULL, struct vc4_compiled_shader); + shader->num_inputs = c->num_inputs; shader->color_inputs = c->color_inputs; - copy_uniform_state_to_shader(shader, 0, c); + copy_uniform_state_to_shader(shader, c); shader->bo = vc4_bo_alloc_mem(vc4->screen, c->qpu_insts, c->qpu_inst_count * sizeof(uint64_t), - "fs_code"); + "code"); qir_compile_destroy(c); -} - -static void -vc4_vs_compile(struct vc4_context *vc4, struct vc4_compiled_shader *shader, - struct vc4_vs_key *key) -{ - struct vc4_compile *vs_c = vc4_shader_tgsi_to_qir(vc4, shader, - QSTAGE_VERT, - &key->base); - copy_uniform_state_to_shader(shader, 0, vs_c); - struct vc4_compile *cs_c = vc4_shader_tgsi_to_qir(vc4, shader, - QSTAGE_COORD, - &key->base); - copy_uniform_state_to_shader(shader, 1, cs_c); + struct vc4_key *dup_key; + dup_key = malloc(key_size); + memcpy(dup_key, key, key_size); + util_hash_table_set(ht, dup_key, shader); - uint32_t vs_size = vs_c->qpu_inst_count * sizeof(uint64_t); - uint32_t cs_size = cs_c->qpu_inst_count * sizeof(uint64_t); - shader->coord_shader_offset = vs_size; /* XXX: alignment? */ - shader->bo = vc4_bo_alloc(vc4->screen, - shader->coord_shader_offset + cs_size, - "vs_code"); - - void *map = vc4_bo_map(shader->bo); - memcpy(map, vs_c->qpu_insts, vs_size); - memcpy(map + shader->coord_shader_offset, - cs_c->qpu_insts, cs_size); - - qir_compile_destroy(vs_c); - qir_compile_destroy(cs_c); + return shader; } static void @@ -1832,24 +1823,15 @@ vc4_update_compiled_fs(struct vc4_context *vc4, uint8_t prim_mode) key->light_twoside = vc4->rasterizer->base.light_twoside; - vc4->prog.fs = util_hash_table_get(vc4->fs_cache, key); - if (vc4->prog.fs) + struct vc4_compiled_shader *old_fs = vc4->prog.fs; + vc4->prog.fs = vc4_get_compiled_shader(vc4, QSTAGE_FRAG, &key->base); + if (vc4->prog.fs == old_fs) return; - key = malloc(sizeof(*key)); - memcpy(key, &local_key, sizeof(*key)); - - struct vc4_compiled_shader *shader = CALLOC_STRUCT(vc4_compiled_shader); - vc4_fs_compile(vc4, shader, key); - util_hash_table_set(vc4->fs_cache, key, shader); - if (vc4->rasterizer->base.flatshade && - vc4->prog.fs && - vc4->prog.fs->color_inputs != shader->color_inputs) { + old_fs && vc4->prog.fs->color_inputs != old_fs->color_inputs) { vc4->dirty |= VC4_DIRTY_FLAT_SHADE_FLAGS; } - - vc4->prog.fs = shader; } static void @@ -1869,18 +1851,9 @@ vc4_update_compiled_vs(struct vc4_context *vc4, uint8_t prim_mode) (prim_mode == PIPE_PRIM_POINTS && vc4->rasterizer->base.point_size_per_vertex); - vc4->prog.vs = util_hash_table_get(vc4->vs_cache, key); - if (vc4->prog.vs) - return; - - key = malloc(sizeof(*key)); - memcpy(key, &local_key, sizeof(*key)); - - struct vc4_compiled_shader *shader = CALLOC_STRUCT(vc4_compiled_shader); - vc4_vs_compile(vc4, shader, key); - util_hash_table_set(vc4->vs_cache, key, shader); - - vc4->prog.vs = shader; + vc4->prog.vs = vc4_get_compiled_shader(vc4, QSTAGE_VERT, &key->base); + key->is_coord = true; + vc4->prog.cs = vc4_get_compiled_shader(vc4, QSTAGE_COORD, &key->base); } void @@ -1929,7 +1902,7 @@ fs_delete_from_cache(void *in_key, void *in_value, void *data) if (key->base.shader_state == data) { util_hash_table_remove(del->vc4->fs_cache, key); vc4_bo_unreference(&shader->bo); - free(shader); + ralloc_free(shader); } return 0; @@ -1945,7 +1918,7 @@ vs_delete_from_cache(void *in_key, void *in_value, void *data) if (key->base.shader_state == data) { util_hash_table_remove(del->vc4->vs_cache, key); vc4_bo_unreference(&shader->bo); - free(shader); + ralloc_free(shader); } return 0; @@ -2153,10 +2126,9 @@ get_texrect_scale(struct vc4_texture_stateobj *texstate, void vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader, struct vc4_constbuf_stateobj *cb, - struct vc4_texture_stateobj *texstate, - int shader_index) + struct vc4_texture_stateobj *texstate) { - struct vc4_shader_uniform_info *uinfo = &shader->uniforms[shader_index]; + struct vc4_shader_uniform_info *uinfo = &shader->uniforms; const uint32_t *gallium_uniforms = cb->cb[0].user_buffer; cl_start_shader_reloc(&vc4->uniforms, uinfo->num_texture_samples); @@ -2229,7 +2201,7 @@ vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader, #if 0 uint32_t written_val = *(uint32_t *)(vc4->uniforms.next - 4); fprintf(stderr, "%p/%d: %d: 0x%08x (%f)\n", - shader, shader_index, i, written_val, uif(written_val)); + shader, i, written_val, uif(written_val)); #endif } } |