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authorEric Anholt <[email protected]>2018-09-18 11:40:54 -0700
committerEric Anholt <[email protected]>2018-10-30 10:46:52 -0700
commitcc78676030d61df17ae2020d63757f69caec3cb5 (patch)
tree7e1486e18def00c97bbba65925b11888a97c15b3
parent8265dfaa87ef3b46288afdccae86221203c9b44e (diff)
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.
-rw-r--r--src/broadcom/compiler/nir_to_vir.c127
1 files changed, 80 insertions, 47 deletions
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);