diff options
author | Iago Toral Quiroga <[email protected]> | 2019-11-11 11:46:41 +0100 |
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committer | Iago Toral Quiroga <[email protected]> | 2019-12-16 08:42:37 +0100 |
commit | ba7bc83dd57d96567e0fc53991482b693866ca6c (patch) | |
tree | e3315c10815d066368483aa0623d97f8c6223222 /src/gallium/drivers/v3d | |
parent | 7cee56b1dfde82ae81850fbedc4afc778d911edd (diff) |
v3d: support precompiling geometry shaders
At present, this is only relevant for shader-db.
Reviewed-by: Alejandro PiƱeiro <[email protected]>
Diffstat (limited to 'src/gallium/drivers/v3d')
-rw-r--r-- | src/gallium/drivers/v3d/v3d_program.c | 64 |
1 files changed, 48 insertions, 16 deletions
diff --git a/src/gallium/drivers/v3d/v3d_program.c b/src/gallium/drivers/v3d/v3d_program.c index 7bbdbe409e2..81c14d349c9 100644 --- a/src/gallium/drivers/v3d/v3d_program.c +++ b/src/gallium/drivers/v3d/v3d_program.c @@ -175,6 +175,27 @@ type_size(const struct glsl_type *type, bool bindless) return glsl_count_attribute_slots(type, false); } +static void +precompile_all_outputs(nir_shader *s, + struct v3d_varying_slot *outputs, + uint8_t *num_outputs) +{ + nir_foreach_variable(var, &s->outputs) { + const int array_len = MAX2(glsl_get_length(var->type), 1); + for (int j = 0; j < array_len; j++) { + const int slot = var->data.location + j; + const int num_components = + glsl_get_components(var->type); + for (int i = 0; i < num_components; i++) { + const int swiz = var->data.location_frac + i; + outputs[(*num_outputs)++] = + v3d_slot_from_slot_and_component(slot, + swiz); + } + } + } +} + /** * Precompiles a shader variant at shader state creation time if * V3D_DEBUG=precompile is set. Used for shader-db @@ -204,9 +225,31 @@ v3d_shader_precompile(struct v3d_context *v3d, v3d_setup_shared_precompile_key(so, &key.base); v3d_get_compiled_shader(v3d, &key.base, sizeof(key)); - } else { - /* FIXME: add geometry shaders */ + } else if (s->info.stage == MESA_SHADER_GEOMETRY) { + struct v3d_gs_key key = { + .base.shader_state = so, + .base.is_last_geometry_stage = true, + }; + + v3d_setup_shared_precompile_key(so, &key.base); + + precompile_all_outputs(s, + key.used_outputs, + &key.num_used_outputs); + v3d_get_compiled_shader(v3d, &key.base, sizeof(key)); + + /* Compile GS bin shader: only position (XXX: include TF) */ + key.is_coord = true; + key.num_used_outputs = 0; + for (int i = 0; i < 4; i++) { + key.used_outputs[key.num_used_outputs++] = + v3d_slot_from_slot_and_component(VARYING_SLOT_POS, + i); + } + v3d_get_compiled_shader(v3d, &key.base, sizeof(key)); + } else { + assert(s->info.stage == MESA_SHADER_VERTEX); struct v3d_vs_key key = { .base.shader_state = so, /* Emit fixed function outputs */ @@ -215,20 +258,9 @@ v3d_shader_precompile(struct v3d_context *v3d, v3d_setup_shared_precompile_key(so, &key.base); - /* Compile VS: All outputs */ - nir_foreach_variable(var, &s->outputs) { - unsigned array_len = MAX2(glsl_get_length(var->type), 1); - assert(array_len == 1); - (void)array_len; - - int slot = var->data.location; - for (int i = 0; i < glsl_get_components(var->type); i++) { - int swiz = var->data.location_frac + i; - key.used_outputs[key.num_used_outputs++] = - v3d_slot_from_slot_and_component(slot, - swiz); - } - } + precompile_all_outputs(s, + key.used_outputs, + &key.num_used_outputs); v3d_get_compiled_shader(v3d, &key.base, sizeof(key)); |