diff options
author | Rob Clark <robclark@freedesktop.org> | 2014-11-05 12:08:04 -0500 |
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committer | Rob Clark <robclark@freedesktop.org> | 2014-11-14 13:59:54 -0500 |
commit | 82103206feb10b3cfc581fe5ea88673e4d53b744 (patch) | |
tree | 0d60fa72f114c1465542ce9dcac01868cfe3679f /src/gallium | |
parent | e091c08089f43e0a4f4edf8e5e24f2617364f044 (diff) |
freedreno/ir3: move some helpers
Split out a few helpers from fd3_program so we don't have to duplicate
for fd4_program.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Diffstat (limited to 'src/gallium')
-rw-r--r-- | src/gallium/drivers/freedreno/a3xx/fd3_program.c | 78 | ||||
-rw-r--r-- | src/gallium/drivers/freedreno/ir3/ir3_shader.h | 58 |
2 files changed, 71 insertions, 65 deletions
diff --git a/src/gallium/drivers/freedreno/a3xx/fd3_program.c b/src/gallium/drivers/freedreno/a3xx/fd3_program.c index d674e0c0a81..cb0179a68d3 100644 --- a/src/gallium/drivers/freedreno/a3xx/fd3_program.c +++ b/src/gallium/drivers/freedreno/a3xx/fd3_program.c @@ -126,58 +126,6 @@ emit_shader(struct fd_ringbuffer *ring, const struct ir3_shader_variant *so) } } -static int -find_output(const struct ir3_shader_variant *so, ir3_semantic semantic) -{ - int j; - - for (j = 0; j < so->outputs_count; j++) - if (so->outputs[j].semantic == semantic) - return j; - - /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n] - * in the vertex shader.. but the fragment shader doesn't know this - * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So - * at link time if there is no matching OUT.BCOLOR[n], we must map - * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only - * a OUT.BCOLOR[n] but no matching OUT.COLOR[n] - */ - if (sem2name(semantic) == TGSI_SEMANTIC_BCOLOR) { - unsigned idx = sem2idx(semantic); - semantic = ir3_semantic_name(TGSI_SEMANTIC_COLOR, idx); - } else if (sem2name(semantic) == TGSI_SEMANTIC_COLOR) { - unsigned idx = sem2idx(semantic); - semantic = ir3_semantic_name(TGSI_SEMANTIC_BCOLOR, idx); - } - - for (j = 0; j < so->outputs_count; j++) - if (so->outputs[j].semantic == semantic) - return j; - - debug_assert(0); - - return 0; -} - -static int -next_varying(const struct ir3_shader_variant *so, int i) -{ - while (++i < so->inputs_count) - if (so->inputs[i].compmask && so->inputs[i].bary) - break; - return i; -} - -static uint32_t -find_output_regid(const struct ir3_shader_variant *so, ir3_semantic semantic) -{ - int j; - for (j = 0; j < so->outputs_count; j++) - if (so->outputs[j].semantic == semantic) - return so->outputs[j].regid; - return regid(63, 0); -} - void fd3_program_emit(struct fd_ringbuffer *ring, struct fd3_emit *emit) { @@ -245,13 +193,13 @@ fd3_program_emit(struct fd_ringbuffer *ring, struct fd3_emit *emit) /* seems like vs->constlen + fs->constlen > 256, then CONSTMODE=1 */ constmode = ((vp->constlen + fp->constlen) > 256) ? 1 : 0; - pos_regid = find_output_regid(vp, + pos_regid = ir3_find_output_regid(vp, ir3_semantic_name(TGSI_SEMANTIC_POSITION, 0)); - posz_regid = find_output_regid(fp, + posz_regid = ir3_find_output_regid(fp, ir3_semantic_name(TGSI_SEMANTIC_POSITION, 0)); - psize_regid = find_output_regid(vp, + psize_regid = ir3_find_output_regid(vp, ir3_semantic_name(TGSI_SEMANTIC_PSIZE, 0)); - color_regid = find_output_regid(fp, + color_regid = ir3_find_output_regid(fp, ir3_semantic_name(TGSI_SEMANTIC_COLOR, 0)); /* we could probably divide this up into things that need to be @@ -311,16 +259,16 @@ fd3_program_emit(struct fd_ringbuffer *ring, struct fd3_emit *emit) OUT_PKT0(ring, REG_A3XX_SP_VS_OUT_REG(i), 1); - j = next_varying(fp, j); + j = ir3_next_varying(fp, j); if (j < fp->inputs_count) { - k = find_output(vp, fp->inputs[j].semantic); + k = ir3_find_output(vp, fp->inputs[j].semantic); reg |= A3XX_SP_VS_OUT_REG_A_REGID(vp->outputs[k].regid); reg |= A3XX_SP_VS_OUT_REG_A_COMPMASK(fp->inputs[j].compmask); } - j = next_varying(fp, j); + j = ir3_next_varying(fp, j); if (j < fp->inputs_count) { - k = find_output(vp, fp->inputs[j].semantic); + k = ir3_find_output(vp, fp->inputs[j].semantic); reg |= A3XX_SP_VS_OUT_REG_B_REGID(vp->outputs[k].regid); reg |= A3XX_SP_VS_OUT_REG_B_COMPMASK(fp->inputs[j].compmask); } @@ -333,16 +281,16 @@ fd3_program_emit(struct fd_ringbuffer *ring, struct fd3_emit *emit) OUT_PKT0(ring, REG_A3XX_SP_VS_VPC_DST_REG(i), 1); - j = next_varying(fp, j); + j = ir3_next_varying(fp, j); if (j < fp->inputs_count) reg |= A3XX_SP_VS_VPC_DST_REG_OUTLOC0(fp->inputs[j].inloc); - j = next_varying(fp, j); + j = ir3_next_varying(fp, j); if (j < fp->inputs_count) reg |= A3XX_SP_VS_VPC_DST_REG_OUTLOC1(fp->inputs[j].inloc); - j = next_varying(fp, j); + j = ir3_next_varying(fp, j); if (j < fp->inputs_count) reg |= A3XX_SP_VS_VPC_DST_REG_OUTLOC2(fp->inputs[j].inloc); - j = next_varying(fp, j); + j = ir3_next_varying(fp, j); if (j < fp->inputs_count) reg |= A3XX_SP_VS_VPC_DST_REG_OUTLOC3(fp->inputs[j].inloc); @@ -418,7 +366,7 @@ fd3_program_emit(struct fd_ringbuffer *ring, struct fd3_emit *emit) uint32_t vinterp[4] = {0}, flatshade[2] = {0}; /* figure out VARYING_INTERP / FLAT_SHAD register values: */ - for (j = -1; (j = next_varying(fp, j)) < (int)fp->inputs_count; ) { + for (j = -1; (j = ir3_next_varying(fp, j)) < (int)fp->inputs_count; ) { uint32_t interp = fp->inputs[j].interpolate; if ((interp == TGSI_INTERPOLATE_CONSTANT) || ((interp == TGSI_INTERPOLATE_COLOR) && emit->rasterflat)) { diff --git a/src/gallium/drivers/freedreno/ir3/ir3_shader.h b/src/gallium/drivers/freedreno/ir3/ir3_shader.h index a26dab2e8e1..3d51603fcfb 100644 --- a/src/gallium/drivers/freedreno/ir3/ir3_shader.h +++ b/src/gallium/drivers/freedreno/ir3/ir3_shader.h @@ -214,4 +214,62 @@ void ir3_shader_destroy(struct ir3_shader *shader); struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader, struct ir3_shader_key key); +/* + * Helper/util: + */ + +static inline int +ir3_find_output(const struct ir3_shader_variant *so, ir3_semantic semantic) +{ + int j; + + for (j = 0; j < so->outputs_count; j++) + if (so->outputs[j].semantic == semantic) + return j; + + /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n] + * in the vertex shader.. but the fragment shader doesn't know this + * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So + * at link time if there is no matching OUT.BCOLOR[n], we must map + * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only + * a OUT.BCOLOR[n] but no matching OUT.COLOR[n] + */ + if (sem2name(semantic) == TGSI_SEMANTIC_BCOLOR) { + unsigned idx = sem2idx(semantic); + semantic = ir3_semantic_name(TGSI_SEMANTIC_COLOR, idx); + } else if (sem2name(semantic) == TGSI_SEMANTIC_COLOR) { + unsigned idx = sem2idx(semantic); + semantic = ir3_semantic_name(TGSI_SEMANTIC_BCOLOR, idx); + } else { + return 0; + } + + for (j = 0; j < so->outputs_count; j++) + if (so->outputs[j].semantic == semantic) + return j; + + debug_assert(0); + + return 0; +} + +static inline int +ir3_next_varying(const struct ir3_shader_variant *so, int i) +{ + while (++i < so->inputs_count) + if (so->inputs[i].compmask && so->inputs[i].bary) + break; + return i; +} + +static inline uint32_t +ir3_find_output_regid(const struct ir3_shader_variant *so, ir3_semantic semantic) +{ + int j; + for (j = 0; j < so->outputs_count; j++) + if (so->outputs[j].semantic == semantic) + return so->outputs[j].regid; + return regid(63, 0); +} + #endif /* IR3_SHADER_H_ */ |