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authorKenneth Graunke <[email protected]>2015-11-14 17:40:43 -0800
committerKenneth Graunke <[email protected]>2016-05-03 16:28:00 -0700
commit7d9143ad885752184156b3a0d3e492aef09af3b0 (patch)
tree78ddc0d7b4aa2bb44439ebf2401e61c93076b2b4 /src/mesa/drivers/dri/i965/brw_tcs.c
parent75881bed9e12cee1abfb5ec466e17ff2b253e0ab (diff)
i965: Write a scalar TCS backend that runs in SINGLE_PATCH mode.
Unlike most shader stages, the Hull Shader hardware makes us explicitly tell it how many threads to dispatch and manually configure the channel mask. One perk of this is that we have a lot of flexibility - we can run it in either SIMD4x2 or SIMD8 mode. Treating it as SIMD8 means that shaders with 8 or fewer output vertices (which is overwhemingly the common case) can be handled by a single thread. This has several intriguing properties: - Accessing input arrays with gl_InvocationID as the index is a simple SIMD8 URB read with g1 as the header. No indirect addressing required. - Barriers are no-ops. - We could potentially do output shadowing to combine writes, as the concurrency concerns are gone. (We don't do this yet, though.) v2: Drop first_non_payload_grf change, as it was always adding 0 (caught by Jordan Justen). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_tcs.c')
-rw-r--r--src/mesa/drivers/dri/i965/brw_tcs.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_tcs.c b/src/mesa/drivers/dri/i965/brw_tcs.c
index 0117ffe3589..98ed2b253a6 100644
--- a/src/mesa/drivers/dri/i965/brw_tcs.c
+++ b/src/mesa/drivers/dri/i965/brw_tcs.c
@@ -214,7 +214,8 @@ brw_codegen_tcs_prog(struct brw_context *brw,
prog_data.base.base.nr_image_params = tcs->NumImages;
brw_nir_setup_glsl_uniforms(nir, shader_prog, &tcp->program.Base,
- &prog_data.base.base, false);
+ &prog_data.base.base,
+ compiler->scalar_stage[MESA_SHADER_TESS_CTRL]);
} else {
/* Upload the Patch URB Header as the first two uniforms.
* Do the annoying scrambling so the shader doesn't have to.