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authorKenneth Graunke <[email protected]>2012-11-26 21:46:27 -0800
committerKenneth Graunke <[email protected]>2012-11-28 18:15:26 -0800
commitdd50c88386c8220f4631115b68a10930378ead6c (patch)
tree54f1d672cd67b28e385d8fa353df9e5188ea84a3 /src/mesa/drivers/dri/i965/brw_vec4.cpp
parent9947470655bbf8f4a9c98fe6d93ff5c3486f1124 (diff)
i965/vs: Move some functions from brw_vec4_emit.cpp to brw_vec4.cpp.
This leaves only the final code generation stage in brw_vec4_emit.cpp, moving the payload setup, run(), and brw_vs_emit functions to brw_vec4.cpp. The fragment shader backend puts these functions in brw_fs.cpp, so this patch also helps with consistency. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_vec4.cpp')
-rw-r--r--src/mesa/drivers/dri/i965/brw_vec4.cpp265
1 files changed, 265 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_vec4.cpp b/src/mesa/drivers/dri/i965/brw_vec4.cpp
index 10a8310ff88..227accae45f 100644
--- a/src/mesa/drivers/dri/i965/brw_vec4.cpp
+++ b/src/mesa/drivers/dri/i965/brw_vec4.cpp
@@ -22,13 +22,18 @@
*/
#include "brw_vec4.h"
+#include "glsl/ir_print_visitor.h"
+
extern "C" {
#include "main/macros.h"
+#include "program/prog_print.h"
#include "program/prog_parameter.h"
}
#define MAX_INSTRUCTION (1 << 30)
+using namespace brw;
+
namespace brw {
/**
@@ -913,4 +918,264 @@ vec4_visitor::dump_instructions()
}
}
+int
+vec4_visitor::setup_attributes(int payload_reg)
+{
+ int nr_attributes;
+ int attribute_map[VERT_ATTRIB_MAX + 1];
+
+ nr_attributes = 0;
+ for (int i = 0; i < VERT_ATTRIB_MAX; i++) {
+ if (prog_data->inputs_read & BITFIELD64_BIT(i)) {
+ attribute_map[i] = payload_reg + nr_attributes;
+ nr_attributes++;
+ }
+ }
+
+ /* VertexID is stored by the VF as the last vertex element, but we
+ * don't represent it with a flag in inputs_read, so we call it
+ * VERT_ATTRIB_MAX.
+ */
+ if (prog_data->uses_vertexid) {
+ attribute_map[VERT_ATTRIB_MAX] = payload_reg + nr_attributes;
+ nr_attributes++;
+ }
+
+ foreach_list(node, &this->instructions) {
+ vec4_instruction *inst = (vec4_instruction *)node;
+
+ /* We have to support ATTR as a destination for GL_FIXED fixup. */
+ if (inst->dst.file == ATTR) {
+ int grf = attribute_map[inst->dst.reg + inst->dst.reg_offset];
+
+ struct brw_reg reg = brw_vec8_grf(grf, 0);
+ reg.type = inst->dst.type;
+ reg.dw1.bits.writemask = inst->dst.writemask;
+
+ inst->dst.file = HW_REG;
+ inst->dst.fixed_hw_reg = reg;
+ }
+
+ for (int i = 0; i < 3; i++) {
+ if (inst->src[i].file != ATTR)
+ continue;
+
+ int grf = attribute_map[inst->src[i].reg + inst->src[i].reg_offset];
+
+ struct brw_reg reg = brw_vec8_grf(grf, 0);
+ reg.dw1.bits.swizzle = inst->src[i].swizzle;
+ reg.type = inst->src[i].type;
+ if (inst->src[i].abs)
+ reg = brw_abs(reg);
+ if (inst->src[i].negate)
+ reg = negate(reg);
+
+ inst->src[i].file = HW_REG;
+ inst->src[i].fixed_hw_reg = reg;
+ }
+ }
+
+ /* The BSpec says we always have to read at least one thing from
+ * the VF, and it appears that the hardware wedges otherwise.
+ */
+ if (nr_attributes == 0)
+ nr_attributes = 1;
+
+ prog_data->urb_read_length = (nr_attributes + 1) / 2;
+
+ unsigned vue_entries = MAX2(nr_attributes, c->prog_data.vue_map.num_slots);
+
+ if (intel->gen == 6)
+ c->prog_data.urb_entry_size = ALIGN(vue_entries, 8) / 8;
+ else
+ c->prog_data.urb_entry_size = ALIGN(vue_entries, 4) / 4;
+
+ return payload_reg + nr_attributes;
+}
+
+int
+vec4_visitor::setup_uniforms(int reg)
+{
+ /* The pre-gen6 VS requires that some push constants get loaded no
+ * matter what, or the GPU would hang.
+ */
+ if (intel->gen < 6 && this->uniforms == 0) {
+ this->uniform_vector_size[this->uniforms] = 1;
+
+ for (unsigned int i = 0; i < 4; i++) {
+ unsigned int slot = this->uniforms * 4 + i;
+ static float zero = 0.0;
+ c->prog_data.param[slot] = &zero;
+ }
+
+ this->uniforms++;
+ reg++;
+ } else {
+ reg += ALIGN(uniforms, 2) / 2;
+ }
+
+ c->prog_data.nr_params = this->uniforms * 4;
+
+ c->prog_data.curb_read_length = reg - 1;
+
+ return reg;
+}
+
+void
+vec4_visitor::setup_payload(void)
+{
+ int reg = 0;
+
+ /* The payload always contains important data in g0, which contains
+ * the URB handles that are passed on to the URB write at the end
+ * of the thread. So, we always start push constants at g1.
+ */
+ reg++;
+
+ reg = setup_uniforms(reg);
+
+ reg = setup_attributes(reg);
+
+ this->first_non_payload_grf = reg;
+}
+
+bool
+vec4_visitor::run()
+{
+ emit_attribute_fixups();
+
+ /* Generate VS IR for main(). (the visitor only descends into
+ * functions called "main").
+ */
+ if (shader) {
+ visit_instructions(shader->ir);
+ } else {
+ emit_vertex_program_code();
+ }
+
+ if (c->key.userclip_active && !c->key.uses_clip_distance)
+ setup_uniform_clipplane_values();
+
+ emit_urb_writes();
+
+ /* Before any optimization, push array accesses out to scratch
+ * space where we need them to be. This pass may allocate new
+ * virtual GRFs, so we want to do it early. It also makes sure
+ * that we have reladdr computations available for CSE, since we'll
+ * often do repeated subexpressions for those.
+ */
+ if (shader) {
+ move_grf_array_access_to_scratch();
+ move_uniform_array_access_to_pull_constants();
+ } else {
+ /* The ARB_vertex_program frontend emits pull constant loads directly
+ * rather than using reladdr, so we don't need to walk through all the
+ * instructions looking for things to move. There isn't anything.
+ *
+ * We do still need to split things to vec4 size.
+ */
+ split_uniform_registers();
+ }
+ pack_uniform_registers();
+ move_push_constants_to_pull_constants();
+ split_virtual_grfs();
+
+ bool progress;
+ do {
+ progress = false;
+ progress = dead_code_eliminate() || progress;
+ progress = opt_copy_propagation() || progress;
+ progress = opt_algebraic() || progress;
+ progress = opt_compute_to_mrf() || progress;
+ } while (progress);
+
+
+ if (failed)
+ return false;
+
+ setup_payload();
+
+ if (false) {
+ /* Debug of register spilling: Go spill everything. */
+ const int grf_count = virtual_grf_count;
+ float spill_costs[virtual_grf_count];
+ bool no_spill[virtual_grf_count];
+ evaluate_spill_costs(spill_costs, no_spill);
+ for (int i = 0; i < grf_count; i++) {
+ if (no_spill[i])
+ continue;
+ spill_reg(i);
+ }
+ }
+
+ while (!reg_allocate()) {
+ if (failed)
+ break;
+ }
+
+ if (failed)
+ return false;
+
+ brw_set_access_mode(p, BRW_ALIGN_16);
+
+ generate_code();
+
+ return !failed;
+}
+
} /* namespace brw */
+
+extern "C" {
+
+bool
+brw_vs_emit(struct gl_shader_program *prog, struct brw_vs_compile *c)
+{
+ struct brw_context *brw = c->func.brw;
+ struct intel_context *intel = &c->func.brw->intel;
+ bool start_busy = false;
+ float start_time = 0;
+
+ if (unlikely(INTEL_DEBUG & DEBUG_PERF)) {
+ start_busy = (intel->batch.last_bo &&
+ drm_intel_bo_busy(intel->batch.last_bo));
+ start_time = get_time();
+ }
+
+ struct brw_shader *shader = NULL;
+ if (prog)
+ shader = (brw_shader *) prog->_LinkedShaders[MESA_SHADER_VERTEX];
+
+ if (unlikely(INTEL_DEBUG & DEBUG_VS)) {
+ if (shader) {
+ printf("GLSL IR for native vertex shader %d:\n", prog->Name);
+ _mesa_print_ir(shader->ir, NULL);
+ printf("\n\n");
+ } else {
+ printf("ARB_vertex_program %d for native vertex shader\n",
+ c->vp->program.Base.Id);
+ _mesa_print_program(&c->vp->program.Base);
+ }
+ }
+
+ if (unlikely(INTEL_DEBUG & DEBUG_PERF) && shader) {
+ if (shader->compiled_once) {
+ brw_vs_debug_recompile(brw, prog, &c->key);
+ }
+ if (start_busy && !drm_intel_bo_busy(intel->batch.last_bo)) {
+ perf_debug("VS compile took %.03f ms and stalled the GPU\n",
+ (get_time() - start_time) * 1000);
+ }
+ shader->compiled_once = true;
+ }
+
+ vec4_visitor v(c, prog, shader);
+ if (!v.run()) {
+ prog->LinkStatus = false;
+ ralloc_strcat(&prog->InfoLog, v.fail_msg);
+ return false;
+ }
+
+ return true;
+}
+
+} /* extern "C" */