[Mesa-dev] [PATCH] i965/vs: Move URB entry_size and read_length calculations to compile_vs

Jason Ekstrand jason at jlekstrand.net
Thu Oct 15 12:05:13 PDT 2015


---
 src/mesa/drivers/dri/i965/brw_vec4.cpp | 34 ++++++++++++++++++++++++++++++++++
 src/mesa/drivers/dri/i965/brw_vs.c     | 34 ----------------------------------
 2 files changed, 34 insertions(+), 34 deletions(-)

diff --git a/src/mesa/drivers/dri/i965/brw_vec4.cpp b/src/mesa/drivers/dri/i965/brw_vec4.cpp
index ca4d23a..00e2d63 100644
--- a/src/mesa/drivers/dri/i965/brw_vec4.cpp
+++ b/src/mesa/drivers/dri/i965/brw_vec4.cpp
@@ -1933,6 +1933,40 @@ brw_compile_vs(const struct brw_compiler *compiler, void *log_data,
 {
    const unsigned *assembly = NULL;
 
+   unsigned nr_attributes = _mesa_bitcount_64(prog_data->inputs_read);
+
+   /* gl_VertexID and gl_InstanceID are system values, but arrive via an
+    * incoming vertex attribute.  So, add an extra slot.
+    */
+   if (shader->info.system_values_read &
+       (BITFIELD64_BIT(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) |
+        BITFIELD64_BIT(SYSTEM_VALUE_INSTANCE_ID))) {
+      nr_attributes++;
+   }
+
+   /* The 3DSTATE_VS documentation lists the lower bound on "Vertex URB Entry
+    * Read Length" as 1 in vec4 mode, and 0 in SIMD8 mode.  Empirically, in
+    * vec4 mode, the hardware appears to wedge unless we read something.
+    */
+   if (compiler->scalar_vs)
+      prog_data->base.urb_read_length = DIV_ROUND_UP(nr_attributes, 2);
+   else
+      prog_data->base.urb_read_length = DIV_ROUND_UP(MAX2(nr_attributes, 1), 2);
+
+   prog_data->nr_attributes = nr_attributes;
+
+   /* Since vertex shaders reuse the same VUE entry for inputs and outputs
+    * (overwriting the original contents), we need to make sure the size is
+    * the larger of the two.
+    */
+   const unsigned vue_entries =
+      MAX2(nr_attributes, (unsigned)prog_data->base.vue_map.num_slots);
+
+   if (compiler->devinfo->gen == 6)
+      prog_data->base.urb_entry_size = DIV_ROUND_UP(vue_entries, 8);
+   else
+      prog_data->base.urb_entry_size = DIV_ROUND_UP(vue_entries, 4);
+
    if (compiler->scalar_vs) {
       prog_data->base.dispatch_mode = DISPATCH_MODE_SIMD8;
 
diff --git a/src/mesa/drivers/dri/i965/brw_vs.c b/src/mesa/drivers/dri/i965/brw_vs.c
index 6c161d0..c9afc63 100644
--- a/src/mesa/drivers/dri/i965/brw_vs.c
+++ b/src/mesa/drivers/dri/i965/brw_vs.c
@@ -160,40 +160,6 @@ brw_codegen_vs_prog(struct brw_context *brw,
                        &prog_data.base.vue_map, outputs_written,
                        prog ? prog->SeparateShader : false);
 
-   unsigned nr_attributes = _mesa_bitcount_64(prog_data.inputs_read);
-
-   /* gl_VertexID and gl_InstanceID are system values, but arrive via an
-    * incoming vertex attribute.  So, add an extra slot.
-    */
-   if (vp->program.Base.SystemValuesRead &
-       (BITFIELD64_BIT(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) |
-        BITFIELD64_BIT(SYSTEM_VALUE_INSTANCE_ID))) {
-      nr_attributes++;
-   }
-
-   /* The 3DSTATE_VS documentation lists the lower bound on "Vertex URB Entry
-    * Read Length" as 1 in vec4 mode, and 0 in SIMD8 mode.  Empirically, in
-    * vec4 mode, the hardware appears to wedge unless we read something.
-    */
-   if (brw->intelScreen->compiler->scalar_vs)
-      prog_data.base.urb_read_length = DIV_ROUND_UP(nr_attributes, 2);
-   else
-      prog_data.base.urb_read_length = DIV_ROUND_UP(MAX2(nr_attributes, 1), 2);
-
-   prog_data.nr_attributes = nr_attributes;
-
-   /* Since vertex shaders reuse the same VUE entry for inputs and outputs
-    * (overwriting the original contents), we need to make sure the size is
-    * the larger of the two.
-    */
-   const unsigned vue_entries =
-      MAX2(nr_attributes, prog_data.base.vue_map.num_slots);
-
-   if (brw->gen == 6)
-      prog_data.base.urb_entry_size = DIV_ROUND_UP(vue_entries, 8);
-   else
-      prog_data.base.urb_entry_size = DIV_ROUND_UP(vue_entries, 4);
-
    if (0) {
       _mesa_fprint_program_opt(stderr, &vp->program.Base, PROG_PRINT_DEBUG,
 			       true);
-- 
2.5.0.400.gff86faf



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