[Mesa-dev] [PATCH v2 06/13] i965: Add tessellation shader VUE map code.
Jordan Justen
jordan.l.justen at intel.com
Sat Dec 12 12:16:33 PST 2015
On 2015-12-11 13:23:55, Kenneth Graunke wrote:
> Based on a patch by Chris Forbes, but largely rewritten by Ken.
>
> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
> ---
> src/mesa/drivers/dri/i965/brw_compiler.h | 20 ++++++-
> src/mesa/drivers/dri/i965/brw_vue_map.c | 98 ++++++++++++++++++++++++++++++--
> 2 files changed, 111 insertions(+), 7 deletions(-)
>
> diff --git a/src/mesa/drivers/dri/i965/brw_compiler.h b/src/mesa/drivers/dri/i965/brw_compiler.h
> index 514788c..c9e0317 100644
> --- a/src/mesa/drivers/dri/i965/brw_compiler.h
> +++ b/src/mesa/drivers/dri/i965/brw_compiler.h
> @@ -442,7 +442,7 @@ struct brw_vue_map {
> * additional processing is applied before storing them in the VUE), the
> * value is -1.
> */
> - signed char varying_to_slot[BRW_VARYING_SLOT_COUNT];
> + signed char varying_to_slot[VARYING_SLOT_TESS_MAX];
>
> /**
> * Map from VUE slot to gl_varying_slot value. For slots that do not
> @@ -451,12 +451,24 @@ struct brw_vue_map {
> *
> * For slots that are not in use, the value is BRW_VARYING_SLOT_PAD.
This comment doesn't apply to tess, right?
> */
> - signed char slot_to_varying[BRW_VARYING_SLOT_COUNT];
> + signed char slot_to_varying[VARYING_SLOT_TESS_MAX];
So, for VS, the brw_varying_slot enum is used, and for tess
VARYING_SLOT_TESS_MAX will be used?
Looking at VARYING_SLOT_TESS_MAX vs. BRW_VARYING_SLOT_COUNT, it seems
pretty clear that VARYING_SLOT_TESS_MAX is >= BRW_VARYING_SLOT_COUNT.
I was going to suggest a STATIC_ASSERT, but it doesn't really seem
required.
>
> /**
> * Total number of VUE slots in use
> */
> int num_slots;
> +
> + /**
> + * Number of per-patch VUE slots. Only valid for tessellation control
> + * shader outputs and tessellation evaluation shader inputs.
> + */
> + int num_per_patch_slots;
> +
> + /**
> + * Number of per-vertex VUE slots. Only valid for tessellation control
> + * shader outputs and tessellation evaluation shader inputs.
> + */
> + int num_per_vertex_slots;
> };
>
> void brw_print_vue_map(FILE *fp, const struct brw_vue_map *vue_map);
> @@ -484,6 +496,10 @@ void brw_compute_vue_map(const struct brw_device_info *devinfo,
> GLbitfield64 slots_valid,
> bool separate_shader);
>
> +void brw_compute_tess_vue_map(struct brw_vue_map *const vue_map,
> + const GLbitfield64 slots_valid,
> + const GLbitfield is_patch);
> +
> enum shader_dispatch_mode {
> DISPATCH_MODE_4X1_SINGLE = 0,
> DISPATCH_MODE_4X2_DUAL_INSTANCE = 1,
> diff --git a/src/mesa/drivers/dri/i965/brw_vue_map.c b/src/mesa/drivers/dri/i965/brw_vue_map.c
> index 6cb3da4..469538b 100644
> --- a/src/mesa/drivers/dri/i965/brw_vue_map.c
> +++ b/src/mesa/drivers/dri/i965/brw_vue_map.c
> @@ -176,6 +176,77 @@ brw_compute_vue_map(const struct brw_device_info *devinfo,
> }
>
> vue_map->num_slots = separate ? slot + 1 : slot;
> + vue_map->num_per_vertex_slots = 0;
> + vue_map->num_per_patch_slots = 0;
> +}
> +
> +/**
> + * Compute the VUE map for tessellation control shader outputs and
> + * tessellation evaluation shader inputs.
> + */
> +void
> +brw_compute_tess_vue_map(struct brw_vue_map *vue_map,
> + GLbitfield64 vertex_slots,
> + GLbitfield patch_slots)
> +{
> + /* I don't think anything actually uses this... */
> + vue_map->slots_valid = vertex_slots;
> +
> + vertex_slots &= ~(VARYING_BIT_TESS_LEVEL_OUTER |
> + VARYING_BIT_TESS_LEVEL_INNER);
> +
> + /* Make sure that the values we store in vue_map->varying_to_slot and
> + * vue_map->slot_to_varying won't overflow the signed chars that are used
> + * to store them. Note that since vue_map->slot_to_varying sometimes holds
> + * values equal to VARYING_SLOT_TESS_MAX , we need to ensure that
> + * VARYNIG_SLOT_TESS_MAX is <= 127, not 128.
typo
> + */
> + STATIC_ASSERT(VARYING_SLOT_TESS_MAX <= 127);
> +
> + for (int i = 0; i < VARYING_SLOT_TESS_MAX ; ++i) {
> + vue_map->varying_to_slot[i] = -1;
> + vue_map->slot_to_varying[i] = BRW_VARYING_SLOT_PAD;
> + }
> +
> + int slot = 0;
> +
> + /* The first 8 DWords are reserved for the "Patch Header".
> + *
> + * VARYING_SLOT_TESS_LEVEL_OUTER / INNER live here, but the exact layout
> + * depends on the domain type. They might not be in slots 0 and 1 as
> + * described here, but pretending they're separate allows us to uniquely
> + * identify them by distinct slot locations.
> + */
> + assign_vue_slot(vue_map, VARYING_SLOT_TESS_LEVEL_INNER, slot++);
> + assign_vue_slot(vue_map, VARYING_SLOT_TESS_LEVEL_OUTER, slot++);
> +
> + /* XXX: SSO! :( What if you mix and match TCS/TES separate shaders, and
> + * the number of per-patch varyings changes?
> + */
> +
> + /* first assign per-patch varyings */
> + while (patch_slots != 0) {
> + const int varying = ffsll(patch_slots) - 1;
> + if (vue_map->varying_to_slot[varying + VARYING_SLOT_PATCH0] == -1) {
> + assign_vue_slot(vue_map, varying + VARYING_SLOT_PATCH0, slot++);
> + }
> + patch_slots &= ~BITFIELD64_BIT(varying);
> + }
> +
> + /* apparently, including the patch header... */
> + vue_map->num_per_patch_slots = slot;
> +
> + /* then assign per-vertex varyings for each vertex in our patch */
> + while (vertex_slots != 0) {
> + const int varying = ffsll(vertex_slots) - 1;
> + if (vue_map->varying_to_slot[varying] == -1) {
> + assign_vue_slot(vue_map, varying, slot++);
> + }
> + vertex_slots &= ~BITFIELD64_BIT(varying);
> + }
> +
> + vue_map->num_per_vertex_slots = slot - vue_map->num_per_patch_slots;
> + vue_map->num_slots = slot;
> }
>
> static const char *
> @@ -196,11 +267,28 @@ varying_name(brw_varying_slot slot)
> void
> brw_print_vue_map(FILE *fp, const struct brw_vue_map *vue_map)
> {
> - fprintf(fp, "VUE map (%d slots, %s)\n",
> - vue_map->num_slots, vue_map->separate ? "SSO" : "non-SSO");
> - for (int i = 0; i < vue_map->num_slots; i++) {
> - fprintf(fp, " [%d] %s\n", i,
> - varying_name(vue_map->slot_to_varying[i]));
> + if (vue_map->num_per_vertex_slots > 0 || vue_map->num_per_patch_slots > 0) {
> + fprintf(fp, "PUE map (%d slots, %d/patch, %d/vertex, %s)\n",
Patch URB Entry, right?
Should it be brw_compute_tess_pue_map?
Reviewed-by: Jordan Justen <jordan.l.justen at intel.com>
> + vue_map->num_slots,
> + vue_map->num_per_patch_slots,
> + vue_map->num_per_vertex_slots,
> + vue_map->separate ? "SSO" : "non-SSO");
> + for (int i = 0; i < vue_map->num_slots; i++) {
> + if (vue_map->slot_to_varying[i] >= VARYING_SLOT_PATCH0) {
> + fprintf(fp, " [%d] VARYING_SLOT_PATCH%d\n", i,
> + vue_map->slot_to_varying[i] - VARYING_SLOT_PATCH0);
> + } else {
> + fprintf(fp, " [%d] %s\n", i,
> + varying_name(vue_map->slot_to_varying[i]));
> + }
> + }
> + } else {
> + fprintf(fp, "VUE map (%d slots, %s)\n",
> + vue_map->num_slots, vue_map->separate ? "SSO" : "non-SSO");
> + for (int i = 0; i < vue_map->num_slots; i++) {
> + fprintf(fp, " [%d] %s\n", i,
> + varying_name(vue_map->slot_to_varying[i]));
> + }
> }
> fprintf(fp, "\n");
> }
> --
> 2.6.3
>
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