[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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