[Mesa-dev] [PATCH] i965/vs: Move URB entry_size and read_length calculations to compile_vs
Eduardo Lima Mitev
elima at igalia.com
Sun Oct 18 11:14:29 PDT 2015
On 10/16/2015 05:18 PM, Jason Ekstrand wrote:
> Topi,
> Seeing as you're on a roll reviewing my move-the-code patches, mind one more?
> --Jason
>
I took the liberty to review this one, and looks pretty
straight-forward. So it is:
Reviewed-By: Eduardo Lima Mitev <elima at igalia.com>
It had a few issues applying your series "[PATCH 00/17] i965: More
compiler cleanups" first. It conflicts with current master, at least the
version at:
http://cgit.freedesktop.org/~jekstrand/mesa/log/?h=review/i965-compiler-cleanups2
Eduardo
> On Thu, Oct 15, 2015 at 12:06 PM, Jason Ekstrand <jason at jlekstrand.net> wrote:
>> This patch applies on top of my previous series to shuffle a bunch of
>> the compiler code around.
>>
>> On Thu, Oct 15, 2015 at 12:05 PM, Jason Ekstrand <jason at jlekstrand.net> wrote:
>>> ---
>>> 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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