[Mesa-dev] [PATCH 2/4] i965/fs: Make the repclear shader support either a uniform or a flat input
Jason Ekstrand
jason at jlekstrand.net
Tue Apr 5 16:28:43 UTC 2016
On Tue, Apr 5, 2016 at 6:39 AM, Michael Schellenberger Costa <
mschellenbergercosta at googlemail.com> wrote:
> Hi Jason,
>
Hi Michael,
FYI, please remember CC the mailing list when you send review feedback. :-)
> tiny nitpick (therefore not on list)
>
> Am 05.04.2016 um 00:51 schrieb Jason Ekstrand:
> > In the Vulkan driver we use a single flat input instead of a uniform
> > because setting up push constants is more disruptive to the pipeline than
> > setting up another vertex input. This uses the number of uniforms as a
> key
> > to keep it working for the GL driver.
> > ---
> > src/mesa/drivers/dri/i965/brw_fs.cpp | 25 ++++++++++++++++++++-----
> > 1 file changed, 20 insertions(+), 5 deletions(-)
> >
> > diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp
> b/src/mesa/drivers/dri/i965/brw_fs.cpp
> > index 1a6a229..b138c15 100644
> > --- a/src/mesa/drivers/dri/i965/brw_fs.cpp
> > +++ b/src/mesa/drivers/dri/i965/brw_fs.cpp
> > @@ -2787,10 +2787,23 @@ fs_visitor::emit_repclear_shader()
> > brw_wm_prog_key *key = (brw_wm_prog_key*) this->key;
> > int base_mrf = 1;
> > int color_mrf = base_mrf + 2;
> > + fs_inst *mov;
> >
> > - fs_inst *mov = bld.exec_all().group(4, 0)
> > - .MOV(brw_message_reg(color_mrf),
> > - fs_reg(UNIFORM, 0, BRW_REGISTER_TYPE_F));
> > + if (uniforms > 0) {
> > + mov = bld.exec_all().group(4, 0)
> > + .MOV(brw_message_reg(color_mrf),
> > + fs_reg(UNIFORM, 0, BRW_REGISTER_TYPE_F));
> > + } else {
> > + struct brw_reg reg =
> > + brw_reg(BRW_GENERAL_REGISTER_FILE,
> > + 2, 3, 0, 0, BRW_REGISTER_TYPE_F,
> > + BRW_VERTICAL_STRIDE_8,
> > + BRW_WIDTH_2,
> > + BRW_HORIZONTAL_STRIDE_4, BRW_SWIZZLE_XYZW,
> WRITEMASK_XYZW);
> The linebreaks above seem strange. Can you either put BRW_WIDTH_2 one
> line up or every BRW_* on its own?
>
Sure, I'll move BRW_WIDTH_2 up.
--Jason
> -- Michael
> > +
> > + mov = bld.exec_all().group(4, 0)
> > + .MOV(vec4(brw_message_reg(color_mrf)), fs_reg(reg));
> > + }
> >
> > fs_inst *write;
> > if (key->nr_color_regions == 1) {
> > @@ -2819,8 +2832,10 @@ fs_visitor::emit_repclear_shader()
> > assign_curb_setup();
> >
> > /* Now that we have the uniform assigned, go ahead and force it to a
> vec4. */
> > - assert(mov->src[0].file == FIXED_GRF);
> > - mov->src[0] = brw_vec4_grf(mov->src[0].nr, 0);
> > + if (uniforms == 1) {
> > + assert(mov->src[0].file == FIXED_GRF);
> > + mov->src[0] = brw_vec4_grf(mov->src[0].nr, 0);
> > + }
> > }
> >
> > /**
>
>
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