[Mesa-dev] [PATCH 4/8] st/mesa: determine states used or affected by shaders at compile time

Marek Olšák maraeo at gmail.com
Sun Aug 7 01:12:20 UTC 2016


From: Marek Olšák <marek.olsak at amd.com>

At compile time, each shader determines which ST_NEW flags should be set
at shader bind time.

This just sets the new field for all shaders. The next commit will use it.
---
 src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 175 ++++++++++++++++++++++++++++-
 src/mesa/state_tracker/st_program.c        |  37 +++++-
 src/mesa/state_tracker/st_program.h        |   6 +
 3 files changed, 215 insertions(+), 3 deletions(-)

diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
index 362559f..fd14766 100644
--- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
@@ -6666,31 +6666,202 @@ get_mesa_program_tgsi(struct gl_context *ctx,
 
 static struct gl_program *
 get_mesa_program(struct gl_context *ctx,
                  struct gl_shader_program *shader_program,
                  struct gl_linked_shader *shader)
 {
    struct pipe_screen *pscreen = ctx->st->pipe->screen;
    unsigned ptarget = st_shader_stage_to_ptarget(shader->Stage);
    enum pipe_shader_ir preferred_ir = (enum pipe_shader_ir)
       pscreen->get_shader_param(pscreen, ptarget, PIPE_SHADER_CAP_PREFERRED_IR);
+   struct gl_program *prog = NULL;
+
    if (preferred_ir == PIPE_SHADER_IR_NIR) {
       /* TODO only for GLSL VS/FS for now: */
       switch (shader->Stage) {
       case MESA_SHADER_VERTEX:
       case MESA_SHADER_FRAGMENT:
-         return st_nir_get_mesa_program(ctx, shader_program, shader);
+         prog = st_nir_get_mesa_program(ctx, shader_program, shader);
       default:
          break;
       }
+   } else {
+      prog = get_mesa_program_tgsi(ctx, shader_program, shader);
+   }
+
+   if (prog) {
+      uint64_t *states;
+
+      /* This determines which states will be updated when the shader is
+       * bound.
+       */
+      switch (shader->Stage) {
+      case MESA_SHADER_VERTEX:
+         states = &((struct st_vertex_program*)prog)->affected_states;
+
+         *states = ST_NEW_VS_STATE |
+                   ST_NEW_RASTERIZER |
+                   ST_NEW_VERTEX_ARRAYS;
+
+         if (prog->Parameters->NumParameters)
+            *states |= ST_NEW_VS_CONSTANTS;
+
+         if (shader->num_samplers)
+            *states |= ST_NEW_VS_SAMPLER_VIEWS |
+                       ST_NEW_RENDER_SAMPLERS;
+
+         if (shader->NumImages)
+            *states |= ST_NEW_VS_IMAGES;
+
+         if (shader->NumUniformBlocks)
+            *states |= ST_NEW_VS_UBOS;
+
+         if (shader->NumShaderStorageBlocks)
+            *states |= ST_NEW_VS_SSBOS;
+
+         if (shader->NumAtomicBuffers)
+            *states |= ST_NEW_VS_ATOMICS;
+         break;
+
+      case MESA_SHADER_TESS_CTRL:
+         states = &((struct st_tessctrl_program*)prog)->affected_states;
+
+         *states = ST_NEW_TCS_STATE;
+
+         if (prog->Parameters->NumParameters)
+            *states |= ST_NEW_TCS_CONSTANTS;
+
+         if (shader->num_samplers)
+            *states |= ST_NEW_TCS_SAMPLER_VIEWS |
+                       ST_NEW_RENDER_SAMPLERS;
+
+         if (shader->NumImages)
+            *states |= ST_NEW_TCS_IMAGES;
+
+         if (shader->NumUniformBlocks)
+            *states |= ST_NEW_TCS_UBOS;
+
+         if (shader->NumShaderStorageBlocks)
+            *states |= ST_NEW_TCS_SSBOS;
+
+         if (shader->NumAtomicBuffers)
+            *states |= ST_NEW_TCS_ATOMICS;
+         break;
+
+      case MESA_SHADER_TESS_EVAL:
+         states = &((struct st_tesseval_program*)prog)->affected_states;
+
+         *states = ST_NEW_TES_STATE |
+                   ST_NEW_RASTERIZER;
+
+         if (prog->Parameters->NumParameters)
+            *states |= ST_NEW_TES_CONSTANTS;
+
+         if (shader->num_samplers)
+            *states |= ST_NEW_TES_SAMPLER_VIEWS |
+                       ST_NEW_RENDER_SAMPLERS;
+
+         if (shader->NumImages)
+            *states |= ST_NEW_TES_IMAGES;
+
+         if (shader->NumUniformBlocks)
+            *states |= ST_NEW_TES_UBOS;
+
+         if (shader->NumShaderStorageBlocks)
+            *states |= ST_NEW_TES_SSBOS;
+
+         if (shader->NumAtomicBuffers)
+            *states |= ST_NEW_TES_ATOMICS;
+         break;
+
+      case MESA_SHADER_GEOMETRY:
+         states = &((struct st_geometry_program*)prog)->affected_states;
+
+         *states = ST_NEW_GS_STATE |
+                   ST_NEW_RASTERIZER;
+
+         if (prog->Parameters->NumParameters)
+            *states |= ST_NEW_GS_CONSTANTS;
+
+         if (shader->num_samplers)
+            *states |= ST_NEW_GS_SAMPLER_VIEWS |
+                       ST_NEW_RENDER_SAMPLERS;
+
+         if (shader->NumImages)
+            *states |= ST_NEW_GS_IMAGES;
+
+         if (shader->NumUniformBlocks)
+            *states |= ST_NEW_GS_UBOS;
+
+         if (shader->NumShaderStorageBlocks)
+            *states |= ST_NEW_GS_SSBOS;
+
+         if (shader->NumAtomicBuffers)
+            *states |= ST_NEW_GS_ATOMICS;
+         break;
+
+      case MESA_SHADER_FRAGMENT:
+         states = &((struct st_fragment_program*)prog)->affected_states;
+
+         /* gl_FragCoord and glDrawPixels always use constants. */
+         *states = ST_NEW_FS_STATE |
+                   ST_NEW_SAMPLE_SHADING |
+                   ST_NEW_FS_CONSTANTS;
+
+         if (shader->num_samplers)
+            *states |= ST_NEW_FS_SAMPLER_VIEWS |
+                       ST_NEW_RENDER_SAMPLERS;
+
+         if (shader->NumImages)
+            *states |= ST_NEW_FS_IMAGES;
+
+         if (shader->NumUniformBlocks)
+            *states |= ST_NEW_FS_UBOS;
+
+         if (shader->NumShaderStorageBlocks)
+            *states |= ST_NEW_FS_SSBOS;
+
+         if (shader->NumAtomicBuffers)
+            *states |= ST_NEW_FS_ATOMICS;
+         break;
+
+      case MESA_SHADER_COMPUTE:
+         states = &((struct st_compute_program*)prog)->affected_states;
+
+         *states = ST_NEW_CS_STATE;
+
+         if (prog->Parameters->NumParameters)
+            *states |= ST_NEW_CS_CONSTANTS;
+
+         if (shader->num_samplers)
+            *states |= ST_NEW_CS_SAMPLER_VIEWS |
+                       ST_NEW_CS_SAMPLERS;
+
+         if (shader->NumImages)
+            *states |= ST_NEW_CS_IMAGES;
+
+         if (shader->NumUniformBlocks)
+            *states |= ST_NEW_CS_UBOS;
+
+         if (shader->NumShaderStorageBlocks)
+            *states |= ST_NEW_CS_SSBOS;
+
+         if (shader->NumAtomicBuffers)
+            *states |= ST_NEW_CS_ATOMICS;
+         break;
+
+      default:
+         unreachable("unhandled shader stage");
+      }
    }
-   return get_mesa_program_tgsi(ctx, shader_program, shader);
+
+   return prog;
 }
 
 
 extern "C" {
 
 /**
  * Link a shader.
  * Called via ctx->Driver.LinkShader()
  * This actually involves converting GLSL IR into an intermediate TGSI-like IR
  * with code lowering and other optimizations.
diff --git a/src/mesa/state_tracker/st_program.c b/src/mesa/state_tracker/st_program.c
index e297bb1..03a685c 100644
--- a/src/mesa/state_tracker/st_program.c
+++ b/src/mesa/state_tracker/st_program.c
@@ -357,23 +357,37 @@ st_translate_vertex_program(struct st_context *st,
                st_get_generic_varying_index(st, attr);
             break;
          }
       }
    }
    /* similar hack to above, presetup potentially unused edgeflag output */
    stvp->result_to_output[VARYING_SLOT_EDGE] = num_outputs;
    output_semantic_name[num_outputs] = TGSI_SEMANTIC_EDGEFLAG;
    output_semantic_index[num_outputs] = 0;
 
-   if (!stvp->glsl_to_tgsi && !stvp->shader_program)
+   /* ARB_vp: */
+   if (!stvp->glsl_to_tgsi && !stvp->shader_program) {
       _mesa_remove_output_reads(&stvp->Base.Base, PROGRAM_OUTPUT);
 
+      /* This determines which states will be updated when the assembly
+       * shader is bound.
+       */
+      stvp->affected_states = ST_NEW_VS_STATE |
+                              ST_NEW_RASTERIZER |
+                              ST_NEW_VERTEX_ARRAYS;
+
+      if (stvp->Base.Base.Parameters->NumParameters)
+         stvp->affected_states |= ST_NEW_VS_CONSTANTS;
+
+      /* No samplers are allowed in ARB_vp. */
+   }
+
    if (stvp->shader_program) {
       nir_shader *nir = st_glsl_to_nir(st, &stvp->Base.Base,
                                        stvp->shader_program,
                                        MESA_SHADER_VERTEX);
 
       stvp->tgsi.type = PIPE_SHADER_IR_NIR;
       stvp->tgsi.ir.nir = nir;
 
       st_translate_stream_output_info2(&stvp->shader_program->LinkedTransformFeedback,
                                        stvp->result_to_output,
@@ -586,24 +600,45 @@ st_translate_fragment_program(struct st_context *st,
    ubyte input_semantic_name[PIPE_MAX_SHADER_INPUTS];
    ubyte input_semantic_index[PIPE_MAX_SHADER_INPUTS];
    uint fs_num_inputs = 0;
 
    ubyte fs_output_semantic_name[PIPE_MAX_SHADER_OUTPUTS];
    ubyte fs_output_semantic_index[PIPE_MAX_SHADER_OUTPUTS];
    uint fs_num_outputs = 0;
 
    memset(inputSlotToAttr, ~0, sizeof(inputSlotToAttr));
 
+   /* Non-GLSL programs: */
    if (!stfp->glsl_to_tgsi && !stfp->shader_program) {
       _mesa_remove_output_reads(&stfp->Base.Base, PROGRAM_OUTPUT);
       if (st->ctx->Const.GLSLFragCoordIsSysVal)
          _mesa_program_fragment_position_to_sysval(&stfp->Base.Base);
+
+      /* This determines which states will be updated when the assembly
+       * shader is bound.
+       *
+       * fragment.position and glDrawPixels always use constants.
+       */
+      stfp->affected_states = ST_NEW_FS_STATE |
+                              ST_NEW_SAMPLE_SHADING |
+                              ST_NEW_FS_CONSTANTS;
+
+      if (stfp->ati_fs) {
+         /* Just set them for ATI_fs unconditionally. */
+         stfp->affected_states |= ST_NEW_FS_SAMPLER_VIEWS |
+                                  ST_NEW_RENDER_SAMPLERS;
+      } else {
+         /* ARB_fp */
+         if (stfp->Base.Base.SamplersUsed)
+            stfp->affected_states |= ST_NEW_FS_SAMPLER_VIEWS |
+                                     ST_NEW_RENDER_SAMPLERS;
+      }
    }
 
    /*
     * Convert Mesa program inputs to TGSI input register semantics.
     */
    inputsRead = stfp->Base.Base.InputsRead;
    for (attr = 0; attr < VARYING_SLOT_MAX; attr++) {
       if ((inputsRead & BITFIELD64_BIT(attr)) != 0) {
          const GLuint slot = fs_num_inputs++;
 
diff --git a/src/mesa/state_tracker/st_program.h b/src/mesa/state_tracker/st_program.h
index e6db106..8e11bf0 100644
--- a/src/mesa/state_tracker/st_program.h
+++ b/src/mesa/state_tracker/st_program.h
@@ -100,20 +100,21 @@ struct st_fp_variant
 
 /**
  * Derived from Mesa gl_fragment_program:
  */
 struct st_fragment_program
 {
    struct gl_fragment_program Base;
    struct pipe_shader_state tgsi;
    struct glsl_to_tgsi_visitor* glsl_to_tgsi;
    struct ati_fragment_shader *ati_fs;
+   uint64_t affected_states; /**< ST_NEW_* flags to mark dirty when binding */
 
    /* used when bypassing glsl_to_tgsi: */
    struct gl_shader_program *shader_program;
 
    struct st_fp_variant *variants;
 };
 
 
 
 /** Vertex program variant key */
@@ -159,20 +160,21 @@ struct st_vp_variant
 
 
 /**
  * Derived from Mesa gl_fragment_program:
  */
 struct st_vertex_program
 {
    struct gl_vertex_program Base;  /**< The Mesa vertex program */
    struct pipe_shader_state tgsi;
    struct glsl_to_tgsi_visitor* glsl_to_tgsi;
+   uint64_t affected_states; /**< ST_NEW_* flags to mark dirty when binding */
 
    /* used when bypassing glsl_to_tgsi: */
    struct gl_shader_program *shader_program;
 
    /** maps a Mesa VERT_ATTRIB_x to a packed TGSI input index */
    /** maps a TGSI input index back to a Mesa VERT_ATTRIB_x */
    GLuint index_to_input[PIPE_MAX_SHADER_INPUTS];
    GLuint num_inputs;
 
    /** Maps VARYING_SLOT_x to slot */
@@ -207,59 +209,63 @@ struct st_basic_variant
 
 
 /**
  * Derived from Mesa gl_geometry_program:
  */
 struct st_geometry_program
 {
    struct gl_geometry_program Base;  /**< The Mesa geometry program */
    struct pipe_shader_state tgsi;
    struct glsl_to_tgsi_visitor* glsl_to_tgsi;
+   uint64_t affected_states; /**< ST_NEW_* flags to mark dirty when binding */
 
    struct st_basic_variant *variants;
 };
 
 
 /**
  * Derived from Mesa gl_tess_ctrl_program:
  */
 struct st_tessctrl_program
 {
    struct gl_tess_ctrl_program Base;  /**< The Mesa tess ctrl program */
    struct pipe_shader_state tgsi;
    struct glsl_to_tgsi_visitor* glsl_to_tgsi;
+   uint64_t affected_states; /**< ST_NEW_* flags to mark dirty when binding */
 
    struct st_basic_variant *variants;
 };
 
 
 /**
  * Derived from Mesa gl_tess_eval_program:
  */
 struct st_tesseval_program
 {
    struct gl_tess_eval_program Base;  /**< The Mesa tess eval program */
    struct pipe_shader_state tgsi;
    struct glsl_to_tgsi_visitor* glsl_to_tgsi;
+   uint64_t affected_states; /**< ST_NEW_* flags to mark dirty when binding */
 
    struct st_basic_variant *variants;
 };
 
 
 /**
  * Derived from Mesa gl_compute_program:
  */
 struct st_compute_program
 {
    struct gl_compute_program Base;  /**< The Mesa compute program */
    struct pipe_compute_state tgsi;
    struct glsl_to_tgsi_visitor* glsl_to_tgsi;
+   uint64_t affected_states; /**< ST_NEW_* flags to mark dirty when binding */
 
    struct st_basic_variant *variants;
 };
 
 
 static inline struct st_fragment_program *
 st_fragment_program( struct gl_fragment_program *fp )
 {
    return (struct st_fragment_program *)fp;
 }
-- 
2.7.4



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