[Mesa-dev] [PATCH] i965: move vs outputs written into a helper
Iago Toral
itoral at igalia.com
Mon Jun 20 15:38:26 UTC 2016
On Mon, 2016-06-20 at 21:11 +1000, Timothy Arceri wrote:
> We will reuse this for fs key generation for the on disk shader
> cache.
> ---
> src/mesa/drivers/dri/i965/brw_vs.c | 72 ++++++++++++++++++++++----------------
> src/mesa/drivers/dri/i965/brw_vs.h | 4 +++
> 2 files changed, 45 insertions(+), 31 deletions(-)
>
> diff --git a/src/mesa/drivers/dri/i965/brw_vs.c b/src/mesa/drivers/dri/i965/brw_vs.c
> index e40885c..8b99db6 100644
> --- a/src/mesa/drivers/dri/i965/brw_vs.c
> +++ b/src/mesa/drivers/dri/i965/brw_vs.c
> @@ -43,6 +43,45 @@
>
> #include "util/ralloc.h"
>
> +GLbitfield64
> +brw_vs_outputs_written(struct brw_context *brw, struct brw_vs_prog_key *key,
> + GLbitfield64 outputs_written)
Not sure about the name since you already pass the outputs written and
this helper only amends the bitfield with some special outputs... maybe
something like brw_vs_amend_outputs_written would be more accurate. What
do you think?
Either way:
Reviewed-by: Iago Toral Quiroga <itoral at igalia.com>
> +{
> + if (key->copy_edgeflag) {
> + outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
> + }
> +
> + if (brw->gen < 6) {
> + /* Put dummy slots into the VUE for the SF to put the replaced
> + * point sprite coords in. We shouldn't need these dummy slots,
> + * which take up precious URB space, but it would mean that the SF
> + * doesn't get nice aligned pairs of input coords into output
> + * coords, which would be a pain to handle.
> + */
> + for (unsigned i = 0; i < 8; i++) {
> + if (key->point_coord_replace & (1 << i))
> + outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
> + }
> +
> + /* if back colors are written, allocate slots for front colors too */
> + if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
> + outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
> + if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
> + outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
> + }
> +
> + /* In order for legacy clipping to work, we need to populate the clip
> + * distance varying slots whenever clipping is enabled, even if the vertex
> + * shader doesn't write to gl_ClipDistance.
> + */
> + if (key->nr_userclip_plane_consts > 0) {
> + outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
> + outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
> + }
> +
> + return outputs_written;
> +}
> +
> bool
> brw_codegen_vs_prog(struct brw_context *brw,
> struct gl_shader_program *prog,
> @@ -55,7 +94,6 @@ brw_codegen_vs_prog(struct brw_context *brw,
> struct brw_vs_prog_data prog_data;
> struct brw_stage_prog_data *stage_prog_data = &prog_data.base.base;
> void *mem_ctx;
> - int i;
> struct brw_shader *vs = NULL;
> bool start_busy = false;
> double start_time = 0;
> @@ -108,11 +146,11 @@ brw_codegen_vs_prog(struct brw_context *brw,
> &prog_data.base.base);
> }
>
> - GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
> + GLbitfield64 outputs_written =
> + brw_vs_outputs_written(brw, key, vp->program.Base.OutputsWritten);
> prog_data.inputs_read = vp->program.Base.InputsRead;
>
> if (key->copy_edgeflag) {
> - outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
> prog_data.inputs_read |= VERT_BIT_EDGEFLAG;
> }
>
> @@ -120,34 +158,6 @@ brw_codegen_vs_prog(struct brw_context *brw,
> ((1 << vp->program.Base.CullDistanceArraySize) - 1) <<
> vp->program.Base.ClipDistanceArraySize;
>
> - if (brw->gen < 6) {
> - /* Put dummy slots into the VUE for the SF to put the replaced
> - * point sprite coords in. We shouldn't need these dummy slots,
> - * which take up precious URB space, but it would mean that the SF
> - * doesn't get nice aligned pairs of input coords into output
> - * coords, which would be a pain to handle.
> - */
> - for (i = 0; i < 8; i++) {
> - if (key->point_coord_replace & (1 << i))
> - outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
> - }
> -
> - /* if back colors are written, allocate slots for front colors too */
> - if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
> - outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
> - if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
> - outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
> - }
> -
> - /* In order for legacy clipping to work, we need to populate the clip
> - * distance varying slots whenever clipping is enabled, even if the vertex
> - * shader doesn't write to gl_ClipDistance.
> - */
> - if (key->nr_userclip_plane_consts > 0) {
> - outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
> - outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
> - }
> -
> brw_compute_vue_map(brw->intelScreen->devinfo,
> &prog_data.base.vue_map, outputs_written,
> prog ? prog->SeparateShader ||
> diff --git a/src/mesa/drivers/dri/i965/brw_vs.h b/src/mesa/drivers/dri/i965/brw_vs.h
> index 15ac048..25241a9 100644
> --- a/src/mesa/drivers/dri/i965/brw_vs.h
> +++ b/src/mesa/drivers/dri/i965/brw_vs.h
> @@ -51,6 +51,10 @@
> extern "C" {
> #endif
>
> +GLbitfield64
> +brw_vs_outputs_written(struct brw_context *brw, struct brw_vs_prog_key *key,
> + GLbitfield64 outputs_written);
> +
> void brw_vs_debug_recompile(struct brw_context *brw,
> struct gl_shader_program *prog,
> const struct brw_vs_prog_key *key);
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