[Mesa-dev] [PATCH] i965: move vs outputs written into a helper
Iago Toral
itoral at igalia.com
Wed Jun 22 07:31:28 UTC 2016
On Wed, 2016-06-22 at 11:34 +1000, Timothy Arceri wrote:
> On Mon, 2016-06-20 at 17:38 +0200, Iago Toral wrote:
> > 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?
>
> How about something like this?
>
> brw_vs_outputs_written(struct brw_context *brw, struct, brw_vs_prog_key
> *key, GLbitfield64 user_varyings)
> {
> GLbitfield64 outputs_written = user_varyings;
Sure, that works for me too. Thanks!
> >
> > 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);
> >
> > _______________________________________________
> > mesa-dev mailing list
> > mesa-dev at lists.freedesktop.org
> > https://lists.freedesktop.org/mailman/listinfo/mesa-dev
>
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