[Mesa-dev] [PATCH 08/15] i965/vec4: use attribute slots to calculate URB read length

Kenneth Graunke kenneth at whitecape.org
Tue May 10 06:37:27 UTC 2016


On Thursday, April 28, 2016 1:40:38 PM PDT Antia Puentes wrote:
> From: "Juan A. Suarez Romero" <jasuarez at igalia.com>
> 
> Do not use total attributes because a dvec3/dvec4 attribute requires two
> slots. So rather use total attribute slots.
> ---
>  src/mesa/drivers/dri/i965/brw_vec4.cpp | 21 ++++++++++++++++++---
>  1 file changed, 18 insertions(+), 3 deletions(-)
> 
> diff --git a/src/mesa/drivers/dri/i965/brw_vec4.cpp b/src/mesa/drivers/dri/
i965/brw_vec4.cpp
> index 4766be0..005760d 100644
> --- a/src/mesa/drivers/dri/i965/brw_vec4.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_vec4.cpp
> @@ -2107,6 +2107,7 @@ 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);
> +   unsigned nr_attribute_slots = 0;

Can't you just do:

    nir_shader *nir = vp->program.Base.nir;
    unsigned nr_attribute_slots =
       _mesa_bitcount_64(nir->info.inputs_read) +
       _mesa_bitcount_64(nir->info.double_inputs_read);

It seems like that should work without the need to iterate variables.

>  
>     /* gl_VertexID and gl_InstanceID are system values, but arrive via an
>      * incoming vertex attribute.  So, add an extra slot.
> @@ -2117,11 +2118,23 @@ brw_compile_vs(const struct brw_compiler *compiler, 
void *log_data,
>          BITFIELD64_BIT(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) |
>          BITFIELD64_BIT(SYSTEM_VALUE_INSTANCE_ID))) {
>        nr_attributes++;
> +      nr_attribute_slots++;
>     }
>  
>     /* gl_DrawID has its very own vec4 */
>     if (shader->info.system_values_read & 
BITFIELD64_BIT(SYSTEM_VALUE_DRAW_ID)) {
>        nr_attributes++;
> +      nr_attribute_slots++;
> +   }
> +
> +   GLbitfield64 processed_attributes = 0;
> +   foreach_list_typed(nir_variable, var, node, &shader->inputs) {
> +      /* Only interested in values not already processed */
> +      if (processed_attributes & BITFIELD64_BIT(var->data.location))
> +         continue;
> +
> +      nr_attribute_slots += glsl_count_attribute_slots(var->type, false);

If we do need to keep this code, could we use type_size_vec4 here?
It looks weird (although correct) to call glsl_count_attribute_slots
with the is_vs_input parameter set to false...for VS inputs... :)

> +      processed_attributes |= BITFIELD64_BIT(var->data.location);
>     }
>  
>     /* The 3DSTATE_VS documentation lists the lower bound on "Vertex URB 
Entry
> @@ -2129,9 +2142,11 @@ brw_compile_vs(const struct brw_compiler *compiler, 
void *log_data,
>      * vec4 mode, the hardware appears to wedge unless we read something.
>      */
>     if (is_scalar)
> -      prog_data->base.urb_read_length = DIV_ROUND_UP(nr_attributes, 2);
> +      prog_data->base.urb_read_length =
> +         DIV_ROUND_UP(nr_attribute_slots, 2);
>     else
> -      prog_data->base.urb_read_length = DIV_ROUND_UP(MAX2(nr_attributes, 
1), 2);
> +      prog_data->base.urb_read_length =
> +         DIV_ROUND_UP(MAX2(nr_attribute_slots, 1), 2);
>  
>     prog_data->nr_attributes = nr_attributes;
>  
> @@ -2140,7 +2155,7 @@ brw_compile_vs(const struct brw_compiler *compiler, 
void *log_data,
>      * the larger of the two.
>      */
>     const unsigned vue_entries =
> -      MAX2(nr_attributes, (unsigned)prog_data->base.vue_map.num_slots);
> +      MAX2(nr_attribute_slots, (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);
> 

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