[Mesa-dev] [PATCH 1/4] radv: move emitting VGT_GS_MODE into the HW VS path
Samuel Pitoiset
samuel.pitoiset at gmail.com
Wed Jul 17 13:43:50 UTC 2019
It's useless for NGG anyways.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
---
src/amd/vulkan/radv_pipeline.c | 43 ++++++++++++++++++++++++++--------
1 file changed, 33 insertions(+), 10 deletions(-)
diff --git a/src/amd/vulkan/radv_pipeline.c b/src/amd/vulkan/radv_pipeline.c
index fdeb31c453e..686fd371f0f 100644
--- a/src/amd/vulkan/radv_pipeline.c
+++ b/src/amd/vulkan/radv_pipeline.c
@@ -3272,27 +3272,18 @@ radv_pipeline_generate_vgt_gs_mode(struct radeon_cmdbuf *ctx_cs,
pipeline->shaders[MESA_SHADER_TESS_EVAL] :
pipeline->shaders[MESA_SHADER_VERTEX];
unsigned vgt_primitiveid_en = 0;
- uint32_t vgt_gs_mode = 0;
- if (radv_pipeline_has_gs(pipeline)) {
- const struct radv_shader_variant *gs =
- pipeline->shaders[MESA_SHADER_GEOMETRY];
-
- vgt_gs_mode = ac_vgt_gs_mode(gs->info.gs.vertices_out,
- pipeline->device->physical_device->rad_info.chip_class);
- } else if (radv_pipeline_has_ngg(pipeline)) {
+ if (radv_pipeline_has_ngg(pipeline)) {
bool enable_prim_id =
outinfo->export_prim_id || vs->info.info.uses_prim_id;
vgt_primitiveid_en |= S_028A84_PRIMITIVEID_EN(enable_prim_id) |
S_028A84_NGG_DISABLE_PROVOK_REUSE(enable_prim_id);
} else if (outinfo->export_prim_id || vs->info.info.uses_prim_id) {
- vgt_gs_mode = S_028A40_MODE(V_028A40_GS_SCENARIO_A);
vgt_primitiveid_en |= S_028A84_PRIMITIVEID_EN(1);
}
radeon_set_context_reg(ctx_cs, R_028A84_VGT_PRIMITIVEID_EN, vgt_primitiveid_en);
- radeon_set_context_reg(ctx_cs, R_028A40_VGT_GS_MODE, vgt_gs_mode);
}
static void
@@ -3370,6 +3361,38 @@ radv_pipeline_generate_hw_vs(struct radeon_cmdbuf *ctx_cs,
cull_dist_mask << 8 |
clip_dist_mask);
+ /* We always write VGT_GS_MODE in the VS state, because every switch
+ * between different shader pipelines involving a different GS or no GS
+ * at all involves a switch of the VS (different GS use different copy
+ * shaders). On the other hand, when the API switches from a GS to no
+ * GS and then back to the same GS used originally, the GS state is not
+ * sent again.
+ */
+ unsigned vgt_gs_mode;
+ if (!radv_pipeline_has_gs(pipeline)) {
+ const struct radv_vs_output_info *outinfo =
+ get_vs_output_info(pipeline);
+ const struct radv_shader_variant *vs =
+ pipeline->shaders[MESA_SHADER_TESS_EVAL] ?
+ pipeline->shaders[MESA_SHADER_TESS_EVAL] :
+ pipeline->shaders[MESA_SHADER_VERTEX];
+ unsigned mode = V_028A40_GS_OFF;
+
+ /* PrimID needs GS scenario A. */
+ if (outinfo->export_prim_id || vs->info.info.uses_prim_id)
+ mode = V_028A40_GS_SCENARIO_A;
+
+ vgt_gs_mode = S_028A40_MODE(mode);
+ } else {
+ const struct radv_shader_variant *gs =
+ pipeline->shaders[MESA_SHADER_GEOMETRY];
+
+ vgt_gs_mode = ac_vgt_gs_mode(gs->info.gs.vertices_out,
+ pipeline->device->physical_device->rad_info.chip_class);
+ }
+
+ radeon_set_context_reg(ctx_cs, R_028A40_VGT_GS_MODE, vgt_gs_mode);
+
if (pipeline->device->physical_device->rad_info.chip_class <= GFX8)
radeon_set_context_reg(ctx_cs, R_028AB4_VGT_REUSE_OFF,
outinfo->writes_viewport_index);
--
2.22.0
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