[Mesa-dev] [PATCH 1/4] radv: move emitting VGT_GS_MODE into the HW VS path
Bas Nieuwenhuizen
bas at basnieuwenhuizen.nl
Thu Jul 18 00:05:43 UTC 2019
On Wed, Jul 17, 2019 at 3:44 PM Samuel Pitoiset
<samuel.pitoiset at gmail.com> wrote:
>
> 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,
Can you rename the function?
> 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);
> +
Can you keep this in a separate function (possibly with the name
radv_pipeline_generate_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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