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authorMarek Olšák <marek.olsak@amd.com>2016-03-10 13:20:36 +0100
committerMarek Olšák <marek.olsak@amd.com>2016-03-19 23:20:01 +0100
commitfbe6e92899f90e7ee85420e88c807a1f2fd2be14 (patch)
treee26372e2b5ff06e17f5308fef405c1829126bcdd
parent9184d9a0bbe8a8b88d676a20f95d66ceee9eaf21 (diff)
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gallium: add TGSI property NEXT_SHADER
Radeonsi needs to know which shader stage will execute after a shader in order to make the best decision about which shader variant to compile first. This is only set for VS and TES, because we don't need it elsewhere. VS has 3 variants: - next shader is FS - next shader is GS - next shader is TCS TES has 2 variants: - next shader is FS - next shader is GS Currently, radeonsi always assumes the next shader is FS, which is suboptimal, since st/mesa always knows which shader is next if the GLSL program is not a "separate shader". By default, ureg always sets "next shader is FS". Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
-rw-r--r--src/gallium/auxiliary/tgsi/tgsi_strings.c1
-rw-r--r--src/gallium/auxiliary/tgsi/tgsi_ureg.c19
-rw-r--r--src/gallium/auxiliary/tgsi/tgsi_ureg.h2
-rw-r--r--src/gallium/docs/source/tgsi.rst8
-rw-r--r--src/gallium/include/pipe/p_shader_tokens.h3
5 files changed, 32 insertions, 1 deletions
diff --git a/src/gallium/auxiliary/tgsi/tgsi_strings.c b/src/gallium/auxiliary/tgsi/tgsi_strings.c
index 6bd1a2e..ae779a8 100644
--- a/src/gallium/auxiliary/tgsi/tgsi_strings.c
+++ b/src/gallium/auxiliary/tgsi/tgsi_strings.c
@@ -145,6 +145,7 @@ const char *tgsi_property_names[TGSI_PROPERTY_COUNT] =
"NUM_CLIPDIST_ENABLED",
"NUM_CULLDIST_ENABLED",
"FS_EARLY_DEPTH_STENCIL",
+ "NEXT_SHADER",
};
const char *tgsi_return_type_names[TGSI_RETURN_TYPE_COUNT] =
diff --git a/src/gallium/auxiliary/tgsi/tgsi_ureg.c b/src/gallium/auxiliary/tgsi/tgsi_ureg.c
index ab1d034..0dd5ea7 100644
--- a/src/gallium/auxiliary/tgsi/tgsi_ureg.c
+++ b/src/gallium/auxiliary/tgsi/tgsi_ureg.c
@@ -101,6 +101,7 @@ struct ureg_program
{
unsigned processor;
bool supports_any_inout_decl_range;
+ int next_shader_processor;
struct {
unsigned semantic_name;
@@ -1966,6 +1967,16 @@ const struct tgsi_token *ureg_finalize( struct ureg_program *ureg )
{
const struct tgsi_token *tokens;
+ switch (ureg->processor) {
+ case TGSI_PROCESSOR_VERTEX:
+ case TGSI_PROCESSOR_TESS_EVAL:
+ ureg_property(ureg, TGSI_PROPERTY_NEXT_SHADER,
+ ureg->next_shader_processor == -1 ?
+ TGSI_PROCESSOR_FRAGMENT :
+ ureg->next_shader_processor);
+ break;
+ }
+
emit_header( ureg );
emit_decls( ureg );
copy_instructions( ureg );
@@ -2079,6 +2090,7 @@ ureg_create_with_screen(unsigned processor, struct pipe_screen *screen)
screen->get_shader_param(screen,
util_pipe_shader_from_tgsi_processor(processor),
PIPE_SHADER_CAP_TGSI_ANY_INOUT_DECL_RANGE) != 0;
+ ureg->next_shader_processor = -1;
for (i = 0; i < Elements(ureg->properties); i++)
ureg->properties[i] = ~0;
@@ -2108,6 +2120,13 @@ no_ureg:
}
+void
+ureg_set_next_shader_processor(struct ureg_program *ureg, unsigned processor)
+{
+ ureg->next_shader_processor = processor;
+}
+
+
unsigned
ureg_get_nr_outputs( const struct ureg_program *ureg )
{
diff --git a/src/gallium/auxiliary/tgsi/tgsi_ureg.h b/src/gallium/auxiliary/tgsi/tgsi_ureg.h
index 04a62a6..7432467 100644
--- a/src/gallium/auxiliary/tgsi/tgsi_ureg.h
+++ b/src/gallium/auxiliary/tgsi/tgsi_ureg.h
@@ -114,6 +114,8 @@ ureg_create_shader( struct ureg_program *,
struct pipe_context *pipe,
const struct pipe_stream_output_info *so );
+void
+ureg_set_next_shader_processor(struct ureg_program *ureg, unsigned processor);
/* Alternately, return the built token stream and hand ownership of
* that memory to the caller:
diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst
index af2df22..6366f7e 100644
--- a/src/gallium/docs/source/tgsi.rst
+++ b/src/gallium/docs/source/tgsi.rst
@@ -3213,6 +3213,14 @@ Whether depth test, stencil test, and occlusion query should run before
the fragment shader (regardless of fragment shader side effects). Corresponds
to GLSL early_fragment_tests.
+NEXT_SHADER
+"""""""""""
+
+Which shader stage will MOST LIKELY follow after this shader when the shader
+is bound. This is only a hint to the driver and doesn't have to be precise.
+Only set for VS and TES.
+
+
Texture Sampling and Texture Formats
------------------------------------
diff --git a/src/gallium/include/pipe/p_shader_tokens.h b/src/gallium/include/pipe/p_shader_tokens.h
index 7a34841..5c46027 100644
--- a/src/gallium/include/pipe/p_shader_tokens.h
+++ b/src/gallium/include/pipe/p_shader_tokens.h
@@ -278,7 +278,8 @@ union tgsi_immediate_data
#define TGSI_PROPERTY_NUM_CLIPDIST_ENABLED 15
#define TGSI_PROPERTY_NUM_CULLDIST_ENABLED 16
#define TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL 17
-#define TGSI_PROPERTY_COUNT 18
+#define TGSI_PROPERTY_NEXT_SHADER 18
+#define TGSI_PROPERTY_COUNT 19
struct tgsi_property {
unsigned Type : 4; /**< TGSI_TOKEN_TYPE_PROPERTY */