| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Francisco Jerez <currojerez@riseup.net>
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Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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Cuts 1.5k of .text.
Reviewed-by: Emil Velikov <emil.velikov@collabora.co.uk>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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With this, we can remove the geometry program from brw_gs_compile.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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For scalar VS, I'll need this in brw_fs.cpp as well. It seems silly to
redeclare it in three places.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Comit d48ac9306619 addressed this for VS, but we forgot to do the same for
URB writes generated by the gen6 GS.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Setting up binding tables really has little to do with the actual process
of turning shaders into instructions; it's more part of setting up
prog_data. This commit moves it out of the visitors and with the rest of
the prog_data setup stuff.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This really has nothing to do with the backend compiler and we'd like to
eventually be able to set this up earlier in the compile process.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Reviewed-by: Matt Turner <mattst88@gmail.com>
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I left a bunch of code indented a level in the previous patch to make
the diff easier to read. But now we should fix that.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
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By performing the vertex counting in NIR, we're able to elide a ton of
useless safety checks around every EmitVertex() call:
total instructions in shared programs: 3952 -> 3720 (-5.87%)
instructions in affected programs: 3491 -> 3259 (-6.65%)
helped: 11
HURT: 0
Improves performance in Gl32GSCloth by 0.671742% +/- 0.142202% (n=621)
on Haswell GT3e at 1024x768.
This should also make it easier to implement Broadwell's "Static Vertex
Count" feature someday.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
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So the implementation is independent of GLSL IR and the visit methods of the
gen6 GS visitor. This way we will be able to reuse that implementation directly
from the NIR vec4 backend.
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
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Same idea as this patch, only for gen6_gs_visitor:
commit 49a938a265f5959c9b558995cc658f80acb6eb18
Author: Jordan Justen <jordan.l.justen@intel.com>
Date: Fri Feb 20 12:12:25 2015 -0800
i965/fs: Use fs_reg for CS/VS atomics pixel mask immediate data
Suggested-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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For gen6 geometry shaders we use the first BRW_MAX_SOL_BINDINGS entries of the
binding table for transform feedback surfaces. However, vec4_visitor will
setup the binding table so that textures use the same space in the binding
table. This is done when calling assign_common_binding_table_offsets(0) as
part if its run() method.
To fix this clash we add a virtual method to the vec4_visitor hierarchy to
assign the binding table offsets, so that we can change this behavior
specifically for gen6 geometry shaders by mapping textures right after the
first BRW_MAX_SOL_BINDINGS entries.
Also, when there is no user-provided geometry shader, we only need to upload
the binding table if we have transform feedback, however, in the case of a
user-provided geometry shader, we can't only look into transform feedback
to make that decision.
This fixes multiple piglit tests for textureSize() and texelFetch() when these
functions are called from a geometry shader in gen6, like these:
bin/textureSize gs sampler2D -fbo -auto
bin/texelFetch gs usampler2D -fbo -auto
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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Currently we buffer transform feedack varyings separately. This patch makes
it so that we reuse the values we have already buffered for all the output
varyings of the geometry shader instead.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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Since geometry shaders can alter the value of varyings packed in the first
output VUE slot (PSIZ), we need to buffer it together with all the other
vertex data so we can emit the right value for each vertex when we do the
URB writes.
This fixes the following piglit test in gen6:
tests/spec/glsl-1.50/execution/redeclare-pervertex-out-subset-gs.shader_test
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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This takes care of generating code required to handle transform feedback.
Notice that transform feedback isn't enabled yet, since that requires
additional setups in other parts of the code that will come in later patches.
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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We will use this parameter in later patches to provide information relevant
to transform feedback that needs to be set as part of the FF_SYNC message.
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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For this we will need to move PrimitiveID information, delivered in the thread
payload in r0.1, to a separate register (we use GS_OPCODE_SET_PRIMITIVE_ID
for this), then map the corresponding varying slot to that register in the
setup_payload() method.
Notice that we cannot use a virtual register as the destination for the
PrimitiveID because we need to map all input attributes to hardware registers
in setup_payload(), which happens before virtual registers are mapped to
hardware registers. We could work around that issue if we were able to compute
the first non-payload register in emit_prolog() and move the PrimitiveID
information to that register, but we can't because at that point we still
don't know the final number uniforms that will be included in the payload.
So, what we do is to place PrimitiveID information in r1, which is always
delivered as part of the payload but its only populated with data
relevant for transform feedback when we set GEN6_GS_SVBI_PAYLOAD_ENABLE
in the 3DSTATE_GS state packet.
When we implement transform feedback, we wil make sure to move the value of r1
to another register before we overwrite it with the PrimitiveID.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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In gen6 we need to end the thread differently depending on whether we have
emitted at least one vertex or not. In case we did, the EOT message must
always include the COMPLETE flag or else the GPU hangs. If we have not
produced any output, however, we can't use the COMPLETE flag.
This would lead us to end the program with an ENDIF opcode, which we want
to avoid (and actually is not permitted since it hits an assertion), so
instead what we do is that we always request a new VUE handle every time we do
an URB WRITE, even for the last vertex we emit. With this we make sure that
whether we have emitted at least one vertex or none at all we have to finish the
thread without writing to the URB, which works for both cases by setting the
COMPLETE and UNUSED flags in the EOT message.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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Just in case the GS algorithm does not call EndPrimitive() for the last
primitive produced. This is relevant only for non point outputs, since for
this we are already setting the PrimEnd flag on each vertex we emit.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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Geometry shaders in gen6 are significantly different from gen7+ so it is better
to have them implemented in a different file rather than adding gen6 branching
paths all over brw_vec4_gs_visitor.cpp.
This commit adds an initial implementation that only handles point output, which
is the simplest case.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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