i965: Put CS local thread ID uniform in last push register

This thread ID uniform will be used to compute the
gl_LocalInvocationIndex and gl_LocalInvocationID values.

It is important for this uniform to be added in the last push constant
register. fs_visitor::assign_constant_locations is updated to make
sure this happens.

The reason this is important is that the cross-thread push constant
registers are loaded first, and the per-thread push constant registers
are loaded after that. (Broadwell adds another push constant upload
mechanism which reverses this order, but we are ignoring this for
now.)

v2:
 * Add variable in intrinsics lowering pass
 * Make sure the ID is pushed last in assign_constant_locations, and
   that we save a spot for the ID in the push constants

v3:
 * Simplify code based with Jason's suggestions.

Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit is contained in:
Jordan Justen 2016-05-22 21:29:53 -07:00
parent fa279dfbf0
commit 04fc72501a

View file

@ -2097,6 +2097,10 @@ fs_visitor::assign_constant_locations()
bool contiguous[uniforms];
memset(contiguous, 0, sizeof(contiguous));
int thread_local_id_index =
(stage == MESA_SHADER_COMPUTE) ?
((brw_cs_prog_data*)stage_prog_data)->thread_local_id_index : -1;
/* First, we walk through the instructions and do two things:
*
* 1) Figure out which uniforms are live.
@ -2141,6 +2145,9 @@ fs_visitor::assign_constant_locations()
}
}
if (thread_local_id_index >= 0 && !is_live[thread_local_id_index])
thread_local_id_index = -1;
/* Only allow 16 registers (128 uniform components) as push constants.
*
* Just demote the end of the list. We could probably do better
@ -2149,7 +2156,9 @@ fs_visitor::assign_constant_locations()
* If changing this value, note the limitation about total_regs in
* brw_curbe.c.
*/
const unsigned int max_push_components = 16 * 8;
unsigned int max_push_components = 16 * 8;
if (thread_local_id_index >= 0)
max_push_components--; /* Save a slot for the thread ID */
/* We push small arrays, but no bigger than 16 floats. This is big enough
* for a vec4 but hopefully not large enough to push out other stuff. We
@ -2187,6 +2196,10 @@ fs_visitor::assign_constant_locations()
if (!is_live[u] || is_live_64bit[u])
continue;
/* Skip thread_local_id_index to put it in the last push register. */
if (thread_local_id_index == (int)u)
continue;
set_push_pull_constant_loc(u, &chunk_start, contiguous[u],
push_constant_loc, pull_constant_loc,
&num_push_constants, &num_pull_constants,
@ -2194,6 +2207,10 @@ fs_visitor::assign_constant_locations()
stage_prog_data);
}
/* Add the CS local thread ID uniform at the end of the push constants */
if (thread_local_id_index >= 0)
push_constant_loc[thread_local_id_index] = num_push_constants++;
/* As the uniforms are going to be reordered, take the data from a temporary
* copy of the original param[].
*/
@ -2212,6 +2229,7 @@ fs_visitor::assign_constant_locations()
* push_constant_loc[i] <= i and we can do it in one smooth loop without
* having to make a copy.
*/
int new_thread_local_id_index = -1;
for (unsigned int i = 0; i < uniforms; i++) {
const gl_constant_value *value = param[i];
@ -2219,9 +2237,15 @@ fs_visitor::assign_constant_locations()
stage_prog_data->pull_param[pull_constant_loc[i]] = value;
} else if (push_constant_loc[i] != -1) {
stage_prog_data->param[push_constant_loc[i]] = value;
if (thread_local_id_index == (int)i)
new_thread_local_id_index = push_constant_loc[i];
}
}
ralloc_free(param);
if (stage == MESA_SHADER_COMPUTE)
((brw_cs_prog_data*)stage_prog_data)->thread_local_id_index =
new_thread_local_id_index;
}
/**