freedreno: remove int sampler shader variants

We get this information from NIR (which gets it from sview decl in tgsi
when translating from tgsi), so no need to maintain shader variants for
this.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
This commit is contained in:
Rob Clark 2015-06-08 14:23:49 -04:00
parent 457f7c2a2a
commit 0f008082b1
8 changed files with 7 additions and 104 deletions

View file

@ -105,9 +105,6 @@ struct fd3_context {
*/
unsigned fsaturate_s, fsaturate_t, fsaturate_r;
/* bitmask of integer texture samplers */
uint16_t vinteger_s, finteger_s;
/* some state changes require a different shader variant. Keep
* track of this so we know when we need to re-emit shader state
* due to variant change. See fixup_shader_state()

View file

@ -104,14 +104,12 @@ fixup_shader_state(struct fd_context *ctx, struct ir3_shader_key *key)
if (last_key->has_per_samp || key->has_per_samp) {
if ((last_key->vsaturate_s != key->vsaturate_s) ||
(last_key->vsaturate_t != key->vsaturate_t) ||
(last_key->vsaturate_r != key->vsaturate_r) ||
(last_key->vinteger_s != key->vinteger_s))
(last_key->vsaturate_r != key->vsaturate_r))
ctx->prog.dirty |= FD_SHADER_DIRTY_VP;
if ((last_key->fsaturate_s != key->fsaturate_s) ||
(last_key->fsaturate_t != key->fsaturate_t) ||
(last_key->fsaturate_r != key->fsaturate_r) ||
(last_key->finteger_s != key->finteger_s))
(last_key->fsaturate_r != key->fsaturate_r))
ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
}
@ -140,16 +138,13 @@ fd3_draw_vbo(struct fd_context *ctx, const struct pipe_draw_info *info)
// TODO set .half_precision based on render target format,
// ie. float16 and smaller use half, float32 use full..
.half_precision = !!(fd_mesa_debug & FD_DBG_FRAGHALF),
.has_per_samp = (fd3_ctx->fsaturate || fd3_ctx->vsaturate ||
fd3_ctx->vinteger_s || fd3_ctx->finteger_s),
.has_per_samp = (fd3_ctx->fsaturate || fd3_ctx->vsaturate),
.vsaturate_s = fd3_ctx->vsaturate_s,
.vsaturate_t = fd3_ctx->vsaturate_t,
.vsaturate_r = fd3_ctx->vsaturate_r,
.fsaturate_s = fd3_ctx->fsaturate_s,
.fsaturate_t = fd3_ctx->fsaturate_t,
.fsaturate_r = fd3_ctx->fsaturate_r,
.vinteger_s = fd3_ctx->vinteger_s,
.finteger_s = fd3_ctx->finteger_s,
},
.rasterflat = ctx->rasterizer && ctx->rasterizer->flatshade,
.sprite_coord_enable = ctx->rasterizer ? ctx->rasterizer->sprite_coord_enable : 0,

View file

@ -263,44 +263,11 @@ fd3_sampler_view_create(struct pipe_context *pctx, struct pipe_resource *prsc,
return &so->base;
}
static void
fd3_set_sampler_views(struct pipe_context *pctx, unsigned shader,
unsigned start, unsigned nr,
struct pipe_sampler_view **views)
{
struct fd_context *ctx = fd_context(pctx);
struct fd3_context *fd3_ctx = fd3_context(ctx);
struct fd_texture_stateobj *tex;
uint16_t integer_s = 0, *ptr;
int i;
fd_set_sampler_views(pctx, shader, start, nr, views);
switch (shader) {
case PIPE_SHADER_FRAGMENT:
tex = &ctx->fragtex;
ptr = &fd3_ctx->finteger_s;
break;
case PIPE_SHADER_VERTEX:
tex = &ctx->verttex;
ptr = &fd3_ctx->vinteger_s;
break;
default:
return;
}
for (i = 0; i < tex->num_textures; i++)
if (util_format_is_pure_integer(tex->textures[i]->format))
integer_s |= 1 << i;
*ptr = integer_s;
}
void
fd3_texture_init(struct pipe_context *pctx)
{
pctx->create_sampler_state = fd3_sampler_state_create;
pctx->bind_sampler_states = fd3_sampler_states_bind;
pctx->create_sampler_view = fd3_sampler_view_create;
pctx->set_sampler_views = fd3_set_sampler_views;
pctx->set_sampler_views = fd_set_sampler_views;
}

View file

@ -83,9 +83,6 @@ struct fd4_context {
*/
uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
/* bitmask of integer texture samplers */
uint16_t vinteger_s, finteger_s;
/* some state changes require a different shader variant. Keep
* track of this so we know when we need to re-emit shader state
* due to variant change. See fixup_shader_state()

View file

@ -82,8 +82,7 @@ fixup_shader_state(struct fd_context *ctx, struct ir3_shader_key *key)
if (last_key->has_per_samp || key->has_per_samp) {
if ((last_key->vsaturate_s != key->vsaturate_s) ||
(last_key->vsaturate_t != key->vsaturate_t) ||
(last_key->vsaturate_r != key->vsaturate_r) ||
(last_key->vinteger_s != key->vinteger_s))
(last_key->vsaturate_r != key->vsaturate_r))
ctx->prog.dirty |= FD_SHADER_DIRTY_VP;
if ((last_key->fsaturate_s != key->fsaturate_s) ||
@ -122,16 +121,13 @@ fd4_draw_vbo(struct fd_context *ctx, const struct pipe_draw_info *info)
// TODO set .half_precision based on render target format,
// ie. float16 and smaller use half, float32 use full..
.half_precision = !!(fd_mesa_debug & FD_DBG_FRAGHALF),
.has_per_samp = (fd4_ctx->fsaturate || fd4_ctx->vsaturate ||
fd4_ctx->vinteger_s || fd4_ctx->finteger_s),
.has_per_samp = (fd4_ctx->fsaturate || fd4_ctx->vsaturate),
.vsaturate_s = fd4_ctx->vsaturate_s,
.vsaturate_t = fd4_ctx->vsaturate_t,
.vsaturate_r = fd4_ctx->vsaturate_r,
.fsaturate_s = fd4_ctx->fsaturate_s,
.fsaturate_t = fd4_ctx->fsaturate_t,
.fsaturate_r = fd4_ctx->fsaturate_r,
.vinteger_s = fd4_ctx->vinteger_s,
.finteger_s = fd4_ctx->finteger_s,
},
.format = fd4_emit_format(pfb->cbufs[0]),
.pformat = pipe_surface_format(pfb->cbufs[0]),

View file

@ -205,43 +205,11 @@ fd4_sampler_view_create(struct pipe_context *pctx, struct pipe_resource *prsc,
return &so->base;
}
static void
fd4_set_sampler_views(struct pipe_context *pctx, unsigned shader,
unsigned start, unsigned nr, struct pipe_sampler_view **views)
{
struct fd_context *ctx = fd_context(pctx);
struct fd4_context *fd4_ctx = fd4_context(ctx);
struct fd_texture_stateobj *tex;
uint16_t integer_s = 0, *ptr;
int i;
fd_set_sampler_views(pctx, shader, start, nr, views);
switch (shader) {
case PIPE_SHADER_FRAGMENT:
tex = &ctx->fragtex;
ptr = &fd4_ctx->finteger_s;
break;
case PIPE_SHADER_VERTEX:
tex = &ctx->verttex;
ptr = &fd4_ctx->vinteger_s;
break;
default:
return;
}
for (i = 0; i < tex->num_textures; i++)
if (util_format_is_pure_integer(tex->textures[i]->format))
integer_s |= 1 << i;
*ptr = integer_s;
}
void
fd4_texture_init(struct pipe_context *pctx)
{
pctx->create_sampler_state = fd4_sampler_state_create;
pctx->bind_sampler_states = fd_sampler_states_bind;
pctx->create_sampler_view = fd4_sampler_view_create;
pctx->set_sampler_views = fd4_set_sampler_views;
pctx->set_sampler_views = fd_set_sampler_views;
}

View file

@ -57,9 +57,6 @@ struct ir3_compile {
struct ir3 *ir;
struct ir3_shader_variant *so;
/* bitmask of which samplers are integer: */
uint16_t integer_s;
struct ir3_block *block; /* the current block */
struct ir3_block *in_block; /* block created for shader inputs */
@ -234,16 +231,6 @@ compile_init(struct ir3_compiler *compiler,
ctx->levels_add_one = true;
}
switch (so->type) {
case SHADER_FRAGMENT:
case SHADER_COMPUTE:
ctx->integer_s = so->key.finteger_s;
break;
case SHADER_VERTEX:
ctx->integer_s = so->key.vinteger_s;
break;
}
ctx->compiler = compiler;
ctx->ir = so->ir;
ctx->so = so;

View file

@ -86,10 +86,6 @@ struct ir3_shader_key {
* shader:
*/
uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
/* bitmask of sampler which produces integer outputs:
*/
uint16_t vinteger_s, finteger_s;
};
static inline bool