anv/pipeline: Pull 3DSTATE_SBE into a shared helper

This commit is contained in:
Jason Ekstrand 2016-02-29 17:27:11 -08:00
parent 3f8df795c1
commit 38f4c11c2f
3 changed files with 111 additions and 111 deletions

View file

@ -245,10 +245,6 @@ genX(graphics_pipeline_create)(
.SampleMask = 0xff);
const struct brw_vue_prog_data *vue_prog_data = &pipeline->vs_prog_data.base;
/* The last geometry producing stage will set urb_offset and urb_length,
* which we use in 3DSTATE_SBE. Skip the VUE header and position slots. */
uint32_t urb_offset = 1;
uint32_t urb_length = (vue_prog_data->vue_map.num_slots + 1) / 2 - urb_offset;
#if 0
/* From gen7_vs_state.c */
@ -291,9 +287,6 @@ genX(graphics_pipeline_create)(
if (pipeline->gs_kernel == NO_KERNEL || (extra && extra->disable_vs)) {
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_GS), .GSEnable = false);
} else {
urb_offset = 1;
urb_length = (gs_prog_data->base.vue_map.num_slots + 1) / 2 - urb_offset;
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_GS),
.KernelStartPointer = pipeline->gs_kernel,
.ScratchSpaceBasePointer = pipeline->scratch_start[MESA_SHADER_GEOMETRY],
@ -346,12 +339,7 @@ genX(graphics_pipeline_create)(
if (wm_prog_data->urb_setup[VARYING_SLOT_PRIMITIVE_ID] != -1)
anv_finishme("primitive_id needs sbe swizzling setup");
/* FIXME: generated header doesn't emit attr swizzle fields */
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_SBE),
.NumberofSFOutputAttributes = pipeline->wm_prog_data.num_varying_inputs,
.VertexURBEntryReadLength = urb_length,
.VertexURBEntryReadOffset = urb_offset,
.PointSpriteTextureCoordinateOrigin = UPPERLEFT);
emit_3dstate_sbe(pipeline);
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS),
.KernelStartPointer0 = pipeline->ps_ksp0,

View file

@ -443,104 +443,7 @@ genX(graphics_pipeline_create)(
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS_EXTRA),
.PixelShaderValid = false);
} else {
/* TODO: We should clean this up. Among other things, this is mostly
* shared with other gens.
*/
const struct brw_vue_map *fs_input_map;
if (pipeline->gs_kernel == NO_KERNEL)
fs_input_map = &vue_prog_data->vue_map;
else
fs_input_map = &gs_prog_data->base.vue_map;
struct GENX(3DSTATE_SBE_SWIZ) swiz = {
GENX(3DSTATE_SBE_SWIZ_header),
};
int max_source_attr = 0;
for (int attr = 0; attr < VARYING_SLOT_MAX; attr++) {
int input_index = wm_prog_data->urb_setup[attr];
if (input_index < 0)
continue;
int source_attr = fs_input_map->varying_to_slot[attr];
max_source_attr = MAX2(max_source_attr, source_attr);
if (input_index >= 16)
continue;
if (source_attr == -1) {
/* This attribute does not exist in the VUE--that means that the
* vertex shader did not write to it. It could be that it's a
* regular varying read by the fragment shader but not written by
* the vertex shader or it's gl_PrimitiveID. In the first case the
* value is undefined, in the second it needs to be
* gl_PrimitiveID.
*/
swiz.Attribute[input_index].ConstantSource = PRIM_ID;
swiz.Attribute[input_index].ComponentOverrideX = true;
swiz.Attribute[input_index].ComponentOverrideY = true;
swiz.Attribute[input_index].ComponentOverrideZ = true;
swiz.Attribute[input_index].ComponentOverrideW = true;
} else {
/* We have to subtract two slots to accout for the URB entry output
* read offset in the VS and GS stages.
*/
swiz.Attribute[input_index].SourceAttribute = source_attr - 2;
}
}
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_SBE),
.AttributeSwizzleEnable = true,
.ForceVertexURBEntryReadLength = false,
.ForceVertexURBEntryReadOffset = false,
.VertexURBEntryReadLength =
DIV_ROUND_UP(max_source_attr + 1, 2),
.PointSpriteTextureCoordinateOrigin = UPPERLEFT,
.NumberofSFOutputAttributes =
wm_prog_data->num_varying_inputs,
#if GEN_GEN >= 9
.Attribute0ActiveComponentFormat = ACF_XYZW,
.Attribute1ActiveComponentFormat = ACF_XYZW,
.Attribute2ActiveComponentFormat = ACF_XYZW,
.Attribute3ActiveComponentFormat = ACF_XYZW,
.Attribute4ActiveComponentFormat = ACF_XYZW,
.Attribute5ActiveComponentFormat = ACF_XYZW,
.Attribute6ActiveComponentFormat = ACF_XYZW,
.Attribute7ActiveComponentFormat = ACF_XYZW,
.Attribute8ActiveComponentFormat = ACF_XYZW,
.Attribute9ActiveComponentFormat = ACF_XYZW,
.Attribute10ActiveComponentFormat = ACF_XYZW,
.Attribute11ActiveComponentFormat = ACF_XYZW,
.Attribute12ActiveComponentFormat = ACF_XYZW,
.Attribute13ActiveComponentFormat = ACF_XYZW,
.Attribute14ActiveComponentFormat = ACF_XYZW,
.Attribute15ActiveComponentFormat = ACF_XYZW,
/* wow, much field, very attribute */
.Attribute16ActiveComponentFormat = ACF_XYZW,
.Attribute17ActiveComponentFormat = ACF_XYZW,
.Attribute18ActiveComponentFormat = ACF_XYZW,
.Attribute19ActiveComponentFormat = ACF_XYZW,
.Attribute20ActiveComponentFormat = ACF_XYZW,
.Attribute21ActiveComponentFormat = ACF_XYZW,
.Attribute22ActiveComponentFormat = ACF_XYZW,
.Attribute23ActiveComponentFormat = ACF_XYZW,
.Attribute24ActiveComponentFormat = ACF_XYZW,
.Attribute25ActiveComponentFormat = ACF_XYZW,
.Attribute26ActiveComponentFormat = ACF_XYZW,
.Attribute27ActiveComponentFormat = ACF_XYZW,
.Attribute28ActiveComponentFormat = ACF_XYZW,
.Attribute29ActiveComponentFormat = ACF_XYZW,
.Attribute28ActiveComponentFormat = ACF_XYZW,
.Attribute29ActiveComponentFormat = ACF_XYZW,
.Attribute30ActiveComponentFormat = ACF_XYZW,
#endif
);
uint32_t *dw = anv_batch_emit_dwords(&pipeline->batch,
GENX(3DSTATE_SBE_SWIZ_length));
GENX(3DSTATE_SBE_SWIZ_pack)(&pipeline->batch, dw, &swiz);
emit_3dstate_sbe(pipeline);
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS),
.KernelStartPointer0 = pipeline->ps_ksp0,

View file

@ -219,6 +219,115 @@ emit_urb_setup(struct anv_pipeline *pipeline)
}
}
static void
emit_3dstate_sbe(struct anv_pipeline *pipeline)
{
const struct brw_vue_map *fs_input_map;
if (pipeline->gs_kernel == NO_KERNEL)
fs_input_map = &pipeline->vs_prog_data.base.vue_map;
else
fs_input_map = &pipeline->gs_prog_data.base.vue_map;
struct GENX(3DSTATE_SBE) sbe = {
GENX(3DSTATE_SBE_header),
.AttributeSwizzleEnable = true,
.PointSpriteTextureCoordinateOrigin = UPPERLEFT,
.NumberofSFOutputAttributes = pipeline->wm_prog_data.num_varying_inputs,
#if GEN_GEN >= 9
.Attribute0ActiveComponentFormat = ACF_XYZW,
.Attribute1ActiveComponentFormat = ACF_XYZW,
.Attribute2ActiveComponentFormat = ACF_XYZW,
.Attribute3ActiveComponentFormat = ACF_XYZW,
.Attribute4ActiveComponentFormat = ACF_XYZW,
.Attribute5ActiveComponentFormat = ACF_XYZW,
.Attribute6ActiveComponentFormat = ACF_XYZW,
.Attribute7ActiveComponentFormat = ACF_XYZW,
.Attribute8ActiveComponentFormat = ACF_XYZW,
.Attribute9ActiveComponentFormat = ACF_XYZW,
.Attribute10ActiveComponentFormat = ACF_XYZW,
.Attribute11ActiveComponentFormat = ACF_XYZW,
.Attribute12ActiveComponentFormat = ACF_XYZW,
.Attribute13ActiveComponentFormat = ACF_XYZW,
.Attribute14ActiveComponentFormat = ACF_XYZW,
.Attribute15ActiveComponentFormat = ACF_XYZW,
/* wow, much field, very attribute */
.Attribute16ActiveComponentFormat = ACF_XYZW,
.Attribute17ActiveComponentFormat = ACF_XYZW,
.Attribute18ActiveComponentFormat = ACF_XYZW,
.Attribute19ActiveComponentFormat = ACF_XYZW,
.Attribute20ActiveComponentFormat = ACF_XYZW,
.Attribute21ActiveComponentFormat = ACF_XYZW,
.Attribute22ActiveComponentFormat = ACF_XYZW,
.Attribute23ActiveComponentFormat = ACF_XYZW,
.Attribute24ActiveComponentFormat = ACF_XYZW,
.Attribute25ActiveComponentFormat = ACF_XYZW,
.Attribute26ActiveComponentFormat = ACF_XYZW,
.Attribute27ActiveComponentFormat = ACF_XYZW,
.Attribute28ActiveComponentFormat = ACF_XYZW,
.Attribute29ActiveComponentFormat = ACF_XYZW,
.Attribute28ActiveComponentFormat = ACF_XYZW,
.Attribute29ActiveComponentFormat = ACF_XYZW,
.Attribute30ActiveComponentFormat = ACF_XYZW,
#endif
};
#if GEN_GEN >= 8
/* On Broadwell, they broke 3DSTATE_SBE into two packets */
struct GENX(3DSTATE_SBE_SWIZ) swiz = {
GENX(3DSTATE_SBE_SWIZ_header),
};
#else
# define swiz sbe
#endif
int max_source_attr = 0;
for (int attr = 0; attr < VARYING_SLOT_MAX; attr++) {
int input_index = pipeline->wm_prog_data.urb_setup[attr];
if (input_index < 0)
continue;
int source_attr = fs_input_map->varying_to_slot[attr];
max_source_attr = MAX2(max_source_attr, source_attr);
if (input_index >= 16)
continue;
if (source_attr == -1) {
/* This attribute does not exist in the VUE--that means that the
* vertex shader did not write to it. It could be that it's a
* regular varying read by the fragment shader but not written by
* the vertex shader or it's gl_PrimitiveID. In the first case the
* value is undefined, in the second it needs to be
* gl_PrimitiveID.
*/
swiz.Attribute[input_index].ConstantSource = PRIM_ID;
swiz.Attribute[input_index].ComponentOverrideX = true;
swiz.Attribute[input_index].ComponentOverrideY = true;
swiz.Attribute[input_index].ComponentOverrideZ = true;
swiz.Attribute[input_index].ComponentOverrideW = true;
} else {
/* We have to subtract two slots to accout for the URB entry output
* read offset in the VS and GS stages.
*/
swiz.Attribute[input_index].SourceAttribute = source_attr - 2;
}
}
sbe.VertexURBEntryReadOffset = 1; /* Skip the VUE header and position slots */
sbe.VertexURBEntryReadLength = DIV_ROUND_UP(max_source_attr + 1, 2);
uint32_t *dw = anv_batch_emit_dwords(&pipeline->batch,
GENX(3DSTATE_SBE_length));
GENX(3DSTATE_SBE_pack)(&pipeline->batch, dw, &sbe);
#if GEN_GEN >= 8
dw = anv_batch_emit_dwords(&pipeline->batch, GENX(3DSTATE_SBE_SWIZ_length));
GENX(3DSTATE_SBE_SWIZ_pack)(&pipeline->batch, dw, &swiz);
#endif
}
static inline uint32_t
scratch_space(const struct brw_stage_prog_data *prog_data)
{