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freedreno/ir3: split out const_state setup
Next patch moves const_state to ir3_shader, before the compile context is created. So move the code around in prep to call it earlier. Signed-off-by: Rob Clark <robdclark@chromium.org>
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3 changed files with 61 additions and 52 deletions
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@ -24,8 +24,6 @@
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* Rob Clark <robclark@freedesktop.org>
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*/
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#include "util/u_math.h"
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#include "ir3_compiler.h"
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#include "ir3_context.h"
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#include "ir3_image.h"
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@ -103,53 +101,7 @@ ir3_context_init(struct ir3_compiler *compiler,
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ir3_ibo_mapping_init(&so->image_mapping, ctx->s->info.num_textures);
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struct ir3_const_state *const_state = &so->const_state;
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memset(&const_state->offsets, ~0, sizeof(const_state->offsets));
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ir3_nir_scan_driver_consts(ctx->s, const_state);
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const_state->num_uniforms = ctx->s->num_uniforms;
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const_state->num_ubos = ctx->s->info.num_ubos;
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debug_assert((ctx->so->shader->ubo_state.size % 16) == 0);
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unsigned constoff = align(ctx->so->shader->ubo_state.size / 16, 4);
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unsigned ptrsz = ir3_pointer_size(ctx->compiler);
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if (const_state->num_ubos > 0) {
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const_state->offsets.ubo = constoff;
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constoff += align(ctx->s->info.num_ubos * ptrsz, 4) / 4;
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}
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if (const_state->ssbo_size.count > 0) {
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unsigned cnt = const_state->ssbo_size.count;
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const_state->offsets.ssbo_sizes = constoff;
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constoff += align(cnt, 4) / 4;
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}
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if (const_state->image_dims.count > 0) {
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unsigned cnt = const_state->image_dims.count;
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const_state->offsets.image_dims = constoff;
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constoff += align(cnt, 4) / 4;
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}
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unsigned num_driver_params = 0;
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if (so->type == MESA_SHADER_VERTEX) {
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num_driver_params = IR3_DP_VS_COUNT;
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} else if (so->type == MESA_SHADER_COMPUTE) {
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num_driver_params = IR3_DP_CS_COUNT;
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}
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const_state->offsets.driver_param = constoff;
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constoff += align(num_driver_params, 4) / 4;
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if ((so->type == MESA_SHADER_VERTEX) &&
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(compiler->gpu_id < 500) &&
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so->shader->stream_output.num_outputs > 0) {
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const_state->offsets.tfbo = constoff;
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constoff += align(IR3_MAX_SO_BUFFERS * ptrsz, 4) / 4;
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}
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const_state->offsets.immediate = constoff;
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ir3_setup_const_state(so);
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return ctx;
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}
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@ -26,6 +26,7 @@
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#include "util/debug.h"
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#include "util/u_math.h"
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#include "ir3_nir.h"
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#include "ir3_compiler.h"
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@ -276,7 +277,7 @@ ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s,
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return s;
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}
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void
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static void
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ir3_nir_scan_driver_consts(nir_shader *shader,
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struct ir3_const_state *layout)
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{
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@ -328,3 +329,59 @@ ir3_nir_scan_driver_consts(nir_shader *shader,
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}
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}
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}
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void
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ir3_setup_const_state(struct ir3_shader_variant *v)
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{
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struct ir3_shader *shader = v->shader;
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struct ir3_compiler *compiler = shader->compiler;
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struct ir3_const_state *const_state = &v->const_state;
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nir_shader *nir = shader->nir;
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memset(&const_state->offsets, ~0, sizeof(const_state->offsets));
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ir3_nir_scan_driver_consts(nir, const_state);
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const_state->num_uniforms = nir->num_uniforms;
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const_state->num_ubos = nir->info.num_ubos;
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debug_assert((shader->ubo_state.size % 16) == 0);
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unsigned constoff = align(shader->ubo_state.size / 16, 4);
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unsigned ptrsz = ir3_pointer_size(compiler);
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if (const_state->num_ubos > 0) {
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const_state->offsets.ubo = constoff;
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constoff += align(nir->info.num_ubos * ptrsz, 4) / 4;
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}
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if (const_state->ssbo_size.count > 0) {
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unsigned cnt = const_state->ssbo_size.count;
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const_state->offsets.ssbo_sizes = constoff;
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constoff += align(cnt, 4) / 4;
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}
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if (const_state->image_dims.count > 0) {
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unsigned cnt = const_state->image_dims.count;
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const_state->offsets.image_dims = constoff;
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constoff += align(cnt, 4) / 4;
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}
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unsigned num_driver_params = 0;
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if (shader->type == MESA_SHADER_VERTEX) {
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num_driver_params = IR3_DP_VS_COUNT;
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} else if (shader->type == MESA_SHADER_COMPUTE) {
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num_driver_params = IR3_DP_CS_COUNT;
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}
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const_state->offsets.driver_param = constoff;
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constoff += align(num_driver_params, 4) / 4;
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if ((shader->type == MESA_SHADER_VERTEX) &&
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(compiler->gpu_id < 500) &&
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shader->stream_output.num_outputs > 0) {
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const_state->offsets.tfbo = constoff;
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constoff += align(IR3_MAX_SO_BUFFERS * ptrsz, 4) / 4;
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}
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const_state->offsets.immediate = constoff;
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}
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@ -33,8 +33,6 @@
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#include "ir3_shader.h"
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void ir3_nir_scan_driver_consts(nir_shader *shader, struct ir3_const_state *layout);
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bool ir3_nir_apply_trig_workarounds(nir_shader *shader);
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bool ir3_nir_lower_tg4_to_tex(nir_shader *shader);
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bool ir3_nir_lower_io_offsets(nir_shader *shader);
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@ -52,4 +50,6 @@ bool ir3_nir_analyze_ubo_ranges(nir_shader *nir, struct ir3_shader *shader);
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nir_ssa_def *
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ir3_nir_try_propagate_bit_shift(nir_builder *b, nir_ssa_def *offset, int32_t shift);
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void ir3_setup_const_state(struct ir3_shader_variant *v);
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#endif /* IR3_NIR_H_ */
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