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i965: Simplify handling of VUE map changes.
The old code was disasterously complex - spread across multiple atoms which may not even run, inspecting the dirty bits to try and decide whether it was necessary to do checks...storing VS information in brw_context...extra flagging... This code tripped me and Carl up very badly when working on the shader cache code. It's very fragile and hard to maintain. Now that geometry shaders only depend on their inputs and don't have to worry about the VS VUE map, we can dramatically simplify this: just compute the VUE map coming out of the geometry shader stage in brw_upload_programs. If it changes, flag it. Done. v2: Also check vue_map.separable. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
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6301af22bb
commit
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4 changed files with 17 additions and 42 deletions
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@ -194,7 +194,6 @@ enum brw_state_id {
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BRW_STATE_GS_CONSTBUF,
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BRW_STATE_PROGRAM_CACHE,
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BRW_STATE_STATE_BASE_ADDRESS,
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BRW_STATE_VUE_MAP_VS,
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BRW_STATE_VUE_MAP_GEOM_OUT,
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BRW_STATE_TRANSFORM_FEEDBACK,
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BRW_STATE_RASTERIZER_DISCARD,
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@ -276,7 +275,6 @@ enum brw_state_id {
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#define BRW_NEW_GS_CONSTBUF (1ull << BRW_STATE_GS_CONSTBUF)
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#define BRW_NEW_PROGRAM_CACHE (1ull << BRW_STATE_PROGRAM_CACHE)
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#define BRW_NEW_STATE_BASE_ADDRESS (1ull << BRW_STATE_STATE_BASE_ADDRESS)
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#define BRW_NEW_VUE_MAP_VS (1ull << BRW_STATE_VUE_MAP_VS)
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#define BRW_NEW_VUE_MAP_GEOM_OUT (1ull << BRW_STATE_VUE_MAP_GEOM_OUT)
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#define BRW_NEW_TRANSFORM_FEEDBACK (1ull << BRW_STATE_TRANSFORM_FEEDBACK)
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#define BRW_NEW_RASTERIZER_DISCARD (1ull << BRW_STATE_RASTERIZER_DISCARD)
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@ -1374,17 +1372,9 @@ struct brw_context
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GLuint curbe_offset;
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} curbe;
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/**
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* Layout of vertex data exiting the vertex shader.
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*
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* BRW_NEW_VUE_MAP_VS is flagged when this VUE map changes.
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*/
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struct brw_vue_map vue_map_vs;
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/**
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* Layout of vertex data exiting the geometry portion of the pipleine.
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* This comes from the geometry shader if one exists, otherwise from the
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* vertex shader.
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* This comes from the last enabled shader stage (GS, DS, or VS).
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*
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* BRW_NEW_VUE_MAP_GEOM_OUT is flagged when the VUE map changes.
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*/
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@ -297,8 +297,7 @@ brw_gs_state_dirty(struct brw_context *brw)
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return brw_state_dirty(brw,
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_NEW_TEXTURE,
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BRW_NEW_GEOMETRY_PROGRAM |
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BRW_NEW_TRANSFORM_FEEDBACK |
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BRW_NEW_VUE_MAP_VS);
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BRW_NEW_TRANSFORM_FEEDBACK);
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}
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static void
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@ -336,11 +335,6 @@ brw_upload_gs_prog(struct brw_context *brw)
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if (gp == NULL) {
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/* No geometry shader. Vertex data just passes straight through. */
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if (brw->ctx.NewDriverState & BRW_NEW_VUE_MAP_VS) {
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brw->vue_map_geom_out = brw->vue_map_vs;
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brw->ctx.NewDriverState |= BRW_NEW_VUE_MAP_GEOM_OUT;
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}
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if (brw->gen == 6 &&
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(brw->ctx.NewDriverState & BRW_NEW_TRANSFORM_FEEDBACK)) {
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gen6_brw_upload_ff_gs_prog(brw);
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@ -367,14 +361,6 @@ brw_upload_gs_prog(struct brw_context *brw)
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(void)success;
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}
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brw->gs.base.prog_data = &brw->gs.prog_data->base.base;
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if (brw->gs.prog_data->base.vue_map.slots_valid !=
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brw->vue_map_geom_out.slots_valid ||
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brw->gs.prog_data->base.vue_map.separate !=
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brw->vue_map_geom_out.separate) {
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brw->vue_map_geom_out = brw->gs.prog_data->base.vue_map;
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brw->ctx.NewDriverState |= BRW_NEW_VUE_MAP_GEOM_OUT;
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}
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}
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bool
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@ -594,7 +594,6 @@ static struct dirty_bit_map brw_bits[] = {
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DEFINE_BIT(BRW_NEW_GS_CONSTBUF),
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DEFINE_BIT(BRW_NEW_PROGRAM_CACHE),
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DEFINE_BIT(BRW_NEW_STATE_BASE_ADDRESS),
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DEFINE_BIT(BRW_NEW_VUE_MAP_VS),
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DEFINE_BIT(BRW_NEW_VUE_MAP_GEOM_OUT),
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DEFINE_BIT(BRW_NEW_TRANSFORM_FEEDBACK),
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DEFINE_BIT(BRW_NEW_RASTERIZER_DISCARD),
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@ -649,6 +648,21 @@ brw_upload_programs(struct brw_context *brw,
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else
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brw_upload_gs_prog(brw);
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/* Update the VUE map for data exiting the GS stage of the pipeline.
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* This comes from the last enabled shader stage.
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*/
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GLbitfield64 old_slots = brw->vue_map_geom_out.slots_valid;
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bool old_separate = brw->vue_map_geom_out.separate;
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if (brw->geometry_program)
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brw->vue_map_geom_out = brw->gs.prog_data->base.vue_map;
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else
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brw->vue_map_geom_out = brw->vs.prog_data->base.vue_map;
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/* If the layout has changed, signal BRW_NEW_VUE_MAP_GEOM_OUT. */
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if (old_slots != brw->vue_map_geom_out.slots_valid ||
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old_separate != brw->vue_map_geom_out.separate)
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brw->ctx.NewDriverState |= BRW_NEW_VUE_MAP_GEOM_OUT;
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brw_upload_wm_prog(brw);
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} else if (pipeline == BRW_COMPUTE_PIPELINE) {
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brw_upload_cs_prog(brw);
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@ -387,21 +387,6 @@ brw_upload_vs_prog(struct brw_context *brw)
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assert(success);
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}
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brw->vs.base.prog_data = &brw->vs.prog_data->base.base;
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if (brw->vs.prog_data->base.vue_map.slots_valid !=
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brw->vue_map_geom_out.slots_valid ||
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brw->vs.prog_data->base.vue_map.separate !=
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brw->vue_map_geom_out.separate) {
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brw->vue_map_vs = brw->vs.prog_data->base.vue_map;
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brw->ctx.NewDriverState |= BRW_NEW_VUE_MAP_VS;
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if (brw->gen < 6) {
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/* No geometry shader support, so the VS VUE map is the VUE map for
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* the output of the "geometry" portion of the pipeline.
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*/
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brw->vue_map_geom_out = brw->vue_map_vs;
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brw->ctx.NewDriverState |= BRW_NEW_VUE_MAP_GEOM_OUT;
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}
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}
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}
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bool
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