freedreno/ir3: handle color clamp variant ourselves

Now that there is a pass to do this in NIR, lets just use that and
manage the variants ourself, rather than letting state-tracker do it.
This way, mesa/st will precompile shaders without requiring
ST_DEBUG=precompile (which requires a debug build).

Signed-off-by: Rob Clark <robclark@freedesktop.org>
This commit is contained in:
Rob Clark 2016-04-25 09:07:04 -04:00
parent 64abf6d404
commit e04db879f8
5 changed files with 28 additions and 3 deletions

View file

@ -118,6 +118,12 @@ fixup_shader_state(struct fd_context *ctx, struct ir3_shader_key *key)
ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
}
if (last_key->vclamp_color != key->vclamp_color)
ctx->prog.dirty |= FD_SHADER_DIRTY_VP;
if (last_key->fclamp_color != key->fclamp_color)
ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
if (last_key->color_two_side != key->color_two_side)
ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
@ -140,6 +146,8 @@ fd3_draw_vbo(struct fd_context *ctx, const struct pipe_draw_info *info)
/* do binning pass first: */
.binning_pass = true,
.color_two_side = ctx->rasterizer->light_twoside,
.vclamp_color = ctx->rasterizer->clamp_vertex_color,
.fclamp_color = ctx->rasterizer->clamp_fragment_color,
// 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),

View file

@ -104,6 +104,12 @@ fixup_shader_state(struct fd_context *ctx, struct ir3_shader_key *key)
ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
}
if (last_key->vclamp_color != key->vclamp_color)
ctx->prog.dirty |= FD_SHADER_DIRTY_VP;
if (last_key->fclamp_color != key->fclamp_color)
ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
if (last_key->color_two_side != key->color_two_side)
ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
@ -129,6 +135,8 @@ fd4_draw_vbo(struct fd_context *ctx, const struct pipe_draw_info *info)
/* do binning pass first: */
.binning_pass = true,
.color_two_side = ctx->rasterizer->light_twoside,
.vclamp_color = ctx->rasterizer->clamp_vertex_color,
.fclamp_color = ctx->rasterizer->clamp_fragment_color,
.rasterflat = ctx->rasterizer->flatshade,
// TODO set .half_precision based on render target format,
// ie. float16 and smaller use half, float32 use full..

View file

@ -222,8 +222,6 @@ fd_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
case PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT:
case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER:
case PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS:
case PIPE_CAP_FRAGMENT_COLOR_CLAMPED:
case PIPE_CAP_VERTEX_COLOR_CLAMPED:
case PIPE_CAP_USER_VERTEX_BUFFERS:
case PIPE_CAP_USER_INDEX_BUFFERS:
case PIPE_CAP_QUERY_PIPELINE_STATISTICS:
@ -245,6 +243,7 @@ fd_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
case PIPE_CAP_DEPTH_BOUNDS_TEST:
case PIPE_CAP_TGSI_TXQS:
/* TODO if we need this, do it in nir/ir3 backend to avoid breaking precompile: */
case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
case PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS:
case PIPE_CAP_CLEAR_TEXTURE:
@ -264,6 +263,9 @@ fd_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
return 1;
case PIPE_CAP_SHAREABLE_SHADERS:
/* manage the variants for these ourself, to avoid breaking precompile: */
case PIPE_CAP_FRAGMENT_COLOR_CLAMPED:
case PIPE_CAP_VERTEX_COLOR_CLAMPED:
if (is_ir3(screen))
return 1;
return 0;

View file

@ -58,7 +58,8 @@ ir3_key_lowers_nir(const struct ir3_shader_key *key)
{
return key->fsaturate_s | key->fsaturate_t | key->fsaturate_r |
key->vsaturate_s | key->vsaturate_t | key->vsaturate_r |
key->ucp_enables | key->color_two_side;
key->ucp_enables | key->color_two_side |
key->fclamp_color | key->vclamp_color;
}
#define OPT(nir, pass, ...) ({ \
@ -114,8 +115,12 @@ ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s,
if (key) {
if (s->stage == MESA_SHADER_VERTEX) {
OPT_V(s, nir_lower_clip_vs, key->ucp_enables);
if (key->vclamp_color)
OPT_V(s, nir_lower_clamp_color_outputs);
} else if (s->stage == MESA_SHADER_FRAGMENT) {
OPT_V(s, nir_lower_clip_fs, key->ucp_enables);
if (key->fclamp_color)
OPT_V(s, nir_lower_clamp_color_outputs);
}
if (key->color_two_side) {
OPT_V(s, nir_lower_two_sided_color);

View file

@ -81,6 +81,7 @@ struct ir3_shader_key {
* Vertex shader variant parameters:
*/
unsigned binning_pass : 1;
unsigned vclamp_color : 1;
/*
* Fragment shader variant parameters:
@ -91,6 +92,7 @@ struct ir3_shader_key {
* for front/back color inputs to frag shader:
*/
unsigned rasterflat : 1;
unsigned fclamp_color : 1;
};
uint32_t global;
};