mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2026-04-25 04:50:38 +02:00
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:
parent
64abf6d404
commit
e04db879f8
5 changed files with 28 additions and 3 deletions
|
|
@ -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),
|
||||
|
|
|
|||
|
|
@ -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..
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
};
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue