This reverts commit 24bcc89c8f.
Now that we have the new vulkan_resource_index intrinsic, these variants of
the classic UBO/SSBO instrinsics aren't needed.
Instead of just stomping on the mode, it now validates asserts that the
previously set mode is correct and only changes it if needed. We need to
do this because, in geometry shaders, there are some builtins that can be
either an input or an output depending on context. We can get that
information from the SPIR-V source but we can't throw it away.
Now that we've done the refactoring upstream, it's much easier to to get
hooked up. We haven't tested things well enough to know that we're setting
up the GPU state correctly for them yet but at least we can compile them now.
It's stored in bits 31:27 of g1 (along with the URB handles).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Unlike the vs/wm structs, brw_gs_compile is actually useful: it contains
the input VUE map and information about the control data headers.
Passing this in allows us to share that code in brw_gs.c, and calculate
them before deciding on vec4 vs. scalar mode, as it's independent of
that choice.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
This patch introduces a brw->scalar_gs flag, similar to brw->scalar_vs,
which controls whether or not to use SIMD8 geometry shaders.
For now, we control it via a new environment variable, INTEL_SCALAR_GS.
This provides a convenient way to try it out.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Geometry shaders have additional header data at the beginning of their
output URB entries. Shaders that use EndPrimitive() or multiple streams
have a control data header; shaders with a dynamic vertex count have an
additional vec4 slot to hold the 32-bit vertex count (and 96 bits of
padding).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
The GS will emit a bunch of vertices, and we don't want to do an EOT
prematurely. We'll emit GS_OPCODE_THREAD_END when we want to terminate
the thread.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
GS doesn't have ClampVertexColor, and we don't want to go through VS
structures.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Tessellation shaders and SIMD8 geometry shaders may need to resort to
the pull model for inputs at times. When set, the state upload code
will tell the hardware to provide URB handles for input data.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
In scalar mode, geometry shader inputs can easily take up hundreds of
registers. This makes pushing VUE entries impractical; we'll need to
resort to the pull model in some cases.
To support this, we introduce a new opcode corresponding to the "URB
Read SIMD8" message.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
In the vec4 backend, we have a vec4_instruction::urb_write_flags field.
There are many kinds of flags for SIMD4x2 messages.
However, there are really only two (per-slot offset, use channel masks)
for SIMD8 messages. Rather than adding a boolean flag for per-slot
offsets (polluting all instructions), I decided to just make three new
opcodes.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
This commit moves the large pile of setup calculations we have to do for
geometry shaders out of brw_gs_emit and into brw_compile_gs. This has a
couple of nice implications. First, it's less work that the caller of
brw_compile_gs has to do. Second, it's consistent with the vertex and
fragment stages. Finally, it allows us to put brw_gs_compile back behind
the API boundary where it belongs.
v2 (Jason Ekstrand):
- Pull the changes to use nir info into a separate patch
- Put brw_gs_compile into brw_shader.h rather than brw_vec4_gs_visitor.h
so that we can use it for scalar GS.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Previously, we were pulling bits from GL data structures in order to set up
the prog_data. However, in this brave new world of NIR, we want to be
pulling it out of the NIR shader whenever possible. This way, we can move
all this setup code into brw_compile_gs without depending on the old GL
stuff.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>