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This allows us to drop legacy userclip plane handling in both the vec4 and FS backends, and simplifies a few interfaces. v2 (Jason Ekstrand): - Move brw_nir_lower_legacy_clipping to brw_nir_uniforms.cpp because it's i965-specific. - Handle adding the params in brw_nir_lower_legacy_clipping - Call brw_nir_lower_legacy_clipping from brw_codegen_vs_prog Co-authored-by: Jason Ekstrand <jason@jlekstrand.net> Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
115 lines
3.4 KiB
C++
115 lines
3.4 KiB
C++
/*
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* Copyright © 2013 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#include "brw_vec4_vs.h"
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#include "dev/gen_debug.h"
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namespace brw {
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void
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vec4_vs_visitor::emit_prolog()
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{
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}
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void
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vec4_vs_visitor::emit_urb_write_header(int mrf)
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{
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/* No need to do anything for VS; an implied write to this MRF will be
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* performed by VS_OPCODE_URB_WRITE.
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*/
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(void) mrf;
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}
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vec4_instruction *
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vec4_vs_visitor::emit_urb_write_opcode(bool complete)
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{
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/* For VS, the URB writes end the thread. */
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if (complete) {
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if (INTEL_DEBUG & DEBUG_SHADER_TIME)
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emit_shader_time_end();
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}
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vec4_instruction *inst = emit(VS_OPCODE_URB_WRITE);
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inst->urb_write_flags = complete ?
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BRW_URB_WRITE_EOT_COMPLETE : BRW_URB_WRITE_NO_FLAGS;
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return inst;
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}
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void
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vec4_vs_visitor::emit_urb_slot(dst_reg reg, int varying)
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{
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reg.type = BRW_REGISTER_TYPE_F;
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output_reg[varying][0].type = reg.type;
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switch (varying) {
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case VARYING_SLOT_COL0:
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case VARYING_SLOT_COL1:
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case VARYING_SLOT_BFC0:
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case VARYING_SLOT_BFC1: {
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/* These built-in varyings are only supported in compatibility mode,
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* and we only support GS in core profile. So, this must be a vertex
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* shader.
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*/
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vec4_instruction *inst = emit_generic_urb_slot(reg, varying, 0);
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if (inst && key->clamp_vertex_color)
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inst->saturate = true;
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break;
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}
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default:
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return vec4_visitor::emit_urb_slot(reg, varying);
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}
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}
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void
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vec4_vs_visitor::emit_thread_end()
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{
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/* For VS, we always end the thread by emitting a single vertex.
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* emit_urb_write_opcode() will take care of setting the eot flag on the
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* SEND instruction.
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*/
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emit_vertex();
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}
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vec4_vs_visitor::vec4_vs_visitor(const struct brw_compiler *compiler,
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void *log_data,
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const struct brw_vs_prog_key *key,
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struct brw_vs_prog_data *vs_prog_data,
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const nir_shader *shader,
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void *mem_ctx,
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int shader_time_index)
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: vec4_visitor(compiler, log_data, &key->base.tex, &vs_prog_data->base,
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shader, mem_ctx, false /* no_spills */, shader_time_index),
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key(key),
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vs_prog_data(vs_prog_data)
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{
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}
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} /* namespace brw */
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