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The number of generated primitives is only counted by the hardware if GS uses the legacy path. For NGG GS, we need to accumulate that value in the NGG GS itself. To achieve that, we use a plain GDS atomic operation. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3380>
85 lines
2.7 KiB
C
85 lines
2.7 KiB
C
/*
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* Copyright © 2019 Valve 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 DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "ac_shader_args.h"
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#include "radv_constants.h"
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#include "util/list.h"
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#include "compiler/shader_enums.h"
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#include "amd_family.h"
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struct radv_shader_args {
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struct ac_shader_args ac;
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struct radv_shader_info *shader_info;
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const struct radv_nir_compiler_options *options;
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struct ac_arg descriptor_sets[MAX_SETS];
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struct ac_arg ring_offsets;
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struct ac_arg scratch_offset;
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struct ac_arg vertex_buffers;
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struct ac_arg rel_auto_id;
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struct ac_arg vs_prim_id;
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struct ac_arg es2gs_offset;
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struct ac_arg oc_lds;
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struct ac_arg merged_wave_info;
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struct ac_arg tess_factor_offset;
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struct ac_arg tes_rel_patch_id;
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struct ac_arg tes_u;
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struct ac_arg tes_v;
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/* HW GS */
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/* On gfx10:
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* - bits 0..11: ordered_wave_id
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* - bits 12..20: number of vertices in group
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* - bits 22..30: number of primitives in group
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*/
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struct ac_arg gs_tg_info;
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struct ac_arg gs2vs_offset;
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struct ac_arg gs_wave_id;
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struct ac_arg gs_vtx_offset[6];
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/* Streamout */
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struct ac_arg streamout_buffers;
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struct ac_arg streamout_write_idx;
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struct ac_arg streamout_config;
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struct ac_arg streamout_offset[4];
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/* NGG GS */
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struct ac_arg ngg_gs_state;
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bool is_gs_copy_shader;
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};
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static inline struct radv_shader_args *
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radv_shader_args_from_ac(struct ac_shader_args *args)
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{
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struct radv_shader_args *radv_args = NULL;
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return (struct radv_shader_args *) container_of(args, radv_args, ac);
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}
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void radv_declare_shader_args(struct radv_shader_args *args,
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gl_shader_stage stage,
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bool has_previous_stage,
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gl_shader_stage previous_stage);
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