anv: Emit 3DSTATE_URB_* via a loop.

Rather than keeping separate {vs,hs,ds,gs}_start fields, we now store an
array indexed by the shader stage (MESA_SHADER_*).  The 3DSTATE_URB_*
commands are also sequentially numbered.  This makes it easy to just
emit them in a loop.

This simplifies the code a little, and also will make it easier to add
more credible HS and DS code later.
This commit is contained in:
Kenneth Graunke
2016-02-22 15:23:06 -08:00
parent c9564fd598
commit 1024a66fc4
3 changed files with 24 additions and 31 deletions

View File

@@ -870,13 +870,21 @@ gen7_compute_urb_partition(struct anv_pipeline *pipeline)
* - VS
* - GS
*/
pipeline->urb.vs_start = push_constant_chunks;
pipeline->urb.vs_size = vs_size;
pipeline->urb.nr_vs_entries = nr_vs_entries;
pipeline->urb.start[MESA_SHADER_VERTEX] = push_constant_chunks;
pipeline->urb.size[MESA_SHADER_VERTEX] = vs_size;
pipeline->urb.entries[MESA_SHADER_VERTEX] = nr_vs_entries;
pipeline->urb.gs_start = push_constant_chunks + vs_chunks;
pipeline->urb.gs_size = gs_size;
pipeline->urb.nr_gs_entries = nr_gs_entries;
pipeline->urb.start[MESA_SHADER_GEOMETRY] = push_constant_chunks + vs_chunks;
pipeline->urb.size[MESA_SHADER_GEOMETRY] = gs_size;
pipeline->urb.entries[MESA_SHADER_GEOMETRY] = nr_gs_entries;
pipeline->urb.start[MESA_SHADER_TESS_CTRL] = push_constant_chunks;
pipeline->urb.size[MESA_SHADER_TESS_CTRL] = 1;
pipeline->urb.entries[MESA_SHADER_TESS_CTRL] = 0;
pipeline->urb.start[MESA_SHADER_TESS_EVAL] = push_constant_chunks;
pipeline->urb.size[MESA_SHADER_TESS_EVAL] = 1;
pipeline->urb.entries[MESA_SHADER_TESS_EVAL] = 0;
}
static void

View File

@@ -1410,12 +1410,9 @@ struct anv_pipeline {
uint32_t scratch_start[MESA_SHADER_STAGES];
uint32_t total_scratch;
struct {
uint32_t vs_start;
uint32_t vs_size;
uint32_t nr_vs_entries;
uint32_t gs_start;
uint32_t gs_size;
uint32_t nr_gs_entries;
uint32_t start[MESA_SHADER_GEOMETRY + 1];
uint32_t size[MESA_SHADER_GEOMETRY + 1];
uint32_t entries[MESA_SHADER_GEOMETRY + 1];
} urb;
VkShaderStageFlags active_stages;

View File

@@ -210,25 +210,13 @@ emit_urb_setup(struct anv_pipeline *pipeline)
.ConstantBufferOffset = 8,
.ConstantBufferSize = 4);
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_URB_VS),
.VSURBStartingAddress = pipeline->urb.vs_start,
.VSURBEntryAllocationSize = pipeline->urb.vs_size - 1,
.VSNumberofURBEntries = pipeline->urb.nr_vs_entries);
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_URB_GS),
.GSURBStartingAddress = pipeline->urb.gs_start,
.GSURBEntryAllocationSize = pipeline->urb.gs_size - 1,
.GSNumberofURBEntries = pipeline->urb.nr_gs_entries);
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_URB_HS),
.HSURBStartingAddress = pipeline->urb.vs_start,
.HSURBEntryAllocationSize = 0,
.HSNumberofURBEntries = 0);
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_URB_DS),
.DSURBStartingAddress = pipeline->urb.vs_start,
.DSURBEntryAllocationSize = 0,
.DSNumberofURBEntries = 0);
for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_URB_VS),
._3DCommandSubOpcode = 48 + i,
.VSURBStartingAddress = pipeline->urb.start[i],
.VSURBEntryAllocationSize = pipeline->urb.size[i] - 1,
.VSNumberofURBEntries = pipeline->urb.entries[i]);
}
}
static inline uint32_t