i965/mesa/st/swrast: set fs shader_info directly and switch to using it
Note we access shader_info from the program struct rather than the nir_shader pointer because shader cache won't create a nir_shader. Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit is contained in:
@@ -26,8 +26,6 @@
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*
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* Sets the InputsRead and OutputsWritten of Mesa programs.
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*
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* Additionally, for fragment shaders, set the IsSample bitfield.
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*
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* Mesa programs (gl_program, not gl_shader_program) have a set of
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* flags indicating which varyings are read and written. Computing
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* which are actually read from some sort of backend code can be
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@@ -123,9 +121,7 @@ mark(struct gl_program *prog, ir_variable *var, int offset, int len,
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prog->DoubleInputsRead |= bitfield;
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if (stage == MESA_SHADER_FRAGMENT) {
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gl_fragment_program *fprog = (gl_fragment_program *) prog;
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if (var->data.sample)
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fprog->IsSample |= bitfield;
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prog->info.fs.uses_sample_qualifier |= var->data.sample;
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}
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} else if (var->data.mode == ir_var_system_value) {
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prog->SystemValuesRead |= bitfield;
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@@ -411,8 +407,7 @@ ir_set_program_inouts_visitor::visit_enter(ir_discard *)
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/* discards are only allowed in fragment shaders. */
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assert(this->shader_stage == MESA_SHADER_FRAGMENT);
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gl_fragment_program *fprog = (gl_fragment_program *) prog;
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fprog->UsesKill = true;
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prog->info.fs.uses_discard = true;
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return visit_continue;
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}
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@@ -439,9 +434,8 @@ do_set_program_inouts(exec_list *instructions, struct gl_program *prog,
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prog->PatchOutputsWritten = 0;
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prog->SystemValuesRead = 0;
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if (shader_stage == MESA_SHADER_FRAGMENT) {
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gl_fragment_program *fprog = (gl_fragment_program *) prog;
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fprog->IsSample = 0;
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fprog->UsesKill = false;
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prog->info.fs.uses_sample_qualifier = false;
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prog->info.fs.uses_discard = false;
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}
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visit_list_elements(&v, instructions);
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}
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@@ -44,10 +44,7 @@ copy_shader_info(const struct gl_shader_program *shader_prog,
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struct gl_fragment_program *fp =
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(struct gl_fragment_program *)sh->Program;
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info->fs.uses_discard = fp->UsesKill;
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info->fs.uses_sample_qualifier = fp->IsSample != 0;
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info->fs.early_fragment_tests = sh->info.EarlyFragmentTests;
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info->fs.depth_layout = fp->FragDepthLayout;
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break;
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}
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@@ -305,7 +305,7 @@ intel_update_state(struct gl_context * ctx, GLuint new_state)
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/* Resolve color buffers for non-coherent framebuffer fetch. */
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if (!ctx->Extensions.MESA_shader_framebuffer_fetch &&
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ctx->FragmentProgram._Current &&
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ctx->FragmentProgram._Current->Base.nir->info->outputs_read) {
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ctx->FragmentProgram._Current->Base.info.outputs_read) {
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const struct gl_framebuffer *fb = ctx->DrawBuffer;
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for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
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@@ -325,8 +325,7 @@ emit:
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* BRW_NEW_FRAGMENT_PROGRAM
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*/
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if (brw->gen == 4 && !brw->is_g4x &&
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(brw->fragment_program->Base.nir->info->inputs_read &
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(1 << VARYING_SLOT_POS))) {
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(brw->fragment_program->Base.info.inputs_read & (1 << VARYING_SLOT_POS))) {
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BEGIN_BATCH(2);
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OUT_BATCH(_3DSTATE_GLOBAL_DEPTH_OFFSET_CLAMP << 16 | (2 - 2));
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OUT_BATCH(0);
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@@ -191,7 +191,7 @@ brw_upload_sf_prog(struct brw_context *brw)
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if (key.do_point_sprite) {
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key.point_sprite_coord_replace = ctx->Point.CoordReplace & 0xff;
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}
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if (brw->fragment_program->Base.nir->info->inputs_read &
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if (brw->fragment_program->Base.info.inputs_read &
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BITFIELD64_BIT(VARYING_SLOT_PNTC)) {
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key.do_point_coord = 1;
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}
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@@ -450,13 +450,11 @@ brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
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*/
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if (brw->gen < 6) {
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/* _NEW_COLOR */
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if (fp->program.Base.nir->info->fs.uses_discard ||
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ctx->Color.AlphaEnabled) {
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if (prog->info.fs.uses_discard || ctx->Color.AlphaEnabled) {
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lookup |= IZ_PS_KILL_ALPHATEST_BIT;
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}
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if (fp->program.Base.nir->info->outputs_written &
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BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
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if (prog->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
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lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
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}
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@@ -545,9 +543,8 @@ brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
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}
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/* BRW_NEW_VUE_MAP_GEOM_OUT */
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if (brw->gen < 6 ||
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_mesa_bitcount_64(fp->program.Base.nir->info->inputs_read &
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BRW_FS_VARYING_INPUT_MASK) > 16) {
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if (brw->gen < 6 || _mesa_bitcount_64(prog->info.inputs_read &
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BRW_FS_VARYING_INPUT_MASK) > 16) {
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key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
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}
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@@ -609,10 +606,10 @@ brw_fs_precompile(struct gl_context *ctx,
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memset(&key, 0, sizeof(key));
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uint64_t outputs_written = fp->Base.nir->info->outputs_written;
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uint64_t outputs_written = prog->info.outputs_written;
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if (brw->gen < 6) {
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if (fp->Base.nir->info->fs.uses_discard)
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if (prog->info.fs.uses_discard)
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key.iz_lookup |= IZ_PS_KILL_ALPHATEST_BIT;
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if (outputs_written & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
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@@ -623,10 +620,9 @@ brw_fs_precompile(struct gl_context *ctx,
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key.iz_lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
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}
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if (brw->gen < 6 || _mesa_bitcount_64(fp->Base.nir->info->inputs_read &
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if (brw->gen < 6 || _mesa_bitcount_64(prog->info.inputs_read &
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BRW_FS_VARYING_INPUT_MASK) > 16) {
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key.input_slots_valid =
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fp->Base.nir->info->inputs_read | VARYING_BIT_POS;
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key.input_slots_valid = prog->info.inputs_read | VARYING_BIT_POS;
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}
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brw_setup_tex_for_precompile(brw, &key.tex, &fp->Base);
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@@ -647,7 +643,7 @@ brw_fs_precompile(struct gl_context *ctx,
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struct brw_vue_map vue_map;
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if (brw->gen < 6) {
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brw_compute_vue_map(&brw->screen->devinfo, &vue_map,
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fp->Base.nir->info->inputs_read | VARYING_BIT_POS,
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prog->info.inputs_read | VARYING_BIT_POS,
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false);
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}
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@@ -48,13 +48,13 @@ brw_color_buffer_write_enabled(struct brw_context *brw)
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{
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struct gl_context *ctx = &brw->ctx;
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/* BRW_NEW_FRAGMENT_PROGRAM */
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const struct gl_fragment_program *fp = brw->fragment_program;
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const struct gl_program *fp = &brw->fragment_program->Base;
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unsigned i;
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/* _NEW_BUFFERS */
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for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
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struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[i];
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uint64_t outputs_written = fp->Base.nir->info->outputs_written;
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uint64_t outputs_written = fp->info.outputs_written;
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/* _NEW_COLOR */
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if (rb && (outputs_written & BITFIELD64_BIT(FRAG_RESULT_COLOR) ||
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@@ -79,7 +79,7 @@ brw_upload_wm_unit(struct brw_context *brw)
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const struct gen_device_info *devinfo = &brw->screen->devinfo;
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struct gl_context *ctx = &brw->ctx;
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/* BRW_NEW_FRAGMENT_PROGRAM */
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const struct gl_fragment_program *fp = brw->fragment_program;
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const struct gl_program *fp = &brw->fragment_program->Base;
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/* BRW_NEW_FS_PROG_DATA */
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const struct brw_wm_prog_data *prog_data =
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brw_wm_prog_data(brw->wm.base.prog_data);
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@@ -168,7 +168,7 @@ brw_upload_wm_unit(struct brw_context *brw)
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/* BRW_NEW_FRAGMENT_PROGRAM */
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wm->wm5.program_uses_depth = prog_data->uses_src_depth;
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wm->wm5.program_computes_depth = (fp->Base.nir->info->outputs_written &
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wm->wm5.program_computes_depth = (fp->info.outputs_written &
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BITFIELD64_BIT(FRAG_RESULT_DEPTH)) != 0;
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/* _NEW_BUFFERS
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* Override for NULL depthbuffer case, required by the Pixel Shader Computed
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@@ -1146,8 +1146,7 @@ update_renderbuffer_read_surfaces(struct brw_context *brw)
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/* BRW_NEW_FRAGMENT_PROGRAM */
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if (!ctx->Extensions.MESA_shader_framebuffer_fetch &&
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brw->fragment_program &&
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brw->fragment_program->Base.nir->info->outputs_read) {
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brw->fragment_program && brw->fragment_program->Base.info.outputs_read) {
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/* _NEW_BUFFERS */
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const struct gl_framebuffer *fb = ctx->DrawBuffer;
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@@ -177,8 +177,7 @@ calculate_attr_overrides(const struct brw_context *brw,
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* - VARYING_SLOT_{PSIZ,LAYER} and VARYING_SLOT_POS on gen6+
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*/
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bool fs_needs_vue_header =
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brw->fragment_program->Base.nir->info->inputs_read &
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bool fs_needs_vue_header = brw->fragment_program->Base.info.inputs_read &
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(VARYING_BIT_LAYER | VARYING_BIT_VIEWPORT);
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*urb_entry_read_offset = fs_needs_vue_header ? 0 : 1;
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@@ -95,7 +95,7 @@ upload_sbe(struct brw_context *brw)
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/* prepare the active component dwords */
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int input_index = 0;
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for (int attr = 0; attr < VARYING_SLOT_MAX; attr++) {
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if (!(brw->fragment_program->Base.nir->info->inputs_read &
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if (!(brw->fragment_program->Base.info.inputs_read &
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BITFIELD64_BIT(attr))) {
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continue;
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}
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@@ -2196,8 +2196,7 @@ _mesa_copy_linked_program_data(const struct gl_shader_program *src,
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break;
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}
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case MESA_SHADER_FRAGMENT: {
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struct gl_fragment_program *dst_fp = (struct gl_fragment_program *) dst;
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dst_fp->FragDepthLayout = src->FragDepthLayout;
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dst->info.fs.depth_layout = src->FragDepthLayout;
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break;
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}
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case MESA_SHADER_COMPUTE: {
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@@ -119,7 +119,7 @@ _mesa_parse_arb_fragment_program(struct gl_context* ctx, GLenum target,
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program->OriginUpperLeft = state.option.OriginUpperLeft;
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program->PixelCenterInteger = state.option.PixelCenterInteger;
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program->UsesKill = state.fragment.UsesKill;
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program->Base.info.fs.uses_discard = state.fragment.UsesKill;
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free(program->Base.Instructions);
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program->Base.Instructions = prog.Instructions;
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@@ -2926,8 +2926,7 @@ get_mesa_program(struct gl_context *ctx,
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/* Set the gl_FragDepth layout. */
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if (target == GL_FRAGMENT_PROGRAM_ARB) {
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struct gl_fragment_program *fp = (struct gl_fragment_program *)prog;
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fp->FragDepthLayout = shader_program->FragDepthLayout;
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prog->info.fs.depth_layout = shader_program->FragDepthLayout;
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}
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_mesa_reference_program(ctx, &shader->Program, prog);
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@@ -1061,12 +1061,6 @@ prog_to_nir(const struct gl_program *prog,
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s->info->uses_clip_distance_out = false;
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s->info->separate_shader = false;
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if (stage == MESA_SHADER_FRAGMENT) {
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struct gl_fragment_program *fp = (struct gl_fragment_program *)prog;
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s->info->fs.uses_discard = fp->UsesKill;
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}
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fail:
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if (c->error) {
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ralloc_free(s);
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@@ -521,7 +521,7 @@ _mesa_get_min_invocations_per_fragment(struct gl_context *ctx,
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* "Use of the "sample" qualifier on a fragment shader input
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* forces per-sample shading"
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*/
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if (prog->IsSample && !ignore_sample_qualifier)
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if (prog->Base.info.fs.uses_sample_qualifier && !ignore_sample_qualifier)
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return MAX2(_mesa_geometric_samples(ctx->DrawBuffer), 1);
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if (prog->Base.SystemValuesRead & (SYSTEM_BIT_SAMPLE_ID |
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@@ -844,8 +844,8 @@ st_translate_fragment_program(struct st_context *st,
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if (write_all == GL_TRUE)
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ureg_property(ureg, TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS, 1);
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if (stfp->Base.FragDepthLayout != FRAG_DEPTH_LAYOUT_NONE) {
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switch (stfp->Base.FragDepthLayout) {
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if (stfp->Base.Base.info.fs.depth_layout != FRAG_DEPTH_LAYOUT_NONE) {
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switch (stfp->Base.Base.info.fs.depth_layout) {
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case FRAG_DEPTH_LAYOUT_ANY:
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ureg_property(ureg, TGSI_PROPERTY_FS_DEPTH_LAYOUT,
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TGSI_FS_DEPTH_LAYOUT_ANY);
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@@ -226,7 +226,7 @@ _swrast_update_deferred_texture(struct gl_context *ctx)
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/* Z comes from fragment program/shader */
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swrast->_DeferredTexture = GL_FALSE;
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}
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else if (use_fprog && fprog->UsesKill) {
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else if (use_fprog && fprog->Base.info.fs.uses_discard) {
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swrast->_DeferredTexture = GL_FALSE;
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}
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else if (ctx->Query.CurrentOcclusionObject) {
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