Revert "vc4: Lazily emit our FS/VS input loads."
This reverts commit 292c24ddac
. It broke a
lot of GLES2 deqp, and I see at least one problem that will require some
serious rework to fix.
This commit is contained in:
@@ -733,14 +733,11 @@ emit_vertex_input(struct vc4_compile *c, int attr)
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{
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enum pipe_format format = c->vs_key->attr_formats[attr];
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uint32_t attr_size = util_format_get_blocksize(format);
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uint32_t vpm_attr = c->next_vpm_input++;
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c->vpm_input_order[vpm_attr] = attr;
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c->vattr_sizes[vpm_attr] = align(attr_size, 4);
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c->vattr_sizes[attr] = align(attr_size, 4);
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for (int i = 0; i < align(attr_size, 4) / 4; i++) {
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c->inputs[attr * 4 + i] =
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qir_MOV(c, qir_reg(QFILE_VPM, vpm_attr * 4 + i));
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qir_MOV(c, qir_reg(QFILE_VPM, attr * 4 + i));
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c->num_inputs++;
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}
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}
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@@ -1469,7 +1466,6 @@ emit_stub_vpm_read(struct vc4_compile *c)
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if (c->num_inputs)
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return;
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c->next_vpm_input++;
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c->vattr_sizes[0] = 4;
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(void)qir_MOV(c, qir_reg(QFILE_VPM, 0));
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c->num_inputs++;
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@@ -1556,6 +1552,64 @@ vc4_optimize_nir(struct nir_shader *s)
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} while (progress);
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}
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static int
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driver_location_compare(const void *in_a, const void *in_b)
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{
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const nir_variable *const *a = in_a;
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const nir_variable *const *b = in_b;
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return (*a)->data.driver_location - (*b)->data.driver_location;
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}
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static void
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ntq_setup_inputs(struct vc4_compile *c)
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{
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unsigned num_entries = 0;
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nir_foreach_variable(var, &c->s->inputs)
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num_entries++;
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nir_variable *vars[num_entries];
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unsigned i = 0;
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nir_foreach_variable(var, &c->s->inputs)
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vars[i++] = var;
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/* Sort the variables so that we emit the input setup in
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* driver_location order. This is required for VPM reads, whose data
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* is fetched into the VPM in driver_location (TGSI register index)
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* order.
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*/
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qsort(&vars, num_entries, sizeof(*vars), driver_location_compare);
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for (unsigned i = 0; i < num_entries; i++) {
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nir_variable *var = vars[i];
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unsigned array_len = MAX2(glsl_get_length(var->type), 1);
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unsigned loc = var->data.driver_location;
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assert(array_len == 1);
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(void)array_len;
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resize_qreg_array(c, &c->inputs, &c->inputs_array_size,
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(loc + 1) * 4);
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if (c->stage == QSTAGE_FRAG) {
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if (var->data.location == VARYING_SLOT_POS) {
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emit_fragcoord_input(c, loc);
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} else if (var->data.location == VARYING_SLOT_PNTC ||
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(var->data.location >= VARYING_SLOT_VAR0 &&
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(c->fs_key->point_sprite_mask &
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(1 << (var->data.location -
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VARYING_SLOT_VAR0))))) {
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c->inputs[loc * 4 + 0] = c->point_x;
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c->inputs[loc * 4 + 1] = c->point_y;
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} else {
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emit_fragment_input(c, loc, var->data.location);
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}
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} else {
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emit_vertex_input(c, loc);
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}
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}
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}
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static void
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ntq_setup_outputs(struct vc4_compile *c)
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{
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@@ -1686,73 +1740,10 @@ ntq_emit_load_input(struct vc4_compile *c, nir_intrinsic_instr *instr)
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return;
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}
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/* Size our inputs array as far as this input. Input arrays are
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* small, and we don't have a shader_info field that tells us up front
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* what the maximum driver_location is.
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*/
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uint32_t loc = nir_intrinsic_base(instr) + const_offset->u32[0];
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if ((loc + 1) * 4 > c->inputs_array_size) {
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resize_qreg_array(c, &c->inputs, &c->inputs_array_size,
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(loc + 1) * 4);
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}
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/* If we've already loaded this input, just return it. This would
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* happen for VPM loads, where we load an entire vertex attribute at
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* once, or possibly also in the FS if we haven't CSEed away repeated
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* loads.
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*/
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uint32_t offset = nir_intrinsic_base(instr) + const_offset->u32[0];
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int comp = nir_intrinsic_component(instr);
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if (c->inputs[loc * 4 + comp].file != QFILE_NULL) {
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ntq_store_dest(c, &instr->dest, 0,
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qir_MOV(c, c->inputs[loc * 4 + comp]));
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return;
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}
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/* In the FS, we always have to fully drain our FS FIFO before
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* terminating the shader. For the VS we only have to drain whatever
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* VPM setup we configure, but vc4_qpu_emit.c configures it for the
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* entire vertex attribute space. Because of this, we emit our lazy
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* varying/VPM loads at the last top level basic block.
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*/
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struct qblock *saved_cur_block = c->cur_block;
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c->cur_block = c->last_top_block;
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/* Look up the NIR variable for this input, so we can see how big the
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* input is, or what sort of interpolation is necessary.
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*/
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nir_variable *var = NULL;
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nir_foreach_variable(search_var, &c->s->inputs) {
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unsigned search_len = MAX2(glsl_get_length(search_var->type), 1);
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unsigned search_loc = search_var->data.driver_location;
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if (loc >= search_loc && loc < search_loc + search_len) {
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var = search_var;
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break;
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}
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}
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assert(var);
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if (c->stage == QSTAGE_FRAG) {
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if (var->data.location == VARYING_SLOT_POS) {
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emit_fragcoord_input(c, loc);
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} else if (var->data.location == VARYING_SLOT_PNTC ||
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(var->data.location >= VARYING_SLOT_VAR0 &&
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(c->fs_key->point_sprite_mask &
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(1 << (var->data.location -
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VARYING_SLOT_VAR0))))) {
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c->inputs[loc * 4 + 0] = c->point_x;
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c->inputs[loc * 4 + 1] = c->point_y;
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} else {
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emit_fragment_input(c, loc, var->data.location);
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}
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} else {
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emit_vertex_input(c, loc);
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}
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c->cur_block = saved_cur_block;
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ntq_store_dest(c, &instr->dest, 0,
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qir_MOV(c, c->inputs[loc * 4 + comp]));
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qir_MOV(c, c->inputs[offset * 4 + comp]));
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}
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static void
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@@ -2170,6 +2161,7 @@ nir_to_qir(struct vc4_compile *c)
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if (c->stage == QSTAGE_FRAG && c->s->info->fs.uses_discard)
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c->discard = qir_MOV(c, qir_uniform_ui(c, 0));
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ntq_setup_inputs(c);
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ntq_setup_outputs(c);
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ntq_setup_uniforms(c);
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ntq_setup_registers(c, &c->s->registers);
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@@ -2596,17 +2588,14 @@ vc4_get_compiled_shader(struct vc4_context *vc4, enum qstage stage,
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} else {
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shader->num_inputs = c->num_inputs;
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uint8_t next_vattr_offset = 0;
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for (int i = 0; i < c->next_vpm_input; i++) {
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if (!c->vattr_sizes[i])
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continue;
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shader->vattr_offsets[0] = 0;
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for (int i = 0; i < 8; i++) {
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shader->vattr_offsets[i + 1] =
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shader->vattr_offsets[i] + c->vattr_sizes[i];
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uint32_t nir_attr = c->vpm_input_order[i];
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shader->vattr_offsets[nir_attr] = next_vattr_offset;
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next_vattr_offset += c->vattr_sizes[i];
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shader->vattrs_live |= (1 << nir_attr);
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if (c->vattr_sizes[i])
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shader->vattrs_live |= (1 << i);
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}
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shader->vattr_total_size = next_vattr_offset;
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}
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shader->failed = c->failed;
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