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:
Eric Anholt
2017-03-06 18:04:12 -08:00
parent ab12a126fd
commit 61359324c1
4 changed files with 75 additions and 93 deletions

View File

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