anv/pipeline: Get rid of the kernel pointer fields

Now that we have anv_shader_bin, they're completely redundant with other
information we have in the pipeline.  For vertex shaders, we also go
through way too much work to put the offset in one or the other field and
then look at which one we put it in later.

Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
This commit is contained in:
Jason Ekstrand
2016-11-12 08:07:54 -08:00
parent 0087064f26
commit 623e1e06d8
7 changed files with 27 additions and 56 deletions

View File

@@ -109,11 +109,11 @@ genX(graphics_pipeline_create)(
wm.EarlyDepthStencilControl = NORMAL;
}
wm.BarycentricInterpolationMode = pipeline->ps_ksp0 == NO_KERNEL ?
0 : wm_prog_data->barycentric_interp_modes;
wm.BarycentricInterpolationMode =
wm_prog_data ? wm_prog_data->barycentric_interp_modes : 0;
}
if (pipeline->gs_kernel == NO_KERNEL) {
if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_GEOMETRY)) {
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_GS), gs);
} else {
const struct brw_gs_prog_data *gs_prog_data = get_gs_prog_data(pipeline);
@@ -125,7 +125,7 @@ genX(graphics_pipeline_create)(
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_GS), gs) {
gs.SingleProgramFlow = false;
gs.KernelStartPointer = pipeline->gs_kernel;
gs.KernelStartPointer = gs_bin->kernel.offset;
gs.VectorMaskEnable = false;
gs.SamplerCount = get_sampler_count(gs_bin);
gs.BindingTableEntryCount = get_binding_table_entry_count(gs_bin);
@@ -177,10 +177,7 @@ genX(graphics_pipeline_create)(
offset = 1;
length = (vs_prog_data->base.vue_map.num_slots + 1) / 2 - offset;
uint32_t vs_start = pipeline->vs_simd8 != NO_KERNEL ? pipeline->vs_simd8 :
pipeline->vs_vec4;
if (vs_start == NO_KERNEL) {
if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_VERTEX)) {
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS), vs) {
vs.FunctionEnable = false;
/* Even if VS is disabled, SBE still gets the amount of
@@ -193,7 +190,7 @@ genX(graphics_pipeline_create)(
pipeline->shaders[MESA_SHADER_VERTEX];
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS), vs) {
vs.KernelStartPointer = vs_start;
vs.KernelStartPointer = vs_bin->kernel.offset;
vs.SingleVertexDispatch = false;
vs.VectorMaskEnable = false;
@@ -222,7 +219,8 @@ genX(graphics_pipeline_create)(
vs.MaximumNumberofThreads = devinfo->max_vs_threads - 1;
vs.StatisticsEnable = false;
vs.SIMD8DispatchEnable = pipeline->vs_simd8 != NO_KERNEL;
vs.SIMD8DispatchEnable =
vs_prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8;
vs.VertexCacheDisable = false;
vs.FunctionEnable = true;
@@ -236,7 +234,7 @@ genX(graphics_pipeline_create)(
}
const int num_thread_bias = GEN_GEN == 8 ? 2 : 1;
if (pipeline->ps_ksp0 == NO_KERNEL) {
if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS), ps);
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS_EXTRA), extra) {
extra.PixelShaderValid = false;
@@ -248,9 +246,10 @@ genX(graphics_pipeline_create)(
emit_3dstate_sbe(pipeline);
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS), ps) {
ps.KernelStartPointer0 = pipeline->ps_ksp0;
ps.KernelStartPointer0 = fs_bin->kernel.offset;
ps.KernelStartPointer1 = 0;
ps.KernelStartPointer2 = pipeline->ps_ksp0 + wm_prog_data->prog_offset_2;
ps.KernelStartPointer2 = fs_bin->kernel.offset +
wm_prog_data->prog_offset_2;
ps._8PixelDispatchEnable = wm_prog_data->dispatch_8;
ps._16PixelDispatchEnable = wm_prog_data->dispatch_16;
ps._32PixelDispatchEnable = false;