i965: Move SOL PSIZ hacks from draw time to link time.

We can just update the gl_transform_feedback_info fields at link time
to make the VUE header fields have the right location and component.
Then we don't need to handle them specially at draw time, which is
expensive.

Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
This commit is contained in:
Kenneth Graunke
2017-02-28 12:29:43 -08:00
parent 3d37cf99c8
commit 65f5f3c85c
3 changed files with 41 additions and 34 deletions

View File

@@ -687,17 +687,6 @@ gen6_gs_visitor::xfb_program(unsigned vertex, unsigned num_verts)
emit(MOV(dst_reg(this->vertex_output_offset), brw_imm_d(offset)));
memcpy(data.reladdr, &this->vertex_output_offset, sizeof(src_reg));
data.type = output_reg[varying][0].type;
/* PSIZ, LAYER and VIEWPORT are packed in different channels of the
* same slot, so make sure we write the appropriate channel
*/
if (varying == VARYING_SLOT_PSIZ)
data.swizzle = BRW_SWIZZLE_WWWW;
else if (varying == VARYING_SLOT_LAYER)
data.swizzle = BRW_SWIZZLE_YYYY;
else if (varying == VARYING_SLOT_VIEWPORT)
data.swizzle = BRW_SWIZZLE_ZZZZ;
else
data.swizzle = gs_prog_data->transform_feedback_swizzles[binding];
/* Write data */

View File

@@ -28,6 +28,7 @@
#include "compiler/glsl/ir_optimization.h"
#include "compiler/glsl/program.h"
#include "program/program.h"
#include "main/mtypes.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
#include "main/uniforms.h"
@@ -176,6 +177,39 @@ unify_interfaces(struct shader_info **infos)
}
}
static void
update_xfb_info(struct gl_transform_feedback_info *xfb_info)
{
if (!xfb_info)
return;
for (unsigned i = 0; i < xfb_info->NumOutputs; i++) {
struct gl_transform_feedback_output *output = &xfb_info->Outputs[i];
/* The VUE header contains three scalar fields packed together:
* - gl_PointSize is stored in VARYING_SLOT_PSIZ.w
* - gl_Layer is stored in VARYING_SLOT_PSIZ.y
* - gl_ViewportIndex is stored in VARYING_SLOT_PSIZ.z
*/
switch (output->OutputRegister) {
case VARYING_SLOT_LAYER:
assert(output->NumComponents == 1);
output->OutputRegister = VARYING_SLOT_PSIZ;
output->ComponentOffset = 1;
break;
case VARYING_SLOT_VIEWPORT:
assert(output->NumComponents == 1);
output->OutputRegister = VARYING_SLOT_PSIZ;
output->ComponentOffset = 2;
break;
case VARYING_SLOT_PSIZ:
assert(output->NumComponents == 1);
output->ComponentOffset = 3;
break;
}
}
}
extern "C" GLboolean
brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
{
@@ -199,6 +233,8 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
prog->ShadowSamplers = shader->shadow_samplers;
_mesa_update_shader_textures_used(shProg, prog);
update_xfb_info(prog->sh.LinkedTransformFeedback);
bool debug_enabled =
(INTEL_DEBUG & intel_debug_flag_for_shader_stage(shader->Stage));

View File

@@ -3087,32 +3087,14 @@ genX(upload_3dstate_so_decl_list)(struct brw_context *brw,
unsigned decl_buffer_slot = buffer;
assert(stream_id < MAX_VERTEX_STREAMS);
/* gl_PointSize is stored in VARYING_SLOT_PSIZ.w
* gl_Layer is stored in VARYING_SLOT_PSIZ.y
* gl_ViewportIndex is stored in VARYING_SLOT_PSIZ.z
*/
if (varying == VARYING_SLOT_PSIZ) {
assert(components == 1);
component_mask <<= 3;
} else if (varying == VARYING_SLOT_LAYER) {
assert(components == 1);
component_mask <<= 1;
} else if (varying == VARYING_SLOT_VIEWPORT) {
assert(components == 1);
component_mask <<= 2;
} else {
component_mask <<= linked_xfb_info->Outputs[i].ComponentOffset;
}
buffer_mask[stream_id] |= 1 << buffer;
decl.OutputBufferSlot = decl_buffer_slot;
if (varying == VARYING_SLOT_LAYER || varying == VARYING_SLOT_VIEWPORT) {
decl.RegisterIndex = vue_map->varying_to_slot[VARYING_SLOT_PSIZ];
} else {
assert(vue_map->varying_to_slot[varying] >= 0);
decl.OutputBufferSlot = decl_buffer_slot;
decl.RegisterIndex = vue_map->varying_to_slot[varying];
}
decl.ComponentMask = component_mask;
/* Mesa doesn't store entries for gl_SkipComponents in the Outputs[]