lavapipe: split out shader struct members into their own struct
kinda gross but simplifies some code Reviewed-by: Dave Airlie <airlied@redhat.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21778>
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Marge Bot

parent
2af3476639
commit
6e5fe71599
@@ -42,22 +42,23 @@
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void
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lvp_pipeline_destroy(struct lvp_device *device, struct lvp_pipeline *pipeline)
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{
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if (pipeline->shader_cso[PIPE_SHADER_VERTEX])
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device->queue.ctx->delete_vs_state(device->queue.ctx, pipeline->shader_cso[PIPE_SHADER_VERTEX]);
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if (pipeline->shader_cso[PIPE_SHADER_FRAGMENT] && !pipeline->noop_fs)
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device->queue.ctx->delete_fs_state(device->queue.ctx, pipeline->shader_cso[PIPE_SHADER_FRAGMENT]);
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if (pipeline->shader_cso[PIPE_SHADER_GEOMETRY])
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device->queue.ctx->delete_gs_state(device->queue.ctx, pipeline->shader_cso[PIPE_SHADER_GEOMETRY]);
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if (pipeline->shader_cso[PIPE_SHADER_TESS_CTRL])
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device->queue.ctx->delete_tcs_state(device->queue.ctx, pipeline->shader_cso[PIPE_SHADER_TESS_CTRL]);
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if (pipeline->shader_cso[PIPE_SHADER_TESS_EVAL])
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device->queue.ctx->delete_tes_state(device->queue.ctx, pipeline->shader_cso[PIPE_SHADER_TESS_EVAL]);
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if (pipeline->shader_cso[PIPE_SHADER_COMPUTE])
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device->queue.ctx->delete_compute_state(device->queue.ctx, pipeline->shader_cso[PIPE_SHADER_COMPUTE]);
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if (pipeline->shaders[PIPE_SHADER_VERTEX].shader_cso)
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device->queue.ctx->delete_vs_state(device->queue.ctx, pipeline->shaders[PIPE_SHADER_VERTEX].shader_cso);
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if (pipeline->shaders[PIPE_SHADER_FRAGMENT].shader_cso && !pipeline->noop_fs)
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device->queue.ctx->delete_fs_state(device->queue.ctx, pipeline->shaders[PIPE_SHADER_FRAGMENT].shader_cso);
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if (pipeline->shaders[PIPE_SHADER_GEOMETRY].shader_cso)
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device->queue.ctx->delete_gs_state(device->queue.ctx, pipeline->shaders[PIPE_SHADER_GEOMETRY].shader_cso);
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if (pipeline->shaders[PIPE_SHADER_TESS_CTRL].shader_cso)
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device->queue.ctx->delete_tcs_state(device->queue.ctx, pipeline->shaders[PIPE_SHADER_TESS_CTRL].shader_cso);
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if (pipeline->shaders[PIPE_SHADER_TESS_EVAL].shader_cso)
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device->queue.ctx->delete_tes_state(device->queue.ctx, pipeline->shaders[PIPE_SHADER_TESS_EVAL].shader_cso);
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if (pipeline->shaders[PIPE_SHADER_COMPUTE].shader_cso)
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device->queue.ctx->delete_compute_state(device->queue.ctx, pipeline->shaders[PIPE_SHADER_COMPUTE].shader_cso);
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for (unsigned i = 0; i < MESA_SHADER_STAGES; i++)
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lvp_pipeline_nir_ref(&pipeline->pipeline_nir[i], NULL);
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lvp_pipeline_nir_ref(&pipeline->tess_ccw, NULL);
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for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
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lvp_pipeline_nir_ref(&pipeline->shaders[i].pipeline_nir, NULL);
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lvp_pipeline_nir_ref(&pipeline->shaders[i].tess_ccw, NULL);
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}
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if (pipeline->layout)
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vk_pipeline_layout_unref(&device->vk, &pipeline->layout->vk);
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@@ -118,9 +119,9 @@ set_image_access(struct lvp_pipeline *pipeline, nir_shader *nir,
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uint64_t mask = BITFIELD64_MASK(MAX2(size, 1)) << value;
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if (reads)
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pipeline->access[nir->info.stage].images_read |= mask;
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pipeline->shaders[nir->info.stage].access.images_read |= mask;
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if (writes)
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pipeline->access[nir->info.stage].images_written |= mask;
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pipeline->shaders[nir->info.stage].access.images_written |= mask;
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}
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static void
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@@ -151,7 +152,7 @@ set_buffer_access(struct lvp_pipeline *pipeline, nir_shader *nir,
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/* Structs have been lowered already, so get_aoa_size is sufficient. */
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const unsigned size = glsl_type_is_array(var->type) ? glsl_get_aoa_size(var->type) : 1;
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uint64_t mask = BITFIELD64_MASK(MAX2(size, 1)) << value;
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pipeline->access[nir->info.stage].buffers_written |= mask;
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pipeline->shaders[nir->info.stage].access.buffers_written |= mask;
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}
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static void
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@@ -514,10 +515,10 @@ lvp_shader_compile_to_ir(struct lvp_pipeline *pipeline,
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nir_function_impl *impl = nir_shader_get_entrypoint(nir);
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if (impl->ssa_alloc > 100) //skip for small shaders
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pipeline->inlines[stage].must_inline = lvp_find_inlinable_uniforms(pipeline, nir);
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pipeline->pipeline_nir[stage] = ralloc(NULL, struct lvp_pipeline_nir);
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pipeline->pipeline_nir[stage]->nir = nir;
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pipeline->pipeline_nir[stage]->ref_cnt = 1;
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pipeline->shaders[stage].inlines.must_inline = lvp_find_inlinable_uniforms(pipeline, nir);
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pipeline->shaders[stage].pipeline_nir = ralloc(NULL, struct lvp_pipeline_nir);
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pipeline->shaders[stage].pipeline_nir->nir = nir;
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pipeline->shaders[stage].pipeline_nir->ref_cnt = 1;
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return VK_SUCCESS;
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}
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@@ -565,37 +566,37 @@ static void
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lvp_pipeline_xfb_init(struct lvp_pipeline *pipeline)
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{
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gl_shader_stage stage = MESA_SHADER_VERTEX;
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if (pipeline->pipeline_nir[MESA_SHADER_GEOMETRY])
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if (pipeline->shaders[MESA_SHADER_GEOMETRY].pipeline_nir)
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stage = MESA_SHADER_GEOMETRY;
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else if (pipeline->pipeline_nir[MESA_SHADER_TESS_EVAL])
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else if (pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir)
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stage = MESA_SHADER_TESS_EVAL;
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pipeline->last_vertex = stage;
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nir_xfb_info *xfb_info = pipeline->pipeline_nir[stage]->nir->xfb_info;
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nir_xfb_info *xfb_info = pipeline->shaders[stage].pipeline_nir->nir->xfb_info;
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if (xfb_info) {
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uint8_t output_mapping[VARYING_SLOT_TESS_MAX];
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memset(output_mapping, 0, sizeof(output_mapping));
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nir_foreach_shader_out_variable(var, pipeline->pipeline_nir[stage]->nir) {
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nir_foreach_shader_out_variable(var, pipeline->shaders[stage].pipeline_nir->nir) {
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unsigned slots = var->data.compact ? DIV_ROUND_UP(glsl_get_length(var->type), 4)
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: glsl_count_attribute_slots(var->type, false);
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for (unsigned i = 0; i < slots; i++)
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output_mapping[var->data.location + i] = var->data.driver_location + i;
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}
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pipeline->stream_output.num_outputs = xfb_info->output_count;
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pipeline->shaders[pipeline->last_vertex].stream_output.num_outputs = xfb_info->output_count;
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for (unsigned i = 0; i < PIPE_MAX_SO_BUFFERS; i++) {
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if (xfb_info->buffers_written & (1 << i)) {
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pipeline->stream_output.stride[i] = xfb_info->buffers[i].stride / 4;
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pipeline->shaders[pipeline->last_vertex].stream_output.stride[i] = xfb_info->buffers[i].stride / 4;
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}
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}
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for (unsigned i = 0; i < xfb_info->output_count; i++) {
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pipeline->stream_output.output[i].output_buffer = xfb_info->outputs[i].buffer;
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pipeline->stream_output.output[i].dst_offset = xfb_info->outputs[i].offset / 4;
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pipeline->stream_output.output[i].register_index = output_mapping[xfb_info->outputs[i].location];
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pipeline->stream_output.output[i].num_components = util_bitcount(xfb_info->outputs[i].component_mask);
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pipeline->stream_output.output[i].start_component = ffs(xfb_info->outputs[i].component_mask) - 1;
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pipeline->stream_output.output[i].stream = xfb_info->buffer_to_stream[xfb_info->outputs[i].buffer];
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pipeline->shaders[pipeline->last_vertex].stream_output.output[i].output_buffer = xfb_info->outputs[i].buffer;
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pipeline->shaders[pipeline->last_vertex].stream_output.output[i].dst_offset = xfb_info->outputs[i].offset / 4;
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pipeline->shaders[pipeline->last_vertex].stream_output.output[i].register_index = output_mapping[xfb_info->outputs[i].location];
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pipeline->shaders[pipeline->last_vertex].stream_output.output[i].num_components = util_bitcount(xfb_info->outputs[i].component_mask);
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pipeline->shaders[pipeline->last_vertex].stream_output.output[i].start_component = ffs(xfb_info->outputs[i].component_mask) - 1;
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pipeline->shaders[pipeline->last_vertex].stream_output.output[i].stream = xfb_info->buffer_to_stream[xfb_info->outputs[i].buffer];
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}
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}
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@@ -616,7 +617,7 @@ lvp_pipeline_compile_stage(struct lvp_pipeline *pipeline, nir_shader *nir)
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shstate.type = PIPE_SHADER_IR_NIR;
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shstate.ir.nir = nir;
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if (nir->info.stage == pipeline->last_vertex)
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memcpy(&shstate.stream_output, &pipeline->stream_output, sizeof(shstate.stream_output));
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memcpy(&shstate.stream_output, &pipeline->shaders[pipeline->last_vertex].stream_output, sizeof(shstate.stream_output));
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switch (nir->info.stage) {
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case MESA_SHADER_FRAGMENT:
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@@ -799,8 +800,9 @@ lvp_graphics_pipeline_init(struct lvp_pipeline *pipeline,
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pipeline->disable_multisample = p->disable_multisample;
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pipeline->line_rectangular = p->line_rectangular;
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pipeline->last_vertex = p->last_vertex;
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memcpy(&pipeline->stream_output, &p->stream_output, sizeof(p->stream_output));
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memcpy(&pipeline->access, &p->access, sizeof(p->access));
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memcpy(pipeline->shaders, p->shaders, sizeof(struct lvp_shader) * 4);
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for (unsigned i = 0; i < MESA_SHADER_COMPUTE; i++)
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pipeline->shaders[i].pipeline_nir = NULL; //this gets handled later
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}
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if (p->stages & VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT)
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pipeline->force_min_sample = p->force_min_sample;
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@@ -843,42 +845,42 @@ lvp_graphics_pipeline_init(struct lvp_pipeline *pipeline,
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switch (stage) {
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case MESA_SHADER_GEOMETRY:
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pipeline->gs_output_lines = pipeline->pipeline_nir[MESA_SHADER_GEOMETRY] &&
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pipeline->pipeline_nir[MESA_SHADER_GEOMETRY]->nir->info.gs.output_primitive == SHADER_PRIM_LINES;
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pipeline->gs_output_lines = pipeline->shaders[MESA_SHADER_GEOMETRY].pipeline_nir &&
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pipeline->shaders[MESA_SHADER_GEOMETRY].pipeline_nir->nir->info.gs.output_primitive == SHADER_PRIM_LINES;
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break;
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case MESA_SHADER_FRAGMENT:
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if (pipeline->pipeline_nir[MESA_SHADER_FRAGMENT]->nir->info.fs.uses_sample_shading)
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if (pipeline->shaders[MESA_SHADER_FRAGMENT].pipeline_nir->nir->info.fs.uses_sample_shading)
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pipeline->force_min_sample = true;
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break;
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default: break;
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}
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}
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if (pCreateInfo->stageCount && pipeline->pipeline_nir[MESA_SHADER_TESS_EVAL]) {
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nir_lower_patch_vertices(pipeline->pipeline_nir[MESA_SHADER_TESS_EVAL]->nir, pipeline->pipeline_nir[MESA_SHADER_TESS_CTRL]->nir->info.tess.tcs_vertices_out, NULL);
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merge_tess_info(&pipeline->pipeline_nir[MESA_SHADER_TESS_EVAL]->nir->info, &pipeline->pipeline_nir[MESA_SHADER_TESS_CTRL]->nir->info);
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if (pCreateInfo->stageCount && pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir) {
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nir_lower_patch_vertices(pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir, pipeline->shaders[MESA_SHADER_TESS_CTRL].pipeline_nir->nir->info.tess.tcs_vertices_out, NULL);
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merge_tess_info(&pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir->info, &pipeline->shaders[MESA_SHADER_TESS_CTRL].pipeline_nir->nir->info);
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if (BITSET_TEST(pipeline->graphics_state.dynamic,
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MESA_VK_DYNAMIC_TS_DOMAIN_ORIGIN)) {
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pipeline->tess_ccw = ralloc(NULL, struct lvp_pipeline_nir);
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pipeline->tess_ccw->nir = nir_shader_clone(NULL, pipeline->pipeline_nir[MESA_SHADER_TESS_EVAL]->nir);
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pipeline->tess_ccw->nir->info.tess.ccw = !pipeline->pipeline_nir[MESA_SHADER_TESS_EVAL]->nir->info.tess.ccw;
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pipeline->shaders[MESA_SHADER_TESS_EVAL].tess_ccw = ralloc(NULL, struct lvp_pipeline_nir);
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pipeline->shaders[MESA_SHADER_TESS_EVAL].tess_ccw->nir = nir_shader_clone(NULL, pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir);
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pipeline->shaders[MESA_SHADER_TESS_EVAL].tess_ccw->nir->info.tess.ccw = !pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir->info.tess.ccw;
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} else if (pipeline->graphics_state.ts->domain_origin == VK_TESSELLATION_DOMAIN_ORIGIN_UPPER_LEFT) {
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pipeline->pipeline_nir[MESA_SHADER_TESS_EVAL]->nir->info.tess.ccw = !pipeline->pipeline_nir[MESA_SHADER_TESS_EVAL]->nir->info.tess.ccw;
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pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir->info.tess.ccw = !pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir->info.tess.ccw;
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}
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}
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if (libstate) {
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for (unsigned i = 0; i < libstate->libraryCount; i++) {
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LVP_FROM_HANDLE(lvp_pipeline, p, libstate->pLibraries[i]);
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if (p->stages & VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT) {
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if (p->pipeline_nir[MESA_SHADER_FRAGMENT])
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lvp_pipeline_nir_ref(&pipeline->pipeline_nir[MESA_SHADER_FRAGMENT], p->pipeline_nir[MESA_SHADER_FRAGMENT]);
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if (p->shaders[MESA_SHADER_FRAGMENT].pipeline_nir)
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lvp_pipeline_nir_ref(&pipeline->shaders[MESA_SHADER_FRAGMENT].pipeline_nir, p->shaders[MESA_SHADER_FRAGMENT].pipeline_nir);
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}
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if (p->stages & VK_GRAPHICS_PIPELINE_LIBRARY_PRE_RASTERIZATION_SHADERS_BIT_EXT) {
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for (unsigned j = MESA_SHADER_VERTEX; j < MESA_SHADER_FRAGMENT; j++) {
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if (p->pipeline_nir[j])
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lvp_pipeline_nir_ref(&pipeline->pipeline_nir[j], p->pipeline_nir[j]);
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if (p->shaders[j].pipeline_nir)
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lvp_pipeline_nir_ref(&pipeline->shaders[j].pipeline_nir, p->shaders[j].pipeline_nir);
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}
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if (p->tess_ccw)
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lvp_pipeline_nir_ref(&pipeline->tess_ccw, p->tess_ccw);
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if (p->shaders[MESA_SHADER_TESS_EVAL].tess_ccw)
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lvp_pipeline_nir_ref(&pipeline->shaders[MESA_SHADER_TESS_EVAL].tess_ccw, p->shaders[MESA_SHADER_TESS_EVAL].tess_ccw);
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}
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}
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} else if (pipeline->stages & VK_GRAPHICS_PIPELINE_LIBRARY_PRE_RASTERIZATION_SHADERS_BIT_EXT) {
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@@ -896,15 +898,15 @@ lvp_graphics_pipeline_init(struct lvp_pipeline *pipeline,
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if (!libstate && !pipeline->library)
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lvp_pipeline_shaders_compile(pipeline);
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if (!pipeline->library && !pipeline->pipeline_nir[MESA_SHADER_FRAGMENT]) {
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if (!pipeline->library && !pipeline->shaders[MESA_SHADER_FRAGMENT].pipeline_nir) {
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pipeline->noop_fs = true;
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pipeline->shader_cso[PIPE_SHADER_FRAGMENT] = device->noop_fs;
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pipeline->shaders[PIPE_SHADER_FRAGMENT].shader_cso = device->noop_fs;
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}
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return VK_SUCCESS;
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fail:
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for (unsigned i = 0; i < ARRAY_SIZE(pipeline->pipeline_nir); i++) {
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lvp_pipeline_nir_ref(&pipeline->pipeline_nir[i], NULL);
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for (unsigned i = 0; i < ARRAY_SIZE(pipeline->shaders); i++) {
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lvp_pipeline_nir_ref(&pipeline->shaders[i].pipeline_nir, NULL);
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}
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vk_free(&device->vk.alloc, pipeline->state_data);
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@@ -916,19 +918,19 @@ lvp_pipeline_shaders_compile(struct lvp_pipeline *pipeline)
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{
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if (pipeline->compiled)
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return;
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for (uint32_t i = 0; i < ARRAY_SIZE(pipeline->pipeline_nir); i++) {
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if (!pipeline->pipeline_nir[i])
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for (uint32_t i = 0; i < ARRAY_SIZE(pipeline->shaders); i++) {
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if (!pipeline->shaders[i].pipeline_nir)
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continue;
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gl_shader_stage stage = i;
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assert(stage == pipeline->pipeline_nir[i]->nir->info.stage);
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assert(stage == pipeline->shaders[i].pipeline_nir->nir->info.stage);
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if (!pipeline->inlines[stage].can_inline) {
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pipeline->shader_cso[stage] = lvp_pipeline_compile(pipeline,
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nir_shader_clone(NULL, pipeline->pipeline_nir[stage]->nir));
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if (pipeline->tess_ccw)
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pipeline->tess_ccw_cso = lvp_pipeline_compile(pipeline,
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nir_shader_clone(NULL, pipeline->tess_ccw->nir));
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if (!pipeline->shaders[stage].inlines.can_inline) {
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pipeline->shaders[stage].shader_cso = lvp_pipeline_compile(pipeline,
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nir_shader_clone(NULL, pipeline->shaders[stage].pipeline_nir->nir));
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if (pipeline->shaders[MESA_SHADER_TESS_EVAL].tess_ccw)
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pipeline->shaders[MESA_SHADER_TESS_EVAL].tess_ccw_cso = lvp_pipeline_compile(pipeline,
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nir_shader_clone(NULL, pipeline->shaders[MESA_SHADER_TESS_EVAL].tess_ccw->nir));
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}
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}
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pipeline->compiled = true;
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@@ -1024,8 +1026,8 @@ lvp_compute_pipeline_init(struct lvp_pipeline *pipeline,
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if (result != VK_SUCCESS)
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return result;
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if (!pipeline->inlines[MESA_SHADER_COMPUTE].can_inline)
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pipeline->shader_cso[PIPE_SHADER_COMPUTE] = lvp_pipeline_compile(pipeline, nir_shader_clone(NULL, pipeline->pipeline_nir[MESA_SHADER_COMPUTE]->nir));
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if (!pipeline->shaders[MESA_SHADER_COMPUTE].inlines.can_inline)
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pipeline->shaders[PIPE_SHADER_COMPUTE].shader_cso = lvp_pipeline_compile(pipeline, nir_shader_clone(NULL, pipeline->shaders[MESA_SHADER_COMPUTE].pipeline_nir->nir));
|
||||
pipeline->compiled = true;
|
||||
return VK_SUCCESS;
|
||||
}
|
||||
|
Reference in New Issue
Block a user