compiler: Make u_decomposed_prims_for_vertices available to CL

For indirect geometry shader setup.

Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Antonino Maniscalco <antonino.maniscalco@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26056>
This commit is contained in:
Alyssa Rosenzweig
2023-10-27 15:09:01 -04:00
committed by Marge Bot
parent 64f7b70763
commit a147801f9b
2 changed files with 51 additions and 51 deletions

View File

@@ -1235,6 +1235,57 @@ mesa_vertices_per_prim(enum mesa_prim prim)
}
}
/**
* Returns the number of decomposed primitives for the given
* vertex count.
* Parts of the pipline are invoked once for each triangle in
* triangle strip, triangle fans and triangles and once
* for each line in line strip, line loop, lines. Also
* statistics depend on knowing the exact number of decomposed
* primitives for a set of vertices.
*/
static inline unsigned
u_decomposed_prims_for_vertices(enum mesa_prim primitive, int vertices)
{
switch (primitive) {
case MESA_PRIM_POINTS:
return vertices;
case MESA_PRIM_LINES:
return vertices / 2;
case MESA_PRIM_LINE_LOOP:
return (vertices >= 2) ? vertices : 0;
case MESA_PRIM_LINE_STRIP:
return (vertices >= 2) ? vertices - 1 : 0;
case MESA_PRIM_TRIANGLES:
return vertices / 3;
case MESA_PRIM_TRIANGLE_STRIP:
return (vertices >= 3) ? vertices - 2 : 0;
case MESA_PRIM_TRIANGLE_FAN:
return (vertices >= 3) ? vertices - 2 : 0;
case MESA_PRIM_LINES_ADJACENCY:
return vertices / 4;
case MESA_PRIM_LINE_STRIP_ADJACENCY:
return (vertices >= 4) ? vertices - 3 : 0;
case MESA_PRIM_TRIANGLES_ADJACENCY:
return vertices / 6;
case MESA_PRIM_TRIANGLE_STRIP_ADJACENCY:
return (vertices >= 6) ? 1 + (vertices - 6) / 2 : 0;
case MESA_PRIM_QUADS:
return vertices / 4;
case MESA_PRIM_QUAD_STRIP:
return (vertices >= 4) ? (vertices - 2) / 2 : 0;
/* Polygons can't be decomposed
* because the number of their vertices isn't known so
* for them and whatever else we don't recognize just
* return 1 if the number of vertices is greater than
* or equal to 3 and zero otherwise */
case MESA_PRIM_POLYGON:
default:
debug_printf("Invalid decomposition primitive!\n");
return (vertices >= 3) ? 1 : 0;
}
}
/**
* A compare function enum for use in compiler lowering passes. This is in
* the same order as GL's compare functions (shifted down by GL_NEVER), and is

View File

@@ -182,57 +182,6 @@ u_trim_pipe_prim(enum mesa_prim pipe_prim, unsigned *nr)
}
/**
* Returns the number of decomposed primitives for the given
* vertex count.
* Parts of the pipline are invoked once for each triangle in
* triangle strip, triangle fans and triangles and once
* for each line in line strip, line loop, lines. Also
* statistics depend on knowing the exact number of decomposed
* primitives for a set of vertices.
*/
static inline unsigned
u_decomposed_prims_for_vertices(enum mesa_prim primitive, int vertices)
{
switch (primitive) {
case MESA_PRIM_POINTS:
return vertices;
case MESA_PRIM_LINES:
return vertices / 2;
case MESA_PRIM_LINE_LOOP:
return (vertices >= 2) ? vertices : 0;
case MESA_PRIM_LINE_STRIP:
return (vertices >= 2) ? vertices - 1 : 0;
case MESA_PRIM_TRIANGLES:
return vertices / 3;
case MESA_PRIM_TRIANGLE_STRIP:
return (vertices >= 3) ? vertices - 2 : 0;
case MESA_PRIM_TRIANGLE_FAN:
return (vertices >= 3) ? vertices - 2 : 0;
case MESA_PRIM_LINES_ADJACENCY:
return vertices / 4;
case MESA_PRIM_LINE_STRIP_ADJACENCY:
return (vertices >= 4) ? vertices - 3 : 0;
case MESA_PRIM_TRIANGLES_ADJACENCY:
return vertices / 6;
case MESA_PRIM_TRIANGLE_STRIP_ADJACENCY:
return (vertices >= 6) ? 1 + (vertices - 6) / 2 : 0;
case MESA_PRIM_QUADS:
return vertices / 4;
case MESA_PRIM_QUAD_STRIP:
return (vertices >= 4) ? (vertices - 2) / 2 : 0;
/* Polygons can't be decomposed
* because the number of their vertices isn't known so
* for them and whatever else we don't recognize just
* return 1 if the number of vertices is greater than
* or equal to 3 and zero otherwise */
case MESA_PRIM_POLYGON:
default:
debug_printf("Invalid decomposition primitive!\n");
return (vertices >= 3) ? 1 : 0;
}
}
/**
* Returns the number of reduced/tessellated primitives for the given vertex
* count. Each quad is treated as two triangles. Polygons are treated as