radv: rework how the number of VGPRs is computed

Just a cleanup, it shouldn't change anything.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This commit is contained in:
Samuel Pitoiset
2019-06-26 15:11:03 +02:00
parent e3baa54195
commit d8b079e4c7
3 changed files with 31 additions and 26 deletions

View File

@@ -507,13 +507,40 @@ radv_fill_shader_variant(struct radv_device *device,
break;
case MESA_SHADER_TESS_CTRL:
if (device->physical_device->rad_info.chip_class >= GFX9) {
vgpr_comp_cnt = variant->info.vs.vgpr_comp_cnt;
/* We need at least 2 components for LS.
* VGPR0-3: (VertexID, RelAutoindex, InstanceID / StepRate0, InstanceID).
* StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
*/
vgpr_comp_cnt = info->vs.needs_instance_id ? 2 : 1;
} else {
variant->rsrc2 |= S_00B12C_OC_LDS_EN(1);
}
break;
case MESA_SHADER_VERTEX:
vgpr_comp_cnt = variant->info.vs.vgpr_comp_cnt;
if (variant->info.vs.as_ls) {
assert(device->physical_device->rad_info.chip_class <= GFX8);
/* We need at least 2 components for LS.
* VGPR0-3: (VertexID, RelAutoindex, InstanceID / StepRate0, InstanceID).
* StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
*/
vgpr_comp_cnt = info->vs.needs_instance_id ? 2 : 1;
} else if (variant->info.vs.as_es) {
assert(device->physical_device->rad_info.chip_class <= GFX8);
/* VGPR0-3: (VertexID, InstanceID / StepRate0, ...) */
vgpr_comp_cnt = info->vs.needs_instance_id ? 1 : 0;
} else {
/* VGPR0-3: (VertexID, InstanceID / StepRate0, PrimID, InstanceID)
* If PrimID is disabled. InstanceID / StepRate1 is loaded instead.
* StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
*/
if (options->key.vs.export_prim_id) {
vgpr_comp_cnt = 2;
} else if (info->vs.needs_instance_id) {
vgpr_comp_cnt = 1;
} else {
vgpr_comp_cnt = 0;
}
}
break;
case MESA_SHADER_FRAGMENT:
case MESA_SHADER_GEOMETRY:
@@ -539,7 +566,8 @@ radv_fill_shader_variant(struct radv_device *device,
unsigned gs_vgpr_comp_cnt, es_vgpr_comp_cnt;
if (es_type == MESA_SHADER_VERTEX) {
es_vgpr_comp_cnt = variant->info.vs.vgpr_comp_cnt;
/* VGPR0-3: (VertexID, InstanceID / StepRate0, ...) */
es_vgpr_comp_cnt = info->vs.needs_instance_id ? 1 : 0;
} else if (es_type == MESA_SHADER_TESS_EVAL) {
es_vgpr_comp_cnt = info->uses_prim_id ? 3 : 2;
} else {