i965: Add uniform for a CS thread local base ID
v4: * Force thread_local_id_index to -1 for now, and have fs_visitor::setup_cs_payload look at thread_local_id_index. This enables us to more easily cut over from the old local ID layout to the new layout, as suggested by Jason. Cc: "12.0" <mesa-stable@lists.freedesktop.org> Signed-off-by: Jordan Justen <jordan.l.justen@intel.com> Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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@@ -338,6 +338,10 @@ anv_pipeline_compile(struct anv_pipeline *pipeline,
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pipeline->needs_data_cache = true;
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}
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if (stage == MESA_SHADER_COMPUTE)
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((struct brw_cs_prog_data *)prog_data)->thread_local_id_index =
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prog_data->nr_params++; /* The CS Thread ID uniform */
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if (nir->info.num_ssbos > 0)
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pipeline->needs_data_cache = true;
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@@ -433,6 +433,7 @@ struct brw_cs_prog_data {
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bool uses_barrier;
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bool uses_num_work_groups;
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unsigned local_invocation_id_regs;
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int thread_local_id_index;
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struct {
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/** @{
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@@ -93,6 +93,9 @@ brw_codegen_cs_prog(struct brw_context *brw,
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*/
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int param_count = cp->program.Base.nir->num_uniforms / 4;
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/* The backend also sometimes add a param for the thread local id. */
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prog_data.thread_local_id_index = param_count++;
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/* The backend also sometimes adds params for texture size. */
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param_count += 2 * ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits;
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prog_data.base.param =
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@@ -5629,7 +5629,8 @@ fs_visitor::setup_cs_payload()
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payload.num_regs = 1;
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if (nir->info.system_values_read & SYSTEM_BIT_LOCAL_INVOCATION_ID) {
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if (nir->info.system_values_read & SYSTEM_BIT_LOCAL_INVOCATION_ID &&
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prog_data->thread_local_id_index < 0) {
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prog_data->local_invocation_id_regs = dispatch_width * 3 / 8;
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payload.local_invocation_id_reg = payload.num_regs;
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payload.num_regs += prog_data->local_invocation_id_regs;
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@@ -6559,6 +6560,21 @@ brw_compile_cs(const struct brw_compiler *compiler, void *log_data,
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true);
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brw_nir_lower_cs_shared(shader);
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prog_data->base.total_shared += shader->num_shared;
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/* The driver isn't yet ready to support thread_local_id_index, so we force
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* it to disabled for now.
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*/
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prog_data->thread_local_id_index = -1;
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/* Now that we cloned the nir_shader, we can update num_uniforms based on
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* the thread_local_id_index.
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*/
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if (prog_data->thread_local_id_index >= 0) {
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shader->num_uniforms =
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MAX2(shader->num_uniforms,
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(unsigned)4 * (prog_data->thread_local_id_index + 1));
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}
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shader = brw_postprocess_nir(shader, compiler->devinfo, true);
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prog_data->local_size[0] = shader->info.cs.local_size[0];
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