From: Nicolai Hähnle <[email protected]>

---
 src/gallium/drivers/radeonsi/si_shader.c | 182 +++++++++++++++++++------------
 1 file changed, 115 insertions(+), 67 deletions(-)

diff --git a/src/gallium/drivers/radeonsi/si_shader.c 
b/src/gallium/drivers/radeonsi/si_shader.c
index 1955917..226c335 100644
--- a/src/gallium/drivers/radeonsi/si_shader.c
+++ b/src/gallium/drivers/radeonsi/si_shader.c
@@ -6763,20 +6763,62 @@ static bool si_compile_tgsi_main(struct 
si_shader_context *ctx,
        if (!lp_build_tgsi_llvm(bld_base, sel->tokens)) {
                fprintf(stderr, "Failed to translate shader from TGSI to 
LLVM\n");
                return false;
        }
 
        si_llvm_build_ret(ctx, ctx->return_value);
        return true;
 }
 
 /**
+ * Compute the VS prolog key, which contains all the information needed to
+ * build the VS prolog function, and set shader->info bits where needed.
+ */
+static void si_get_vs_prolog_key(struct si_shader *shader,
+                                union si_shader_part_key *key)
+{
+       struct tgsi_shader_info *info = &shader->selector->info;
+
+       memset(key, 0, sizeof(*key));
+       key->vs_prolog.states = shader->key.vs.prolog;
+       key->vs_prolog.num_input_sgprs = shader->info.num_input_sgprs;
+       key->vs_prolog.last_input = MAX2(1, info->num_inputs) - 1;
+
+       /* Set the instanceID flag. */
+       for (unsigned i = 0; i < info->num_inputs; i++)
+               if (key->vs_prolog.states.instance_divisors[i])
+                       shader->info.uses_instanceid = true;
+}
+
+/**
+ * Compute the VS epilog key, which contains all the information needed to
+ * build the VS epilog function, and set the PrimitiveID output offset.
+ */
+static void si_get_vs_epilog_key(struct si_shader *shader,
+                                struct si_vs_epilog_bits *states,
+                                union si_shader_part_key *key)
+{
+       memset(key, 0, sizeof(*key));
+       key->vs_epilog.states = *states;
+
+       /* Set up the PrimitiveID output. */
+       if (shader->key.vs.epilog.export_prim_id) {
+               unsigned index = shader->selector->info.num_outputs;
+               unsigned offset = shader->info.nr_param_exports++;
+
+               key->vs_epilog.prim_id_param_offset = offset;
+               assert(index < ARRAY_SIZE(shader->info.vs_output_param_offset));
+               shader->info.vs_output_param_offset[index] = offset;
+       }
+}
+
+/**
  * Compute the PS prolog key, which contains all the information needed to
  * build the PS prolog function, and set related bits in shader->config.
  */
 static void si_get_ps_prolog_key(struct si_shader *shader,
                                 union si_shader_part_key *key,
                                 bool separate_prolog)
 {
        struct tgsi_shader_info *info = &shader->selector->info;
 
        memset(key, 0, sizeof(*key));
@@ -7339,197 +7381,223 @@ si_get_shader_part(struct si_screen *sscreen,
                return NULL;
        }
 
        result->next = *list;
        *list = result;
        pipe_mutex_unlock(sscreen->shader_parts_mutex);
        return result;
 }
 
 /**
- * Create a vertex shader prolog.
+ * Build the vertex shader prolog function.
  *
  * The inputs are the same as VS (a lot of SGPRs and 4 VGPR system values).
  * All inputs are returned unmodified. The vertex load indices are
- * stored after them, which will used by the API VS for fetching inputs.
+ * stored after them, which will be used by the API VS for fetching inputs.
  *
  * For example, the expected outputs for instance_divisors[] = {0, 1, 2} are:
  *   input_v0,
  *   input_v1,
  *   input_v2,
  *   input_v3,
  *   (VertexID + BaseVertex),
  *   (InstanceID + StartInstance),
  *   (InstanceID / 2 + StartInstance)
  */
-static bool si_compile_vs_prolog(struct si_screen *sscreen,
-                                LLVMTargetMachineRef tm,
-                                struct pipe_debug_callback *debug,
-                                struct si_shader_part *out)
+static void si_build_vs_prolog_function(struct si_shader_context *ctx,
+                                       union si_shader_part_key *key)
 {
-       union si_shader_part_key *key = &out->key;
-       struct si_shader shader = {};
-       struct si_shader_context ctx;
-       struct gallivm_state *gallivm = &ctx.gallivm;
+       struct gallivm_state *gallivm = &ctx->gallivm;
        LLVMTypeRef *params, *returns;
        LLVMValueRef ret, func;
        int last_sgpr, num_params, num_returns, i;
-       bool status = true;
 
-       si_init_shader_ctx(&ctx, sscreen, &shader, tm);
-       ctx.type = PIPE_SHADER_VERTEX;
-       ctx.param_vertex_id = key->vs_prolog.num_input_sgprs;
-       ctx.param_instance_id = key->vs_prolog.num_input_sgprs + 3;
+       ctx->param_vertex_id = key->vs_prolog.num_input_sgprs;
+       ctx->param_instance_id = key->vs_prolog.num_input_sgprs + 3;
 
        /* 4 preloaded VGPRs + vertex load indices as prolog outputs */
        params = alloca((key->vs_prolog.num_input_sgprs + 4) *
                        sizeof(LLVMTypeRef));
        returns = alloca((key->vs_prolog.num_input_sgprs + 4 +
                          key->vs_prolog.last_input + 1) *
                         sizeof(LLVMTypeRef));
        num_params = 0;
        num_returns = 0;
 
        /* Declare input and output SGPRs. */
        num_params = 0;
        for (i = 0; i < key->vs_prolog.num_input_sgprs; i++) {
-               params[num_params++] = ctx.i32;
-               returns[num_returns++] = ctx.i32;
+               params[num_params++] = ctx->i32;
+               returns[num_returns++] = ctx->i32;
        }
        last_sgpr = num_params - 1;
 
        /* 4 preloaded VGPRs (outputs must be floats) */
        for (i = 0; i < 4; i++) {
-               params[num_params++] = ctx.i32;
-               returns[num_returns++] = ctx.f32;
+               params[num_params++] = ctx->i32;
+               returns[num_returns++] = ctx->f32;
        }
 
        /* Vertex load indices. */
        for (i = 0; i <= key->vs_prolog.last_input; i++)
-               returns[num_returns++] = ctx.f32;
+               returns[num_returns++] = ctx->f32;
 
        /* Create the function. */
-       si_create_function(&ctx, "vs_prolog", returns, num_returns, params,
+       si_create_function(ctx, "vs_prolog", returns, num_returns, params,
                           num_params, last_sgpr);
-       func = ctx.main_fn;
+       func = ctx->main_fn;
 
        /* Copy inputs to outputs. This should be no-op, as the registers match,
         * but it will prevent the compiler from overwriting them 
unintentionally.
         */
-       ret = ctx.return_value;
+       ret = ctx->return_value;
        for (i = 0; i < key->vs_prolog.num_input_sgprs; i++) {
                LLVMValueRef p = LLVMGetParam(func, i);
                ret = LLVMBuildInsertValue(gallivm->builder, ret, p, i, "");
        }
        for (i = num_params - 4; i < num_params; i++) {
                LLVMValueRef p = LLVMGetParam(func, i);
-               p = LLVMBuildBitCast(gallivm->builder, p, ctx.f32, "");
+               p = LLVMBuildBitCast(gallivm->builder, p, ctx->f32, "");
                ret = LLVMBuildInsertValue(gallivm->builder, ret, p, i, "");
        }
 
        /* Compute vertex load indices from instance divisors. */
        for (i = 0; i <= key->vs_prolog.last_input; i++) {
                unsigned divisor = key->vs_prolog.states.instance_divisors[i];
                LLVMValueRef index;
 
                if (divisor) {
                        /* InstanceID / Divisor + StartInstance */
-                       index = get_instance_index_for_fetch(&ctx,
+                       index = get_instance_index_for_fetch(ctx,
                                                             
SI_SGPR_START_INSTANCE,
                                                             divisor);
                } else {
                        /* VertexID + BaseVertex */
                        index = LLVMBuildAdd(gallivm->builder,
-                                            LLVMGetParam(func, 
ctx.param_vertex_id),
+                                            LLVMGetParam(func, 
ctx->param_vertex_id),
                                             LLVMGetParam(func, 
SI_SGPR_BASE_VERTEX), "");
                }
 
-               index = LLVMBuildBitCast(gallivm->builder, index, ctx.f32, "");
+               index = LLVMBuildBitCast(gallivm->builder, index, ctx->f32, "");
                ret = LLVMBuildInsertValue(gallivm->builder, ret, index,
                                           num_params++, "");
        }
 
+       si_llvm_build_ret(ctx, ret);
+}
+
+/**
+ * Create a vertex shader prolog.
+ */
+static bool si_compile_vs_prolog(struct si_screen *sscreen,
+                                LLVMTargetMachineRef tm,
+                                struct pipe_debug_callback *debug,
+                                struct si_shader_part *out)
+{
+       union si_shader_part_key *key = &out->key;
+       struct si_shader shader = {};
+       struct si_shader_context ctx;
+       struct gallivm_state *gallivm = &ctx.gallivm;
+       bool status = true;
+
+       si_init_shader_ctx(&ctx, sscreen, &shader, tm);
+       ctx.type = PIPE_SHADER_VERTEX;
+
+       si_build_vs_prolog_function(&ctx, key);
+
        /* Compile. */
-       si_llvm_build_ret(&ctx, ret);
        si_llvm_finalize_module(&ctx,
                r600_extra_shader_checks(&sscreen->b, PIPE_SHADER_VERTEX));
 
        if (si_compile_llvm(sscreen, &out->binary, &out->config, tm,
                            gallivm->module, debug, ctx.type,
                            "Vertex Shader Prolog"))
                status = false;
 
        si_llvm_dispose(&ctx);
        return status;
 }
 
 /**
- * Compile the vertex shader epilog. This is also used by the tessellation
+ * Build the vertex shader epilog function. This is also used by the 
tessellation
  * evaluation shader compiled as VS.
  *
  * The input is PrimitiveID.
  *
  * If PrimitiveID is required by the pixel shader, export it.
  * Otherwise, do nothing.
  */
-static bool si_compile_vs_epilog(struct si_screen *sscreen,
-                                LLVMTargetMachineRef tm,
-                                struct pipe_debug_callback *debug,
-                                struct si_shader_part *out)
+static void si_build_vs_epilog_function(struct si_shader_context *ctx,
+                                       union si_shader_part_key *key)
 {
-       union si_shader_part_key *key = &out->key;
-       struct si_shader_context ctx;
-       struct gallivm_state *gallivm = &ctx.gallivm;
-       struct lp_build_tgsi_context *bld_base = &ctx.soa.bld_base;
+       struct gallivm_state *gallivm = &ctx->gallivm;
+       struct lp_build_tgsi_context *bld_base = &ctx->soa.bld_base;
        LLVMTypeRef params[5];
        int num_params, i;
-       bool status = true;
-
-       si_init_shader_ctx(&ctx, sscreen, NULL, tm);
-       ctx.type = PIPE_SHADER_VERTEX;
 
        /* Declare input VGPRs. */
        num_params = key->vs_epilog.states.export_prim_id ?
                           (VS_EPILOG_PRIMID_LOC + 1) : 0;
        assert(num_params <= ARRAY_SIZE(params));
 
        for (i = 0; i < num_params; i++)
-               params[i] = ctx.f32;
+               params[i] = ctx->f32;
 
        /* Create the function. */
-       si_create_function(&ctx, "vs_epilog", NULL, 0, params, num_params, -1);
+       si_create_function(ctx, "vs_epilog", NULL, 0, params, num_params, -1);
 
        /* Emit exports. */
        if (key->vs_epilog.states.export_prim_id) {
                struct lp_build_context *base = &bld_base->base;
                struct lp_build_context *uint = &bld_base->uint_bld;
                LLVMValueRef args[9];
 
                args[0] = lp_build_const_int32(base->gallivm, 0x0); /* enabled 
channels */
                args[1] = uint->zero; /* whether the EXEC mask is valid */
                args[2] = uint->zero; /* DONE bit */
                args[3] = lp_build_const_int32(base->gallivm, 
V_008DFC_SQ_EXP_PARAM +
                                               
key->vs_epilog.prim_id_param_offset);
                args[4] = uint->zero; /* COMPR flag (0 = 32-bit export) */
-               args[5] = LLVMGetParam(ctx.main_fn,
+               args[5] = LLVMGetParam(ctx->main_fn,
                                       VS_EPILOG_PRIMID_LOC); /* X */
                args[6] = base->undef; /* Y */
                args[7] = base->undef; /* Z */
                args[8] = base->undef; /* W */
 
                lp_build_intrinsic(base->gallivm->builder, "llvm.SI.export",
                                   
LLVMVoidTypeInContext(base->gallivm->context),
                                   args, 9, 0);
        }
 
-       /* Compile. */
        LLVMBuildRetVoid(gallivm->builder);
+}
+
+/**
+ * Compile the vertex shader epilog. This is also used by the tessellation
+ * evaluation shader compiled as VS.
+ */
+static bool si_compile_vs_epilog(struct si_screen *sscreen,
+                                LLVMTargetMachineRef tm,
+                                struct pipe_debug_callback *debug,
+                                struct si_shader_part *out)
+{
+       union si_shader_part_key *key = &out->key;
+       struct si_shader_context ctx;
+       struct gallivm_state *gallivm = &ctx.gallivm;
+       bool status = true;
+
+       si_init_shader_ctx(&ctx, sscreen, NULL, tm);
+       ctx.type = PIPE_SHADER_VERTEX;
+
+       si_build_vs_epilog_function(&ctx, key);
+
+       /* Compile. */
        si_llvm_finalize_module(&ctx,
                r600_extra_shader_checks(&sscreen->b, PIPE_SHADER_VERTEX));
 
        if (si_compile_llvm(sscreen, &out->binary, &out->config, tm,
                            gallivm->module, debug, ctx.type,
                            "Vertex Shader Epilog"))
                status = false;
 
        si_llvm_dispose(&ctx);
        return status;
@@ -7539,78 +7607,58 @@ static bool si_compile_vs_epilog(struct si_screen 
*sscreen,
  * Create & compile a vertex shader epilog. This a helper used by VS and TES.
  */
 static bool si_get_vs_epilog(struct si_screen *sscreen,
                             LLVMTargetMachineRef tm,
                             struct si_shader *shader,
                             struct pipe_debug_callback *debug,
                             struct si_vs_epilog_bits *states)
 {
        union si_shader_part_key epilog_key;
 
-       memset(&epilog_key, 0, sizeof(epilog_key));
-       epilog_key.vs_epilog.states = *states;
-
-       /* Set up the PrimitiveID output. */
-       if (shader->key.vs.epilog.export_prim_id) {
-               unsigned index = shader->selector->info.num_outputs;
-               unsigned offset = shader->info.nr_param_exports++;
-
-               epilog_key.vs_epilog.prim_id_param_offset = offset;
-               assert(index < ARRAY_SIZE(shader->info.vs_output_param_offset));
-               shader->info.vs_output_param_offset[index] = offset;
-       }
+       si_get_vs_epilog_key(shader, states, &epilog_key);
 
        shader->epilog = si_get_shader_part(sscreen, &sscreen->vs_epilogs,
                                            &epilog_key, tm, debug,
                                            si_compile_vs_epilog);
        return shader->epilog != NULL;
 }
 
 /**
  * Select and compile (or reuse) vertex shader parts (prolog & epilog).
  */
 static bool si_shader_select_vs_parts(struct si_screen *sscreen,
                                      LLVMTargetMachineRef tm,
                                      struct si_shader *shader,
                                      struct pipe_debug_callback *debug)
 {
        struct tgsi_shader_info *info = &shader->selector->info;
        union si_shader_part_key prolog_key;
-       unsigned i;
 
        /* Get the prolog. */
-       memset(&prolog_key, 0, sizeof(prolog_key));
-       prolog_key.vs_prolog.states = shader->key.vs.prolog;
-       prolog_key.vs_prolog.num_input_sgprs = shader->info.num_input_sgprs;
-       prolog_key.vs_prolog.last_input = MAX2(1, info->num_inputs) - 1;
+       si_get_vs_prolog_key(shader, &prolog_key);
 
        /* The prolog is a no-op if there are no inputs. */
        if (info->num_inputs) {
                shader->prolog =
                        si_get_shader_part(sscreen, &sscreen->vs_prologs,
                                           &prolog_key, tm, debug,
                                           si_compile_vs_prolog);
                if (!shader->prolog)
                        return false;
        }
 
        /* Get the epilog. */
        if (!shader->key.vs.as_es && !shader->key.vs.as_ls &&
            !si_get_vs_epilog(sscreen, tm, shader, debug,
                              &shader->key.vs.epilog))
                return false;
 
-       /* Set the instanceID flag. */
-       for (i = 0; i < info->num_inputs; i++)
-               if (prolog_key.vs_prolog.states.instance_divisors[i])
-                       shader->info.uses_instanceid = true;
-
        return true;
 }
 
 /**
  * Select and compile (or reuse) TES parts (epilog).
  */
 static bool si_shader_select_tes_parts(struct si_screen *sscreen,
                                       LLVMTargetMachineRef tm,
                                       struct si_shader *shader,
                                       struct pipe_debug_callback *debug)
-- 
2.7.4

_______________________________________________
mesa-dev mailing list
[email protected]
https://lists.freedesktop.org/mailman/listinfo/mesa-dev

Reply via email to