turnip: pipeline program state refactor

This refactor simplifies things a bit, and will make it easier to share
some logic with tu_clear_blit (see next patches).

This changes the order in which some things are emitted, and emits less
for disabled shader stages. There's also as extra write to SP_GS_PRIM_SIZE
that is removed.

Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5426>
This commit is contained in:
Jonathan Marek 2020-06-10 20:32:17 -04:00 committed by Marge Bot
parent 1c1782c6b5
commit 13525a9c70
1 changed files with 224 additions and 346 deletions

View File

@ -628,9 +628,81 @@ tu6_blend_op(VkBlendOp op)
}
}
static uint32_t
emit_xs_cntl(const struct ir3_shader_variant *xs)
static void
tu6_emit_xs_config(struct tu_cs *cs,
gl_shader_stage stage, /* xs->type, but xs may be NULL */
const struct ir3_shader_variant *xs,
uint64_t binary_iova)
{
static const struct xs_config {
uint16_t reg_sp_xs_ctrl;
uint16_t reg_sp_xs_config;
uint16_t reg_hlsq_xs_ctrl;
uint16_t reg_sp_vs_obj_start;
uint8_t opcode;
enum a6xx_state_block sb : 8;
} xs_config[] = {
[MESA_SHADER_VERTEX] = {
REG_A6XX_SP_VS_CTRL_REG0,
REG_A6XX_SP_VS_CONFIG,
REG_A6XX_HLSQ_VS_CNTL,
REG_A6XX_SP_VS_OBJ_START_LO,
CP_LOAD_STATE6_GEOM,
SB6_VS_SHADER,
},
[MESA_SHADER_TESS_CTRL] = {
REG_A6XX_SP_HS_CTRL_REG0,
REG_A6XX_SP_HS_CONFIG,
REG_A6XX_HLSQ_HS_CNTL,
REG_A6XX_SP_HS_OBJ_START_LO,
CP_LOAD_STATE6_GEOM,
SB6_HS_SHADER,
},
[MESA_SHADER_TESS_EVAL] = {
REG_A6XX_SP_DS_CTRL_REG0,
REG_A6XX_SP_DS_CONFIG,
REG_A6XX_HLSQ_DS_CNTL,
REG_A6XX_SP_DS_OBJ_START_LO,
CP_LOAD_STATE6_GEOM,
SB6_DS_SHADER,
},
[MESA_SHADER_GEOMETRY] = {
REG_A6XX_SP_GS_CTRL_REG0,
REG_A6XX_SP_GS_CONFIG,
REG_A6XX_HLSQ_GS_CNTL,
REG_A6XX_SP_GS_OBJ_START_LO,
CP_LOAD_STATE6_GEOM,
SB6_GS_SHADER,
},
[MESA_SHADER_FRAGMENT] = {
REG_A6XX_SP_FS_CTRL_REG0,
REG_A6XX_SP_FS_CONFIG,
REG_A6XX_HLSQ_FS_CNTL,
REG_A6XX_SP_FS_OBJ_START_LO,
CP_LOAD_STATE6_FRAG,
SB6_FS_SHADER,
},
[MESA_SHADER_COMPUTE] = {
REG_A6XX_SP_CS_CTRL_REG0,
REG_A6XX_SP_CS_CONFIG,
REG_A6XX_HLSQ_CS_CNTL,
REG_A6XX_SP_CS_OBJ_START_LO,
CP_LOAD_STATE6_FRAG,
SB6_CS_SHADER,
},
};
const struct xs_config *cfg = &xs_config[stage];
if (!xs) {
/* shader stage disabled */
tu_cs_emit_pkt4(cs, cfg->reg_sp_xs_config, 1);
tu_cs_emit(cs, 0);
tu_cs_emit_pkt4(cs, cfg->reg_hlsq_xs_ctrl, 1);
tu_cs_emit(cs, 0);
return;
}
bool is_fs = xs->type == MESA_SHADER_FRAGMENT;
enum a3xx_threadsize threadsize = FOUR_QUADS;
@ -641,131 +713,88 @@ emit_xs_cntl(const struct ir3_shader_variant *xs)
if (xs->type == MESA_SHADER_GEOMETRY)
threadsize = TWO_QUADS;
return A6XX_SP_VS_CTRL_REG0_THREADSIZE(threadsize) |
A6XX_SP_VS_CTRL_REG0_FULLREGFOOTPRINT(xs->info.max_reg + 1) |
A6XX_SP_VS_CTRL_REG0_MERGEDREGS |
A6XX_SP_VS_CTRL_REG0_BRANCHSTACK(xs->branchstack) |
COND(xs->need_pixlod, A6XX_SP_VS_CTRL_REG0_PIXLODENABLE) |
COND(xs->need_fine_derivatives, A6XX_SP_VS_CTRL_REG0_DIFF_FINE) |
/* only fragment shader sets VARYING bit */
COND(xs->total_in && is_fs, A6XX_SP_FS_CTRL_REG0_VARYING) |
/* unknown bit, seems unnecessary */
COND(is_fs, 0x1000000);
}
tu_cs_emit_pkt4(cs, cfg->reg_sp_xs_ctrl, 1);
tu_cs_emit(cs,
A6XX_SP_VS_CTRL_REG0_THREADSIZE(threadsize) |
A6XX_SP_VS_CTRL_REG0_FULLREGFOOTPRINT(xs->info.max_reg + 1) |
A6XX_SP_VS_CTRL_REG0_MERGEDREGS |
A6XX_SP_VS_CTRL_REG0_BRANCHSTACK(xs->branchstack) |
COND(xs->need_pixlod, A6XX_SP_VS_CTRL_REG0_PIXLODENABLE) |
COND(xs->need_fine_derivatives, A6XX_SP_VS_CTRL_REG0_DIFF_FINE) |
/* only fragment shader sets VARYING bit */
COND(xs->total_in && is_fs, A6XX_SP_FS_CTRL_REG0_VARYING) |
/* unknown bit, seems unnecessary */
COND(is_fs, 0x1000000));
static uint32_t
emit_xs_config(const struct ir3_shader_variant *sh)
{
if (sh->instrlen) {
return A6XX_SP_VS_CONFIG_ENABLED |
COND(sh->bindless_tex, A6XX_SP_VS_CONFIG_BINDLESS_TEX) |
COND(sh->bindless_samp, A6XX_SP_VS_CONFIG_BINDLESS_SAMP) |
COND(sh->bindless_ibo, A6XX_SP_VS_CONFIG_BINDLESS_IBO) |
COND(sh->bindless_ubo, A6XX_SP_VS_CONFIG_BINDLESS_UBO);
} else {
return 0;
tu_cs_emit_pkt4(cs, cfg->reg_sp_xs_config, 2);
tu_cs_emit(cs, A6XX_SP_VS_CONFIG_ENABLED |
COND(xs->bindless_tex, A6XX_SP_VS_CONFIG_BINDLESS_TEX) |
COND(xs->bindless_samp, A6XX_SP_VS_CONFIG_BINDLESS_SAMP) |
COND(xs->bindless_ibo, A6XX_SP_VS_CONFIG_BINDLESS_IBO) |
COND(xs->bindless_ubo, A6XX_SP_VS_CONFIG_BINDLESS_UBO));
tu_cs_emit(cs, xs->instrlen);
tu_cs_emit_pkt4(cs, cfg->reg_hlsq_xs_ctrl, 1);
tu_cs_emit(cs, A6XX_HLSQ_VS_CNTL_CONSTLEN(align(xs->constlen, 4)) |
A6XX_HLSQ_VS_CNTL_ENABLED);
/* emit program binary
* binary_iova should be aligned to 1 instrlen unit (128 bytes)
*/
assert((binary_iova & 0x7f) == 0);
tu_cs_emit_pkt4(cs, cfg->reg_sp_vs_obj_start, 2);
tu_cs_emit_qw(cs, binary_iova);
tu_cs_emit_pkt7(cs, cfg->opcode, 3);
tu_cs_emit(cs, CP_LOAD_STATE6_0_DST_OFF(0) |
CP_LOAD_STATE6_0_STATE_TYPE(ST6_SHADER) |
CP_LOAD_STATE6_0_STATE_SRC(SS6_INDIRECT) |
CP_LOAD_STATE6_0_STATE_BLOCK(cfg->sb) |
CP_LOAD_STATE6_0_NUM_UNIT(xs->instrlen));
tu_cs_emit_qw(cs, binary_iova);
/* emit immediates */
const struct ir3_const_state *const_state = &xs->shader->const_state;
uint32_t base = const_state->offsets.immediate;
int size = const_state->immediates_count;
/* truncate size to avoid writing constants that shader
* does not use:
*/
size = MIN2(size + base, xs->constlen) - base;
if (size <= 0)
return;
tu_cs_emit_pkt7(cs, cfg->opcode, 3 + size * 4);
tu_cs_emit(cs, CP_LOAD_STATE6_0_DST_OFF(base) |
CP_LOAD_STATE6_0_STATE_TYPE(ST6_CONSTANTS) |
CP_LOAD_STATE6_0_STATE_SRC(SS6_DIRECT) |
CP_LOAD_STATE6_0_STATE_BLOCK(cfg->sb) |
CP_LOAD_STATE6_0_NUM_UNIT(size));
tu_cs_emit(cs, CP_LOAD_STATE6_1_EXT_SRC_ADDR(0));
tu_cs_emit(cs, CP_LOAD_STATE6_2_EXT_SRC_ADDR_HI(0));
for (unsigned i = 0; i < size; i++) {
tu_cs_emit(cs, const_state->immediates[i].val[0]);
tu_cs_emit(cs, const_state->immediates[i].val[1]);
tu_cs_emit(cs, const_state->immediates[i].val[2]);
tu_cs_emit(cs, const_state->immediates[i].val[3]);
}
}
static void
tu6_emit_vs_config(struct tu_cs *cs, struct tu_shader *shader,
const struct ir3_shader_variant *vs)
{
tu_cs_emit_pkt4(cs, REG_A6XX_SP_VS_CTRL_REG0, 1);
tu_cs_emit(cs, emit_xs_cntl(vs));
tu_cs_emit_pkt4(cs, REG_A6XX_SP_VS_CONFIG, 2);
tu_cs_emit(cs, emit_xs_config(vs));
tu_cs_emit(cs, vs->instrlen);
tu_cs_emit_pkt4(cs, REG_A6XX_HLSQ_VS_CNTL, 1);
tu_cs_emit(cs, A6XX_HLSQ_VS_CNTL_CONSTLEN(align(vs->constlen, 4)) |
A6XX_HLSQ_VS_CNTL_ENABLED);
}
static void
tu6_emit_hs_config(struct tu_cs *cs, struct tu_shader *shader,
const struct ir3_shader_variant *hs)
{
tu_cs_emit_pkt4(cs, REG_A6XX_SP_HS_UNKNOWN_A831, 1);
tu_cs_emit(cs, 0);
tu_cs_emit_pkt4(cs, REG_A6XX_SP_HS_CONFIG, 2);
tu_cs_emit(cs, emit_xs_config(hs));
tu_cs_emit(cs, hs->instrlen);
tu_cs_emit_pkt4(cs, REG_A6XX_HLSQ_HS_CNTL, 1);
tu_cs_emit(cs, A6XX_HLSQ_HS_CNTL_CONSTLEN(align(hs->constlen, 4)));
}
static void
tu6_emit_ds_config(struct tu_cs *cs, struct tu_shader *shader,
const struct ir3_shader_variant *ds)
{
tu_cs_emit_pkt4(cs, REG_A6XX_SP_DS_CONFIG, 2);
tu_cs_emit(cs, emit_xs_config(ds));
tu_cs_emit(cs, ds->instrlen);
tu_cs_emit_pkt4(cs, REG_A6XX_HLSQ_DS_CNTL, 1);
tu_cs_emit(cs, A6XX_HLSQ_DS_CNTL_CONSTLEN(align(ds->constlen, 4)));
}
static void
tu6_emit_gs_config(struct tu_cs *cs, struct tu_shader *shader,
const struct ir3_shader_variant *gs)
{
bool has_gs = gs->type != MESA_SHADER_NONE;
tu_cs_emit_pkt4(cs, REG_A6XX_SP_GS_PRIM_SIZE, 1);
tu_cs_emit(cs, 0);
tu_cs_emit_pkt4(cs, REG_A6XX_SP_GS_CONFIG, 2);
tu_cs_emit(cs, emit_xs_config(gs));
tu_cs_emit(cs, gs->instrlen);
tu_cs_emit_pkt4(cs, REG_A6XX_HLSQ_GS_CNTL, 1);
tu_cs_emit(cs, COND(has_gs, A6XX_HLSQ_GS_CNTL_ENABLED) |
A6XX_HLSQ_GS_CNTL_CONSTLEN(align(gs->constlen, 4)));
}
static void
tu6_emit_fs_config(struct tu_cs *cs, struct tu_shader *shader,
const struct ir3_shader_variant *fs)
{
tu_cs_emit_pkt4(cs, REG_A6XX_SP_FS_CTRL_REG0, 1);
tu_cs_emit(cs, emit_xs_cntl(fs));
tu_cs_emit_pkt4(cs, REG_A6XX_SP_FS_CONFIG, 2);
tu_cs_emit(cs, emit_xs_config(fs));
tu_cs_emit(cs, fs->instrlen);
tu_cs_emit_pkt4(cs, REG_A6XX_HLSQ_FS_CNTL, 1);
tu_cs_emit(cs, A6XX_HLSQ_FS_CNTL_CONSTLEN(align(fs->constlen, 4)) |
A6XX_HLSQ_FS_CNTL_ENABLED);
}
static void
tu6_emit_cs_config(struct tu_cs *cs, const struct tu_shader *shader,
const struct ir3_shader_variant *v)
const struct ir3_shader_variant *v,
uint32_t binary_iova)
{
tu_cs_emit_pkt4(cs, REG_A6XX_HLSQ_UPDATE_CNTL, 1);
tu_cs_emit(cs, 0xff);
unsigned constlen = align(v->constlen, 4);
tu_cs_emit_pkt4(cs, REG_A6XX_HLSQ_CS_CNTL, 1);
tu_cs_emit(cs, A6XX_HLSQ_CS_CNTL_CONSTLEN(constlen) |
A6XX_HLSQ_CS_CNTL_ENABLED);
tu_cs_emit_pkt4(cs, REG_A6XX_SP_CS_CONFIG, 2);
tu_cs_emit(cs, emit_xs_config(v));
tu_cs_emit(cs, v->instrlen);
tu_cs_emit_pkt4(cs, REG_A6XX_SP_CS_CTRL_REG0, 1);
tu_cs_emit(cs, A6XX_SP_CS_CTRL_REG0_THREADSIZE(FOUR_QUADS) |
A6XX_SP_CS_CTRL_REG0_FULLREGFOOTPRINT(v->info.max_reg + 1) |
A6XX_SP_CS_CTRL_REG0_MERGEDREGS |
A6XX_SP_CS_CTRL_REG0_BRANCHSTACK(v->branchstack) |
COND(v->need_pixlod, A6XX_SP_CS_CTRL_REG0_PIXLODENABLE) |
COND(v->need_fine_derivatives, A6XX_SP_CS_CTRL_REG0_DIFF_FINE));
tu6_emit_xs_config(cs, MESA_SHADER_COMPUTE, v, binary_iova);
tu_cs_emit_pkt4(cs, REG_A6XX_SP_CS_UNKNOWN_A9B1, 1);
tu_cs_emit(cs, 0x41);
@ -794,10 +823,10 @@ tu6_emit_vs_system_values(struct tu_cs *cs,
ir3_find_sysval_regid(vs, SYSTEM_VALUE_VERTEX_ID);
const uint32_t instanceid_regid =
ir3_find_sysval_regid(vs, SYSTEM_VALUE_INSTANCE_ID);
const uint32_t primitiveid_regid = gs->type != MESA_SHADER_NONE ?
const uint32_t primitiveid_regid = gs ?
ir3_find_sysval_regid(gs, SYSTEM_VALUE_PRIMITIVE_ID) :
regid(63, 0);
const uint32_t gsheader_regid = gs->type != MESA_SHADER_NONE ?
const uint32_t gsheader_regid = gs ?
ir3_find_sysval_regid(gs, SYSTEM_VALUE_GS_HEADER_IR3) :
regid(63, 0);
@ -979,13 +1008,12 @@ tu6_emit_vpc(struct tu_cs *cs,
const struct ir3_shader_variant *vs,
const struct ir3_shader_variant *gs,
const struct ir3_shader_variant *fs,
bool binning_pass,
struct tu_streamout_state *tf)
{
bool has_gs = gs->type != MESA_SHADER_NONE;
const struct ir3_shader_variant *last_shader = has_gs ? gs : vs;
struct ir3_shader_linkage linkage = { 0 };
ir3_link_shaders(&linkage, last_shader, fs, true);
const struct ir3_shader_variant *last_shader = gs ?: vs;
struct ir3_shader_linkage linkage = { .primid_loc = 0xff };
if (fs)
ir3_link_shaders(&linkage, last_shader, fs, true);
if (last_shader->shader->stream_output.num_outputs)
tu6_link_streamout(&linkage, last_shader);
@ -1007,7 +1035,7 @@ tu6_emit_vpc(struct tu_cs *cs,
ir3_find_output_regid(last_shader, VARYING_SLOT_POS);
const uint32_t pointsize_regid =
ir3_find_output_regid(last_shader, VARYING_SLOT_PSIZ);
const uint32_t layer_regid = has_gs ?
const uint32_t layer_regid = gs ?
ir3_find_output_regid(gs, VARYING_SLOT_LAYER) : regid(63, 0);
uint32_t pointsize_loc = 0xff, position_loc = 0xff, layer_loc = 0xff;
@ -1041,13 +1069,13 @@ tu6_emit_vpc(struct tu_cs *cs,
A6XX_SP_VS_VPC_DST_REG_OUTLOC0(linkage.var[i].loc);
}
if (has_gs)
if (gs)
tu_cs_emit_pkt4(cs, REG_A6XX_SP_GS_OUT_REG(0), sp_out_count);
else
tu_cs_emit_pkt4(cs, REG_A6XX_SP_VS_OUT_REG(0), sp_out_count);
tu_cs_emit_array(cs, sp_out, sp_out_count);
if (has_gs)
if (gs)
tu_cs_emit_pkt4(cs, REG_A6XX_SP_GS_VPC_DST_REG(0), sp_vpc_dst_count);
else
tu_cs_emit_pkt4(cs, REG_A6XX_SP_VS_VPC_DST_REG(0), sp_vpc_dst_count);
@ -1057,20 +1085,17 @@ tu6_emit_vpc(struct tu_cs *cs,
tu_cs_emit(cs, COND(primid_passthru, A6XX_PC_PRIMID_CNTL_PRIMID_PASSTHRU));
tu_cs_emit_pkt4(cs, REG_A6XX_VPC_CNTL_0, 1);
tu_cs_emit(cs, A6XX_VPC_CNTL_0_NUMNONPOSVAR(fs->total_in) |
(fs->total_in > 0 ? A6XX_VPC_CNTL_0_VARYING : 0) |
A6XX_VPC_CNTL_0_PRIMIDLOC(linkage.primid_loc) |
A6XX_VPC_CNTL_0_UNKLOC(0xff));
tu_cs_emit(cs, A6XX_VPC_CNTL_0_NUMNONPOSVAR(fs ? fs->total_in : 0) |
COND(fs && fs->total_in, A6XX_VPC_CNTL_0_VARYING) |
A6XX_VPC_CNTL_0_PRIMIDLOC(linkage.primid_loc) |
A6XX_VPC_CNTL_0_UNKLOC(0xff));
tu_cs_emit_pkt4(cs, REG_A6XX_VPC_PACK, 1);
tu_cs_emit(cs, A6XX_VPC_PACK_POSITIONLOC(position_loc) |
A6XX_VPC_PACK_PSIZELOC(pointsize_loc) |
A6XX_VPC_PACK_STRIDE_IN_VPC(linkage.max_loc));
if (has_gs) {
tu_cs_emit_pkt4(cs, REG_A6XX_SP_GS_CTRL_REG0, 1);
tu_cs_emit(cs, emit_xs_cntl(gs));
if (gs) {
tu6_emit_link_map(cs, vs, gs);
uint32_t primitive_regid =
@ -1205,13 +1230,12 @@ tu6_vpc_varying_mode(const struct ir3_shader_variant *fs,
static void
tu6_emit_vpc_varying_modes(struct tu_cs *cs,
const struct ir3_shader_variant *fs,
bool binning_pass)
const struct ir3_shader_variant *fs)
{
uint32_t interp_modes[8] = { 0 };
uint32_t ps_repl_modes[8] = { 0 };
if (!binning_pass) {
if (fs) {
for (int i = -1;
(i = ir3_next_varying(fs, i)) < (int) fs->inputs_count;) {
@ -1414,133 +1438,6 @@ tu6_emit_fs_outputs(struct tu_cs *cs,
tu_cs_emit(cs, A6XX_RB_DEPTH_PLANE_CNTL_Z_MODE(zmode));
}
static void
tu6_emit_shader_object(struct tu_cs *cs,
gl_shader_stage stage,
const struct ir3_shader_variant *variant,
const struct tu_bo *binary_bo,
uint32_t binary_offset)
{
uint16_t reg;
uint8_t opcode;
enum a6xx_state_block sb;
switch (stage) {
case MESA_SHADER_VERTEX:
reg = REG_A6XX_SP_VS_OBJ_START_LO;
opcode = CP_LOAD_STATE6_GEOM;
sb = SB6_VS_SHADER;
break;
case MESA_SHADER_TESS_CTRL:
reg = REG_A6XX_SP_HS_OBJ_START_LO;
opcode = CP_LOAD_STATE6_GEOM;
sb = SB6_HS_SHADER;
break;
case MESA_SHADER_TESS_EVAL:
reg = REG_A6XX_SP_DS_OBJ_START_LO;
opcode = CP_LOAD_STATE6_GEOM;
sb = SB6_DS_SHADER;
break;
case MESA_SHADER_GEOMETRY:
reg = REG_A6XX_SP_GS_OBJ_START_LO;
opcode = CP_LOAD_STATE6_GEOM;
sb = SB6_GS_SHADER;
break;
case MESA_SHADER_FRAGMENT:
reg = REG_A6XX_SP_FS_OBJ_START_LO;
opcode = CP_LOAD_STATE6_FRAG;
sb = SB6_FS_SHADER;
break;
case MESA_SHADER_COMPUTE:
reg = REG_A6XX_SP_CS_OBJ_START_LO;
opcode = CP_LOAD_STATE6_FRAG;
sb = SB6_CS_SHADER;
break;
default:
unreachable("invalid gl_shader_stage");
opcode = CP_LOAD_STATE6_GEOM;
sb = SB6_VS_SHADER;
break;
}
if (!variant->instrlen) {
tu_cs_emit_pkt4(cs, reg, 2);
tu_cs_emit_qw(cs, 0);
return;
}
assert(variant->type == stage);
const uint64_t binary_iova = binary_bo->iova + binary_offset;
assert((binary_iova & 0xf) == 0);
/* note: it looks like HW might try to read a few instructions beyond the instrlen size
* of the shader. this could be a potential source of problems at some point
* possibly this doesn't happen if shader iova is aligned enough (to 4k for example)
*/
tu_cs_emit_pkt4(cs, reg, 2);
tu_cs_emit_qw(cs, binary_iova);
/* always indirect */
const bool indirect = true;
if (indirect) {
tu_cs_emit_pkt7(cs, opcode, 3);
tu_cs_emit(cs, CP_LOAD_STATE6_0_DST_OFF(0) |
CP_LOAD_STATE6_0_STATE_TYPE(ST6_SHADER) |
CP_LOAD_STATE6_0_STATE_SRC(SS6_INDIRECT) |
CP_LOAD_STATE6_0_STATE_BLOCK(sb) |
CP_LOAD_STATE6_0_NUM_UNIT(variant->instrlen));
tu_cs_emit_qw(cs, binary_iova);
} else {
const void *binary = binary_bo->map + binary_offset;
tu_cs_emit_pkt7(cs, opcode, 3 + variant->info.sizedwords);
tu_cs_emit(cs, CP_LOAD_STATE6_0_DST_OFF(0) |
CP_LOAD_STATE6_0_STATE_TYPE(ST6_SHADER) |
CP_LOAD_STATE6_0_STATE_SRC(SS6_DIRECT) |
CP_LOAD_STATE6_0_STATE_BLOCK(sb) |
CP_LOAD_STATE6_0_NUM_UNIT(variant->instrlen));
tu_cs_emit_qw(cs, 0);
tu_cs_emit_array(cs, binary, variant->info.sizedwords);
}
}
static void
tu6_emit_immediates(struct tu_cs *cs, const struct ir3_shader_variant *v,
uint32_t opcode, enum a6xx_state_block block)
{
/* dummy variant */
if (!v->shader)
return;
const struct ir3_const_state *const_state = &v->shader->const_state;
uint32_t base = const_state->offsets.immediate;
int size = const_state->immediates_count;
/* truncate size to avoid writing constants that shader
* does not use:
*/
size = MIN2(size + base, v->constlen) - base;
if (size <= 0)
return;
tu_cs_emit_pkt7(cs, opcode, 3 + size * 4);
tu_cs_emit(cs, CP_LOAD_STATE6_0_DST_OFF(base) |
CP_LOAD_STATE6_0_STATE_TYPE(ST6_CONSTANTS) |
CP_LOAD_STATE6_0_STATE_SRC(SS6_DIRECT) |
CP_LOAD_STATE6_0_STATE_BLOCK(block) |
CP_LOAD_STATE6_0_NUM_UNIT(size));
tu_cs_emit(cs, CP_LOAD_STATE6_1_EXT_SRC_ADDR(0));
tu_cs_emit(cs, CP_LOAD_STATE6_2_EXT_SRC_ADDR_HI(0));
for (unsigned i = 0; i < size; i++) {
tu_cs_emit(cs, const_state->immediates[i].val[0]);
tu_cs_emit(cs, const_state->immediates[i].val[1]);
tu_cs_emit(cs, const_state->immediates[i].val[2]);
tu_cs_emit(cs, const_state->immediates[i].val[3]);
}
}
static void
tu6_emit_geometry_consts(struct tu_cs *cs,
const struct ir3_shader_variant *vs,
@ -1562,84 +1459,81 @@ tu6_emit_geometry_consts(struct tu_cs *cs,
ARRAY_SIZE(params), params);
}
/* get pointer to first variant, return NULL if shader is NULL */
static const struct ir3_shader_variant *
tu_shader_get_variant(const struct tu_shader *shader)
{
return shader ? &shader->variants[0] : NULL;
}
static void
tu6_emit_program(struct tu_cs *cs,
const struct tu_pipeline_builder *builder,
struct tu_pipeline_builder *builder,
const struct tu_bo *binary_bo,
bool binning_pass,
struct tu_streamout_state *tf)
{
static const struct ir3_shader_variant dummy_variant = {
.type = MESA_SHADER_NONE
};
assert(builder->shaders[MESA_SHADER_VERTEX]);
const struct ir3_shader_variant *vs =
&builder->shaders[MESA_SHADER_VERTEX]->variants[0];
const struct ir3_shader_variant *hs =
builder->shaders[MESA_SHADER_TESS_CTRL]
? &builder->shaders[MESA_SHADER_TESS_CTRL]->variants[0]
: &dummy_variant;
const struct ir3_shader_variant *ds =
builder->shaders[MESA_SHADER_TESS_EVAL]
? &builder->shaders[MESA_SHADER_TESS_EVAL]->variants[0]
: &dummy_variant;
tu_shader_get_variant(builder->shaders[MESA_SHADER_VERTEX]);
const struct ir3_shader_variant *gs =
builder->shaders[MESA_SHADER_GEOMETRY]
? &builder->shaders[MESA_SHADER_GEOMETRY]->variants[0]
: &dummy_variant;
tu_shader_get_variant(builder->shaders[MESA_SHADER_GEOMETRY]);
const struct ir3_shader_variant *fs =
builder->shaders[MESA_SHADER_FRAGMENT]
? &builder->shaders[MESA_SHADER_FRAGMENT]->variants[0]
: &dummy_variant;
uint32_t vs_offset = builder->shader_offsets[MESA_SHADER_VERTEX];
bool has_gs = gs->type != MESA_SHADER_NONE;
tu_shader_get_variant(builder->shaders[MESA_SHADER_FRAGMENT]);
gl_shader_stage stage = MESA_SHADER_VERTEX;
if (binning_pass) {
/* if we have streamout, use full VS in binning pass, as the
* binning pass VS will have outputs on other than position/psize
* stripped out
*
* GS also can have streamout, but we completely disable the
* the binning pass variant when GS is present because we don't
* support compiling correct binning pass variants with GS
*/
if (vs->shader->stream_output.num_outputs == 0 && !has_gs) {
vs = &builder->shaders[MESA_SHADER_VERTEX]->variants[1];
vs_offset = builder->binning_vs_offset;
}
fs = &dummy_variant;
}
STATIC_ASSERT(MESA_SHADER_VERTEX == 0);
tu_cs_emit_pkt4(cs, REG_A6XX_HLSQ_UPDATE_CNTL, 1);
tu_cs_emit(cs, 0xff); /* XXX */
tu6_emit_vs_config(cs, builder->shaders[MESA_SHADER_VERTEX], vs);
tu6_emit_hs_config(cs, builder->shaders[MESA_SHADER_TESS_CTRL], hs);
tu6_emit_ds_config(cs, builder->shaders[MESA_SHADER_TESS_EVAL], ds);
tu6_emit_gs_config(cs, builder->shaders[MESA_SHADER_GEOMETRY], gs);
tu6_emit_fs_config(cs, builder->shaders[MESA_SHADER_FRAGMENT], fs);
tu6_emit_vpc(cs, vs, gs, fs, binning_pass, tf);
tu6_emit_vpc_varying_modes(cs, fs, binning_pass);
tu6_emit_fs_inputs(cs, fs);
tu6_emit_fs_outputs(cs, fs, builder->color_attachment_count,
builder->use_dual_src_blend,
builder->render_components);
tu6_emit_shader_object(cs, MESA_SHADER_VERTEX, vs, binary_bo, vs_offset);
if (has_gs)
tu6_emit_shader_object(cs, MESA_SHADER_GEOMETRY, gs, binary_bo,
builder->shader_offsets[MESA_SHADER_GEOMETRY]);
tu6_emit_shader_object(cs, MESA_SHADER_FRAGMENT, fs, binary_bo,
builder->shader_offsets[MESA_SHADER_FRAGMENT]);
tu6_emit_immediates(cs, vs, CP_LOAD_STATE6_GEOM, SB6_VS_SHADER);
if (has_gs) {
tu6_emit_immediates(cs, gs, CP_LOAD_STATE6_GEOM, SB6_GS_SHADER);
tu6_emit_geometry_consts(cs, vs, gs);
/* if we have streamout, use full VS in binning pass, as the
* binning pass VS will have outputs on other than position/psize
* stripped out
*
* GS also can have streamout, but we completely disable the
* the binning pass variant when GS is present because we don't
* support compiling correct binning pass variants with GS
*/
if (binning_pass && vs->shader->stream_output.num_outputs == 0 && !gs) {
vs = &builder->shaders[MESA_SHADER_VERTEX]->variants[1];
tu6_emit_xs_config(cs, stage, vs,
binary_bo->iova + builder->binning_vs_offset);
stage++;
}
if (!binning_pass)
tu6_emit_immediates(cs, fs, CP_LOAD_STATE6_FRAG, SB6_FS_SHADER);
for (; stage < ARRAY_SIZE(builder->shaders); stage++) {
const struct ir3_shader_variant *xs =
tu_shader_get_variant(builder->shaders[stage]);
if (stage == MESA_SHADER_FRAGMENT && binning_pass)
fs = xs = NULL;
tu6_emit_xs_config(cs, stage, xs,
binary_bo->iova + builder->shader_offsets[stage]);
}
tu_cs_emit_pkt4(cs, REG_A6XX_SP_HS_UNKNOWN_A831, 1);
tu_cs_emit(cs, 0);
tu6_emit_vpc(cs, vs, gs, fs, tf);
tu6_emit_vpc_varying_modes(cs, fs);
if (fs) {
tu6_emit_fs_inputs(cs, fs);
tu6_emit_fs_outputs(cs, fs, builder->color_attachment_count,
builder->use_dual_src_blend,
builder->render_components);
} else {
/* TODO: check if these can be skipped if fs is disabled */
struct ir3_shader_variant dummy_variant = {};
tu6_emit_fs_inputs(cs, &dummy_variant);
tu6_emit_fs_outputs(cs, &dummy_variant, builder->color_attachment_count,
builder->use_dual_src_blend,
builder->render_components);
}
if (gs)
tu6_emit_geometry_consts(cs, vs, gs);
}
static void
@ -2283,8 +2177,7 @@ tu_pipeline_builder_parse_shader_stages(struct tu_pipeline_builder *builder,
tu_cs_begin_sub_stream(&pipeline->cs, 512, &prog_cs);
tu6_emit_program(&prog_cs, builder, &pipeline->program.binary_bo, true, &pipeline->streamout);
pipeline->program.binning_state_ib =
tu_cs_end_sub_stream(&pipeline->cs, &prog_cs);
pipeline->program.binning_state_ib = tu_cs_end_sub_stream(&pipeline->cs, &prog_cs);
VkShaderStageFlags stages = 0;
for (unsigned i = 0; i < builder->create_info->stageCount; i++) {
@ -2700,21 +2593,6 @@ tu_CreateGraphicsPipelines(VkDevice device,
return final_result;
}
static void
tu6_emit_compute_program(struct tu_cs *cs,
struct tu_shader *shader,
const struct tu_bo *binary_bo)
{
const struct ir3_shader_variant *v = &shader->variants[0];
tu6_emit_cs_config(cs, shader, v);
/* The compute program is the only one in the pipeline, so 0 offset. */
tu6_emit_shader_object(cs, MESA_SHADER_COMPUTE, v, binary_bo, 0);
tu6_emit_immediates(cs, v, CP_LOAD_STATE6_FRAG, SB6_CS_SHADER);
}
static VkResult
tu_compute_upload_shader(VkDevice device,
struct tu_pipeline *pipeline,
@ -2790,7 +2668,7 @@ tu_compute_pipeline_create(VkDevice device,
struct tu_cs prog_cs;
tu_cs_begin_sub_stream(&pipeline->cs, 512, &prog_cs);
tu6_emit_compute_program(&prog_cs, shader, &pipeline->program.binary_bo);
tu6_emit_cs_config(&prog_cs, shader, v, pipeline->program.binary_bo.iova);
pipeline->program.state_ib = tu_cs_end_sub_stream(&pipeline->cs, &prog_cs);
tu6_emit_load_state(pipeline, true);