anv/pipeline: Stop claiming to support running without a vertex shader

From the Vulkan spec version 1.0.32 docs for vkCreateGraphicsPipelines:

    The stage member of one element of pStages must be
    VK_SHADER_STAGE_VERTEX_BIT

Since a vertex shader is always required, this hasn't been used since we
deleted meta.  Let's get rid of the complexity.

Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
This commit is contained in:
Jason Ekstrand 2016-11-12 08:34:33 -08:00
parent bda247d3fd
commit 23d1919fe3
2 changed files with 57 additions and 71 deletions

View File

@ -106,35 +106,31 @@ genX(graphics_pipeline_create)(
gen7_emit_vs_workaround_flush(brw);
#endif
if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_VERTEX)) {
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS), vs);
} else {
const struct anv_shader_bin *vs_bin =
pipeline->shaders[MESA_SHADER_VERTEX];
assert(anv_pipeline_has_stage(pipeline, MESA_SHADER_VERTEX));
const struct anv_shader_bin *vs_bin =
pipeline->shaders[MESA_SHADER_VERTEX];
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS), vs) {
vs.KernelStartPointer = vs_bin->kernel.offset;
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS), vs) {
vs.KernelStartPointer = vs_bin->kernel.offset;
vs.ScratchSpaceBasePointer = (struct anv_address) {
.bo = anv_scratch_pool_alloc(device, &device->scratch_pool,
MESA_SHADER_VERTEX,
vs_prog_data->base.base.total_scratch),
.offset = 0,
};
vs.PerThreadScratchSpace = scratch_space(&vs_prog_data->base.base);
vs.ScratchSpaceBasePointer = (struct anv_address) {
.bo = anv_scratch_pool_alloc(device, &device->scratch_pool,
MESA_SHADER_VERTEX,
vs_prog_data->base.base.total_scratch),
.offset = 0,
};
vs.PerThreadScratchSpace = scratch_space(&vs_prog_data->base.base);
vs.DispatchGRFStartRegisterForURBData =
vs_prog_data->base.base.dispatch_grf_start_reg;
vs.DispatchGRFStartRegisterForURBData =
vs_prog_data->base.base.dispatch_grf_start_reg;
vs.SamplerCount = get_sampler_count(vs_bin);
vs.BindingTableEntryCount = get_binding_table_entry_count(vs_bin);
vs.SamplerCount = get_sampler_count(vs_bin);
vs.BindingTableEntryCount = get_binding_table_entry_count(vs_bin);
vs.VertexURBEntryReadLength = vs_prog_data->base.urb_read_length;
vs.VertexURBEntryReadOffset = 0;
vs.MaximumNumberofThreads = devinfo->max_vs_threads - 1;
vs.StatisticsEnable = true;
vs.FunctionEnable = true;
}
vs.VertexURBEntryReadLength = vs_prog_data->base.urb_read_length;
vs.VertexURBEntryReadOffset = 0;
vs.MaximumNumberofThreads = devinfo->max_vs_threads - 1;
vs.StatisticsEnable = true;
vs.FunctionEnable = true;
}
const struct brw_gs_prog_data *gs_prog_data = get_gs_prog_data(pipeline);

View File

@ -177,60 +177,50 @@ genX(graphics_pipeline_create)(
offset = 1;
length = (vs_prog_data->base.vue_map.num_slots + 1) / 2 - offset;
if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_VERTEX)) {
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS), vs) {
vs.FunctionEnable = false;
/* Even if VS is disabled, SBE still gets the amount of
* vertex data to read from this field. */
vs.VertexURBEntryOutputReadOffset = offset;
vs.VertexURBEntryOutputLength = length;
}
} else {
const struct anv_shader_bin *vs_bin =
pipeline->shaders[MESA_SHADER_VERTEX];
assert(anv_pipeline_has_stage(pipeline, MESA_SHADER_VERTEX));
const struct anv_shader_bin *vs_bin =
pipeline->shaders[MESA_SHADER_VERTEX];
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS), vs) {
vs.KernelStartPointer = vs_bin->kernel.offset;
vs.SingleVertexDispatch = false;
vs.VectorMaskEnable = false;
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS), vs) {
vs.KernelStartPointer = vs_bin->kernel.offset;
vs.SingleVertexDispatch = false;
vs.VectorMaskEnable = false;
vs.SamplerCount = get_sampler_count(vs_bin);
vs.BindingTableEntryCount = get_binding_table_entry_count(vs_bin);
vs.SamplerCount = get_sampler_count(vs_bin);
vs.BindingTableEntryCount = get_binding_table_entry_count(vs_bin);
vs.ThreadDispatchPriority = false;
vs.FloatingPointMode = IEEE754;
vs.IllegalOpcodeExceptionEnable = false;
vs.AccessesUAV = false;
vs.SoftwareExceptionEnable = false;
vs.ThreadDispatchPriority = false;
vs.FloatingPointMode = IEEE754;
vs.IllegalOpcodeExceptionEnable = false;
vs.AccessesUAV = false;
vs.SoftwareExceptionEnable = false;
vs.ScratchSpaceBasePointer = (struct anv_address) {
.bo = anv_scratch_pool_alloc(device, &device->scratch_pool,
MESA_SHADER_VERTEX,
vs_prog_data->base.base.total_scratch),
.offset = 0,
};
vs.PerThreadScratchSpace = scratch_space(&vs_prog_data->base.base);
vs.ScratchSpaceBasePointer = (struct anv_address) {
.bo = anv_scratch_pool_alloc(device, &device->scratch_pool,
MESA_SHADER_VERTEX,
vs_prog_data->base.base.total_scratch),
.offset = 0,
};
vs.PerThreadScratchSpace = scratch_space(&vs_prog_data->base.base);
vs.DispatchGRFStartRegisterForURBData =
vs_prog_data->base.base.dispatch_grf_start_reg;
vs.DispatchGRFStartRegisterForURBData =
vs_prog_data->base.base.dispatch_grf_start_reg;
vs.VertexURBEntryReadLength = vs_prog_data->base.urb_read_length;
vs.VertexURBEntryReadOffset = 0;
vs.VertexURBEntryReadLength = vs_prog_data->base.urb_read_length;
vs.VertexURBEntryReadOffset = 0;
vs.MaximumNumberofThreads = devinfo->max_vs_threads - 1;
vs.StatisticsEnable = false;
vs.SIMD8DispatchEnable =
vs_prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8;
vs.VertexCacheDisable = false;
vs.FunctionEnable = true;
vs.MaximumNumberofThreads = devinfo->max_vs_threads - 1;
vs.StatisticsEnable = false;
vs.SIMD8DispatchEnable =
vs_prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8;
vs.VertexCacheDisable = false;
vs.FunctionEnable = true;
vs.VertexURBEntryOutputReadOffset = offset;
vs.VertexURBEntryOutputLength = length;
vs.VertexURBEntryOutputReadOffset = offset;
vs.VertexURBEntryOutputLength = length;
/* TODO */
vs.UserClipDistanceClipTestEnableBitmask = 0;
vs.UserClipDistanceCullTestEnableBitmask = 0;
}
/* TODO */
vs.UserClipDistanceClipTestEnableBitmask = 0;
vs.UserClipDistanceCullTestEnableBitmask = 0;
}
const int num_thread_bias = GEN_GEN == 8 ? 2 : 1;