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>
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@ -106,35 +106,31 @@ genX(graphics_pipeline_create)(
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gen7_emit_vs_workaround_flush(brw);
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#endif
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if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_VERTEX)) {
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS), vs);
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} else {
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const struct anv_shader_bin *vs_bin =
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pipeline->shaders[MESA_SHADER_VERTEX];
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assert(anv_pipeline_has_stage(pipeline, MESA_SHADER_VERTEX));
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const struct anv_shader_bin *vs_bin =
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pipeline->shaders[MESA_SHADER_VERTEX];
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS), vs) {
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vs.KernelStartPointer = vs_bin->kernel.offset;
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS), vs) {
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vs.KernelStartPointer = vs_bin->kernel.offset;
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vs.ScratchSpaceBasePointer = (struct anv_address) {
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.bo = anv_scratch_pool_alloc(device, &device->scratch_pool,
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MESA_SHADER_VERTEX,
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vs_prog_data->base.base.total_scratch),
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.offset = 0,
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};
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vs.PerThreadScratchSpace = scratch_space(&vs_prog_data->base.base);
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vs.ScratchSpaceBasePointer = (struct anv_address) {
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.bo = anv_scratch_pool_alloc(device, &device->scratch_pool,
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MESA_SHADER_VERTEX,
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vs_prog_data->base.base.total_scratch),
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.offset = 0,
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};
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vs.PerThreadScratchSpace = scratch_space(&vs_prog_data->base.base);
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vs.DispatchGRFStartRegisterForURBData =
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vs_prog_data->base.base.dispatch_grf_start_reg;
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vs.DispatchGRFStartRegisterForURBData =
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vs_prog_data->base.base.dispatch_grf_start_reg;
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vs.SamplerCount = get_sampler_count(vs_bin);
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vs.BindingTableEntryCount = get_binding_table_entry_count(vs_bin);
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vs.SamplerCount = get_sampler_count(vs_bin);
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vs.BindingTableEntryCount = get_binding_table_entry_count(vs_bin);
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vs.VertexURBEntryReadLength = vs_prog_data->base.urb_read_length;
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vs.VertexURBEntryReadOffset = 0;
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vs.MaximumNumberofThreads = devinfo->max_vs_threads - 1;
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vs.StatisticsEnable = true;
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vs.FunctionEnable = true;
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}
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vs.VertexURBEntryReadLength = vs_prog_data->base.urb_read_length;
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vs.VertexURBEntryReadOffset = 0;
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vs.MaximumNumberofThreads = devinfo->max_vs_threads - 1;
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vs.StatisticsEnable = true;
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vs.FunctionEnable = true;
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}
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const struct brw_gs_prog_data *gs_prog_data = get_gs_prog_data(pipeline);
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@ -177,60 +177,50 @@ genX(graphics_pipeline_create)(
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offset = 1;
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length = (vs_prog_data->base.vue_map.num_slots + 1) / 2 - offset;
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if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_VERTEX)) {
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS), vs) {
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vs.FunctionEnable = false;
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/* Even if VS is disabled, SBE still gets the amount of
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* vertex data to read from this field. */
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vs.VertexURBEntryOutputReadOffset = offset;
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vs.VertexURBEntryOutputLength = length;
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}
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} else {
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const struct anv_shader_bin *vs_bin =
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pipeline->shaders[MESA_SHADER_VERTEX];
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assert(anv_pipeline_has_stage(pipeline, MESA_SHADER_VERTEX));
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const struct anv_shader_bin *vs_bin =
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pipeline->shaders[MESA_SHADER_VERTEX];
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS), vs) {
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vs.KernelStartPointer = vs_bin->kernel.offset;
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vs.SingleVertexDispatch = false;
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vs.VectorMaskEnable = false;
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS), vs) {
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vs.KernelStartPointer = vs_bin->kernel.offset;
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vs.SingleVertexDispatch = false;
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vs.VectorMaskEnable = false;
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vs.SamplerCount = get_sampler_count(vs_bin);
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vs.BindingTableEntryCount = get_binding_table_entry_count(vs_bin);
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vs.SamplerCount = get_sampler_count(vs_bin);
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vs.BindingTableEntryCount = get_binding_table_entry_count(vs_bin);
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vs.ThreadDispatchPriority = false;
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vs.FloatingPointMode = IEEE754;
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vs.IllegalOpcodeExceptionEnable = false;
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vs.AccessesUAV = false;
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vs.SoftwareExceptionEnable = false;
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vs.ThreadDispatchPriority = false;
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vs.FloatingPointMode = IEEE754;
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vs.IllegalOpcodeExceptionEnable = false;
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vs.AccessesUAV = false;
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vs.SoftwareExceptionEnable = false;
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vs.ScratchSpaceBasePointer = (struct anv_address) {
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.bo = anv_scratch_pool_alloc(device, &device->scratch_pool,
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MESA_SHADER_VERTEX,
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vs_prog_data->base.base.total_scratch),
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.offset = 0,
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};
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vs.PerThreadScratchSpace = scratch_space(&vs_prog_data->base.base);
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vs.ScratchSpaceBasePointer = (struct anv_address) {
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.bo = anv_scratch_pool_alloc(device, &device->scratch_pool,
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MESA_SHADER_VERTEX,
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vs_prog_data->base.base.total_scratch),
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.offset = 0,
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};
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vs.PerThreadScratchSpace = scratch_space(&vs_prog_data->base.base);
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vs.DispatchGRFStartRegisterForURBData =
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vs_prog_data->base.base.dispatch_grf_start_reg;
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vs.DispatchGRFStartRegisterForURBData =
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vs_prog_data->base.base.dispatch_grf_start_reg;
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vs.VertexURBEntryReadLength = vs_prog_data->base.urb_read_length;
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vs.VertexURBEntryReadOffset = 0;
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vs.VertexURBEntryReadLength = vs_prog_data->base.urb_read_length;
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vs.VertexURBEntryReadOffset = 0;
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vs.MaximumNumberofThreads = devinfo->max_vs_threads - 1;
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vs.StatisticsEnable = false;
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vs.SIMD8DispatchEnable =
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vs_prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8;
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vs.VertexCacheDisable = false;
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vs.FunctionEnable = true;
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vs.MaximumNumberofThreads = devinfo->max_vs_threads - 1;
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vs.StatisticsEnable = false;
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vs.SIMD8DispatchEnable =
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vs_prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8;
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vs.VertexCacheDisable = false;
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vs.FunctionEnable = true;
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vs.VertexURBEntryOutputReadOffset = offset;
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vs.VertexURBEntryOutputLength = length;
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vs.VertexURBEntryOutputReadOffset = offset;
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vs.VertexURBEntryOutputLength = length;
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/* TODO */
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vs.UserClipDistanceClipTestEnableBitmask = 0;
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vs.UserClipDistanceCullTestEnableBitmask = 0;
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}
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/* TODO */
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vs.UserClipDistanceClipTestEnableBitmask = 0;
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vs.UserClipDistanceCullTestEnableBitmask = 0;
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}
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const int num_thread_bias = GEN_GEN == 8 ? 2 : 1;
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