radeonsi: use new VS blit shaders (VS inputs in SGPRs)

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Marek Olšák 2017-10-05 20:28:29 +02:00
parent 6a8401a94e
commit 69ccb9dae7
5 changed files with 51 additions and 57 deletions

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@ -95,6 +95,12 @@ static void si_blitter_end(struct pipe_context *ctx)
struct si_context *sctx = (struct si_context *)ctx;
sctx->b.render_cond_force_off = false;
/* Restore shader pointers because the VS blit shader changed all
* non-global VS user SGPRs. */
sctx->shader_pointers_dirty |= SI_VS_SHADER_POINTER_MASK;
sctx->vertex_buffer_pointer_dirty = true;
si_mark_atom_dirty(sctx, &sctx->shader_pointers.atom);
}
static unsigned u_max_sample(struct pipe_resource *r)

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@ -402,6 +402,8 @@ struct si_context {
struct r600_resource *border_color_buffer;
union pipe_color_union *border_color_map; /* in VRAM (slow access), little endian */
unsigned border_color_count;
unsigned num_vs_blit_sgprs;
uint32_t vs_blit_sh_data[SI_VS_BLIT_SGPRS_POS_TEXCOORD];
/* Vertex and index buffers. */
bool vertex_buffers_dirty;

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@ -247,6 +247,11 @@ enum {
#define SI_NUM_DESCS (SI_DESCS_FIRST_SHADER + \
SI_NUM_SHADERS * SI_NUM_SHADER_DESCS)
#define SI_VS_SHADER_POINTER_MASK \
u_bit_consecutive(SI_DESCS_FIRST_SHADER + \
PIPE_SHADER_VERTEX * SI_NUM_SHADER_DESCS, \
SI_NUM_SHADER_DESCS)
/* This represents descriptors in memory, such as buffer resources,
* image resources, and sampler states.
*/

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@ -563,6 +563,12 @@ static void si_emit_vs_state(struct si_context *sctx,
sctx->current_vs_state &= C_VS_STATE_INDEXED;
sctx->current_vs_state |= S_VS_STATE_INDEXED(!!info->index_size);
if (sctx->num_vs_blit_sgprs) {
/* Re-emit the state after we leave u_blitter. */
sctx->last_vs_state = ~0;
return;
}
if (sctx->current_vs_state != sctx->last_vs_state) {
struct radeon_winsys_cs *cs = sctx->b.gfx.cs;
@ -795,11 +801,20 @@ static void si_emit_draw_packets(struct si_context *sctx,
/* Base vertex and start instance. */
base_vertex = index_size ? info->index_bias : info->start;
if (base_vertex != sctx->last_base_vertex ||
sctx->last_base_vertex == SI_BASE_VERTEX_UNKNOWN ||
info->start_instance != sctx->last_start_instance ||
info->drawid != sctx->last_drawid ||
sh_base_reg != sctx->last_sh_base_reg) {
if (sctx->num_vs_blit_sgprs) {
/* Re-emit draw constants after we leave u_blitter. */
si_invalidate_draw_sh_constants(sctx);
/* Blit VS doesn't use BASE_VERTEX, START_INSTANCE, and DRAWID. */
radeon_set_sh_reg_seq(cs, sh_base_reg + SI_SGPR_VS_BLIT_DATA * 4,
sctx->num_vs_blit_sgprs);
radeon_emit_array(cs, sctx->vs_blit_sh_data,
sctx->num_vs_blit_sgprs);
} else if (base_vertex != sctx->last_base_vertex ||
sctx->last_base_vertex == SI_BASE_VERTEX_UNKNOWN ||
info->start_instance != sctx->last_start_instance ||
info->drawid != sctx->last_drawid ||
sh_base_reg != sctx->last_sh_base_reg) {
radeon_set_sh_reg_seq(cs, sh_base_reg + SI_SGPR_BASE_VERTEX * 4, 3);
radeon_emit(cs, base_vertex);
radeon_emit(cs, info->start_instance);
@ -1501,9 +1516,6 @@ void si_draw_rectangle(struct blitter_context *blitter,
struct pipe_context *pipe = util_blitter_get_pipe(blitter);
struct si_context *sctx = (struct si_context*)pipe;
struct pipe_viewport_state viewport;
struct pipe_resource *buf = NULL;
unsigned offset = 0;
float *vb;
/* setup viewport */
viewport.scale[0] = 1.0f;
@ -1514,70 +1526,38 @@ void si_draw_rectangle(struct blitter_context *blitter,
viewport.translate[2] = 0.0f;
pipe->set_viewport_states(pipe, 0, 1, &viewport);
/* Upload vertices. The hw rectangle has only 3 vertices,
* The 4th one is derived from the first 3.
* The vertex specification should match u_blitter's vertex element state. */
u_upload_alloc(pipe->stream_uploader, 0, sizeof(float) * 24,
sctx->screen->b.info.tcc_cache_line_size,
&offset, &buf, (void**)&vb);
if (!buf)
return;
vb[0] = x1;
vb[1] = y1;
vb[2] = depth;
vb[3] = 1;
vb[8] = x1;
vb[9] = y2;
vb[10] = depth;
vb[11] = 1;
vb[16] = x2;
vb[17] = y1;
vb[18] = depth;
vb[19] = 1;
/* Pack position coordinates as signed int16. */
sctx->vs_blit_sh_data[0] = (uint32_t)(x1 & 0xffff) |
((uint32_t)(y1 & 0xffff) << 16);
sctx->vs_blit_sh_data[1] = (uint32_t)(x2 & 0xffff) |
((uint32_t)(y2 & 0xffff) << 16);
sctx->vs_blit_sh_data[2] = fui(depth);
switch (type) {
case UTIL_BLITTER_ATTRIB_COLOR:
memcpy(vb+4, attrib->color, sizeof(float)*4);
memcpy(vb+12, attrib->color, sizeof(float)*4);
memcpy(vb+20, attrib->color, sizeof(float)*4);
memcpy(&sctx->vs_blit_sh_data[3], attrib->color,
sizeof(float)*4);
break;
case UTIL_BLITTER_ATTRIB_TEXCOORD_XYZW:
case UTIL_BLITTER_ATTRIB_TEXCOORD_XY:
vb[6] = vb[14] = vb[22] = attrib->texcoord.z;
vb[7] = vb[15] = vb[23] = attrib->texcoord.w;
/* fall through */
vb[4] = attrib->texcoord.x1;
vb[5] = attrib->texcoord.y1;
vb[12] = attrib->texcoord.x1;
vb[13] = attrib->texcoord.y2;
vb[20] = attrib->texcoord.x2;
vb[21] = attrib->texcoord.y1;
case UTIL_BLITTER_ATTRIB_TEXCOORD_XYZW:
memcpy(&sctx->vs_blit_sh_data[3], &attrib->texcoord,
sizeof(attrib->texcoord));
break;
default:; /* Nothing to do. */
case UTIL_BLITTER_ATTRIB_NONE:;
}
/* draw */
struct pipe_vertex_buffer vbuffer = {};
vbuffer.buffer.resource = buf;
vbuffer.stride = 2 * 4 * sizeof(float); /* vertex size */
vbuffer.buffer_offset = offset;
pipe->set_vertex_buffers(pipe, blitter->vb_slot, 1, &vbuffer);
pipe->bind_vs_state(pipe, get_vs(blitter));
if (sctx->vertex_elements != vertex_elements_cso)
pipe->bind_vertex_elements_state(pipe, vertex_elements_cso);
pipe->bind_vs_state(pipe, si_get_blit_vs(sctx, type, num_instances));
struct pipe_draw_info info = {};
info.mode = R600_PRIM_RECTANGLE_LIST;
info.count = 3;
info.instance_count = num_instances;
/* Don't set per-stage shader pointers for VS. */
sctx->shader_pointers_dirty &= ~SI_VS_SHADER_POINTER_MASK;
sctx->vertex_buffer_pointer_dirty = false;
si_draw_vbo(pipe, &info);
pipe_resource_reference(&buf, NULL);
}
void si_trace_emit(struct si_context *sctx)

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@ -2306,6 +2306,7 @@ static void si_bind_vs_shader(struct pipe_context *ctx, void *state)
sctx->vs_shader.cso = sel;
sctx->vs_shader.current = sel ? sel->first_variant : NULL;
sctx->num_vs_blit_sgprs = sel ? sel->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS] : 0;
si_update_common_shader_state(sctx);
si_update_vs_writes_viewport_index(sctx);