anv/pipeline: Use get_scratch_space/address for compute shaders
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com> Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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@ -1446,14 +1446,10 @@ compute_pipeline_create(
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const uint32_t subslices = MAX2(physical_device->subslice_total, 1);
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const struct anv_shader_bin *cs_bin =
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pipeline->shaders[MESA_SHADER_COMPUTE];
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anv_batch_emit(&pipeline->batch, GENX(MEDIA_VFE_STATE), vfe) {
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vfe.ScratchSpaceBasePointer = (struct anv_address) {
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.bo = anv_scratch_pool_alloc(device, &device->scratch_pool,
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MESA_SHADER_COMPUTE,
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cs_prog_data->base.total_scratch),
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.offset = 0,
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};
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vfe.PerThreadScratchSpace = ffs(cs_prog_data->base.total_scratch / 2048);
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#if GEN_GEN > 7
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vfe.StackSize = 0;
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#else
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@ -1468,10 +1464,12 @@ compute_pipeline_create(
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#endif
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vfe.URBEntryAllocationSize = GEN_GEN <= 7 ? 0 : 2;
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vfe.CURBEAllocationSize = vfe_curbe_allocation;
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vfe.PerThreadScratchSpace = get_scratch_space(cs_bin);
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vfe.ScratchSpaceBasePointer =
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get_scratch_address(pipeline, MESA_SHADER_COMPUTE, cs_bin);
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}
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const struct anv_shader_bin *cs_bin =
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pipeline->shaders[MESA_SHADER_COMPUTE];
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struct GENX(INTERFACE_DESCRIPTOR_DATA) desc = {
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.KernelStartPointer = cs_bin->kernel.offset,
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