radeonsi: add support for gl_PrimitiveID in the fragment shader

It must be obtained from the VS.

The GS scenario A must be enabled for PrimID to be generated for the VS.

+ 4 piglits

Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
This commit is contained in:
Marek Olšák 2015-08-10 01:50:11 +02:00
parent 8e11be0ddb
commit e7a52a5cb8
4 changed files with 49 additions and 9 deletions

View File

@ -73,6 +73,7 @@ struct si_shader_context
int param_streamout_offset[4];
int param_vertex_id;
int param_rel_auto_id;
int param_vs_prim_id;
int param_instance_id;
int param_tes_u;
int param_tes_v;
@ -486,6 +487,9 @@ static LLVMValueRef get_primitive_id(struct lp_build_tgsi_context *bld_base,
return bld_base->uint_bld.zero;
switch (si_shader_ctx->type) {
case TGSI_PROCESSOR_VERTEX:
return LLVMGetParam(si_shader_ctx->radeon_bld.main_fn,
si_shader_ctx->param_vs_prim_id);
case TGSI_PROCESSOR_TESS_CTRL:
return LLVMGetParam(si_shader_ctx->radeon_bld.main_fn,
SI_PARAM_PATCH_ID);
@ -2027,7 +2031,7 @@ static void si_llvm_emit_vs_epilogue(struct lp_build_tgsi_context * bld_base)
struct si_shader_output_values *outputs = NULL;
int i,j;
outputs = MALLOC(info->num_outputs * sizeof(outputs[0]));
outputs = MALLOC((info->num_outputs + 1) * sizeof(outputs[0]));
for (i = 0; i < info->num_outputs; i++) {
outputs[i].name = info->output_semantic_name[i];
@ -2040,7 +2044,19 @@ static void si_llvm_emit_vs_epilogue(struct lp_build_tgsi_context * bld_base)
"");
}
si_llvm_export_vs(bld_base, outputs, info->num_outputs);
/* Export PrimitiveID when PS needs it. */
if (si_vs_exports_prim_id(si_shader_ctx->shader)) {
outputs[i].name = TGSI_SEMANTIC_PRIMID;
outputs[i].sid = 0;
outputs[i].values[0] = bitcast(bld_base, TGSI_TYPE_FLOAT,
get_primitive_id(bld_base, 0));
outputs[i].values[1] = bld_base->base.undef;
outputs[i].values[2] = bld_base->base.undef;
outputs[i].values[3] = bld_base->base.undef;
i++;
}
si_llvm_export_vs(bld_base, outputs, i);
FREE(outputs);
}
@ -3415,7 +3431,7 @@ static void create_function(struct si_shader_context *si_shader_ctx)
/* VGPRs */
params[si_shader_ctx->param_vertex_id = num_params++] = i32;
params[si_shader_ctx->param_rel_auto_id = num_params++] = i32;
params[num_params++] = i32; /* unused */
params[si_shader_ctx->param_vs_prim_id = num_params++] = i32;
params[si_shader_ctx->param_instance_id = num_params++] = i32;
break;

View File

@ -221,6 +221,7 @@ union si_shader_key {
uint64_t es_enabled_outputs;
unsigned as_es:1; /* export shader */
unsigned as_ls:1; /* local shader */
unsigned export_prim_id; /* when PS needs it and GS is disabled */
} vs;
struct {
unsigned prim_mode:3;
@ -231,6 +232,7 @@ union si_shader_key {
* This describes how outputs are laid out in memory. */
uint64_t es_enabled_outputs;
unsigned as_es:1; /* export shader */
unsigned export_prim_id; /* when PS needs it and GS is disabled */
} tes; /* tessellation evaluation shader */
};
@ -289,6 +291,16 @@ static inline struct si_shader* si_get_vs_state(struct si_context *sctx)
return sctx->vs_shader->current;
}
static inline bool si_vs_exports_prim_id(struct si_shader *shader)
{
if (shader->selector->type == PIPE_SHADER_VERTEX)
return shader->key.vs.export_prim_id;
else if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
return shader->key.tes.export_prim_id;
else
return false;
}
/* radeonsi_shader.c */
int si_shader_create(struct si_screen *sscreen, LLVMTargetMachineRef tm,
struct si_shader *shader);

View File

@ -3136,7 +3136,6 @@ static void si_init_config(struct si_context *sctx)
si_pm4_set_reg(pm4, R_028A58_VGT_ES_PER_GS, 0x40);
si_pm4_set_reg(pm4, R_028A5C_VGT_GS_PER_VS, 0x2);
si_pm4_set_reg(pm4, R_028A84_VGT_PRIMITIVEID_EN, 0x0);
si_pm4_set_reg(pm4, R_028A8C_VGT_PRIMITIVEID_RESET, 0x0);
si_pm4_set_reg(pm4, R_028AB8_VGT_VTX_CNT_EN, 0);
si_pm4_set_reg(pm4, R_028B28_VGT_STRMOUT_DRAW_OPAQUE_OFFSET, 0);

View File

@ -308,6 +308,7 @@ static void si_shader_vs(struct si_shader *shader)
uint64_t va;
unsigned window_space =
shader->selector->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION];
bool enable_prim_id = si_vs_exports_prim_id(shader);
pm4 = shader->pm4 = CALLOC_STRUCT(si_pm4_state);
@ -317,8 +318,12 @@ static void si_shader_vs(struct si_shader *shader)
/* If this is the GS copy shader, the GS state writes this register.
* Otherwise, the VS state writes it.
*/
if (!shader->is_gs_copy_shader)
si_pm4_set_reg(pm4, R_028A40_VGT_GS_MODE, 0);
if (!shader->is_gs_copy_shader) {
si_pm4_set_reg(pm4, R_028A40_VGT_GS_MODE,
S_028A40_MODE(enable_prim_id ? V_028A40_GS_SCENARIO_A : 0));
si_pm4_set_reg(pm4, R_028A84_VGT_PRIMITIVEID_EN, enable_prim_id);
} else
si_pm4_set_reg(pm4, R_028A84_VGT_PRIMITIVEID_EN, 0);
va = shader->bo->gpu_address;
si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_DATA);
@ -327,7 +332,7 @@ static void si_shader_vs(struct si_shader *shader)
vgpr_comp_cnt = 0; /* only VertexID is needed for GS-COPY. */
num_user_sgprs = SI_GSCOPY_NUM_USER_SGPR;
} else if (shader->selector->type == PIPE_SHADER_VERTEX) {
vgpr_comp_cnt = shader->uses_instanceid ? 3 : 0;
vgpr_comp_cnt = shader->uses_instanceid ? 3 : (enable_prim_id ? 2 : 0);
num_user_sgprs = SI_VS_NUM_USER_SGPR;
} else if (shader->selector->type == PIPE_SHADER_TESS_EVAL) {
vgpr_comp_cnt = 3; /* all components are needed for TES */
@ -534,6 +539,10 @@ static inline void si_shader_selector_key(struct pipe_context *ctx,
key->vs.as_es = 1;
key->vs.es_enabled_outputs = sctx->gs_shader->inputs_read;
}
if (!sctx->gs_shader && sctx->ps_shader &&
sctx->ps_shader->info.uses_primid)
key->vs.export_prim_id = 1;
break;
case PIPE_SHADER_TESS_CTRL:
key->tcs.prim_mode =
@ -543,7 +552,8 @@ static inline void si_shader_selector_key(struct pipe_context *ctx,
if (sctx->gs_shader) {
key->tes.as_es = 1;
key->tes.es_enabled_outputs = sctx->gs_shader->inputs_read;
}
} else if (sctx->ps_shader && sctx->ps_shader->info.uses_primid)
key->tes.export_prim_id = 1;
break;
case PIPE_SHADER_GEOMETRY:
break;
@ -977,7 +987,10 @@ bcolor:
}
}
if (j == vsinfo->num_outputs && !G_028644_PT_SPRITE_TEX(tmp)) {
if (name == TGSI_SEMANTIC_PRIMID)
/* PrimID is written after the last output. */
tmp |= S_028644_OFFSET(vs->vs_output_param_offset[vsinfo->num_outputs]);
else if (j == vsinfo->num_outputs && !G_028644_PT_SPRITE_TEX(tmp)) {
/* No corresponding output found, load defaults into input.
* Don't set any other bits.
* (FLAT_SHADE=1 completely changes behavior) */