lavapipe: split out shader struct members into their own struct

kinda gross but simplifies some code

Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21778>
This commit is contained in:
Mike Blumenkrantz 2023-03-06 14:40:58 -05:00 committed by Marge Bot
parent 2af3476639
commit 6e5fe71599
4 changed files with 142 additions and 136 deletions

View File

@ -279,21 +279,21 @@ update_inline_shader_state(struct rendering_state *state, enum pipe_shader_type
uint32_t inline_uniforms[MAX_INLINABLE_UNIFORMS];
unsigned stage = tgsi_processor_to_shader_stage(sh);
state->inlines_dirty[sh] = false;
if (!state->pipeline[is_compute]->inlines[stage].can_inline)
if (!state->pipeline[is_compute]->shaders[stage].inlines.can_inline)
return;
struct lvp_pipeline *pipeline = state->pipeline[is_compute];
/* these buffers have already been flushed in llvmpipe, so they're safe to read */
nir_shader *base_nir = pipeline->pipeline_nir[stage]->nir;
nir_shader *base_nir = pipeline->shaders[stage].pipeline_nir->nir;
if (stage == PIPE_SHADER_TESS_EVAL && state->tess_ccw)
base_nir = pipeline->tess_ccw->nir;
nir_shader *nir = nir_shader_clone(pipeline->pipeline_nir[stage]->nir, base_nir);
base_nir = pipeline->shaders[stage].tess_ccw->nir;
nir_shader *nir = nir_shader_clone(pipeline->shaders[stage].pipeline_nir->nir, base_nir);
nir_function_impl *impl = nir_shader_get_entrypoint(nir);
unsigned ssa_alloc = impl->ssa_alloc;
unsigned count = pipeline->inlines[stage].count[0];
unsigned count = pipeline->shaders[stage].inlines.count[0];
if (count && pcbuf_dirty) {
unsigned push_size = get_pcbuf_size(state, sh);
for (unsigned i = 0; i < count; i++) {
unsigned offset = pipeline->inlines[stage].uniform_offsets[0][i];
unsigned offset = pipeline->shaders[stage].inlines.uniform_offsets[0][i];
if (offset < push_size) {
memcpy(&inline_uniforms[i], &state->push_constants[offset], sizeof(uint32_t));
} else {
@ -312,8 +312,8 @@ update_inline_shader_state(struct rendering_state *state, enum pipe_shader_type
}
if (constbuf_dirty) {
struct pipe_box box = {0};
u_foreach_bit(slot, pipeline->inlines[stage].can_inline) {
unsigned count = pipeline->inlines[stage].count[slot];
u_foreach_bit(slot, pipeline->shaders[stage].inlines.can_inline) {
unsigned count = pipeline->shaders[stage].inlines.count[slot];
struct pipe_constant_buffer *cbuf = &state->const_buffer[sh][slot - 1];
struct pipe_resource *pres = cbuf->buffer;
box.x = cbuf->buffer_offset;
@ -321,7 +321,7 @@ update_inline_shader_state(struct rendering_state *state, enum pipe_shader_type
struct pipe_transfer *xfer;
uint8_t *map = state->pctx->buffer_map(state->pctx, pres, 0, PIPE_MAP_READ, &box, &xfer);
for (unsigned i = 0; i < count; i++) {
unsigned offset = pipeline->inlines[stage].uniform_offsets[slot][i];
unsigned offset = pipeline->shaders[stage].inlines.uniform_offsets[slot][i];
memcpy(&inline_uniforms[i], map + offset, sizeof(uint32_t));
}
state->pctx->buffer_unmap(state->pctx, xfer);
@ -332,12 +332,12 @@ update_inline_shader_state(struct rendering_state *state, enum pipe_shader_type
impl = nir_shader_get_entrypoint(nir);
void *shader_state;
if (ssa_alloc - impl->ssa_alloc < ssa_alloc / 2 &&
!pipeline->inlines[stage].must_inline) {
!pipeline->shaders[stage].inlines.must_inline) {
/* not enough change; don't inline further */
pipeline->inlines[stage].can_inline = 0;
pipeline->shaders[stage].inlines.can_inline = 0;
ralloc_free(nir);
pipeline->shader_cso[sh] = lvp_pipeline_compile(pipeline, nir_shader_clone(NULL, pipeline->pipeline_nir[stage]->nir));
shader_state = pipeline->shader_cso[sh];
pipeline->shaders[sh].shader_cso = lvp_pipeline_compile(pipeline, nir_shader_clone(NULL, pipeline->shaders[stage].pipeline_nir->nir));
shader_state = pipeline->shaders[sh].shader_cso;
} else {
shader_state = lvp_pipeline_compile(pipeline, nir);
}
@ -567,18 +567,18 @@ static void handle_compute_pipeline(struct vk_cmd_queue_entry *cmd,
state->pcbuf_dirty[PIPE_SHADER_COMPUTE] = false;
state->iv_dirty[MESA_SHADER_COMPUTE] |= state->num_shader_images[MESA_SHADER_COMPUTE] &&
(state->access[MESA_SHADER_COMPUTE].images_read != pipeline->access[MESA_SHADER_COMPUTE].images_read ||
state->access[MESA_SHADER_COMPUTE].images_written != pipeline->access[MESA_SHADER_COMPUTE].images_written);
(state->access[MESA_SHADER_COMPUTE].images_read != pipeline->shaders[MESA_SHADER_COMPUTE].access.images_read ||
state->access[MESA_SHADER_COMPUTE].images_written != pipeline->shaders[MESA_SHADER_COMPUTE].access.images_written);
state->sb_dirty[MESA_SHADER_COMPUTE] |= state->num_shader_buffers[MESA_SHADER_COMPUTE] &&
state->access[MESA_SHADER_COMPUTE].buffers_written != pipeline->access[MESA_SHADER_COMPUTE].buffers_written;
memcpy(&state->access[MESA_SHADER_COMPUTE], &pipeline->access[MESA_SHADER_COMPUTE], sizeof(struct lvp_access_info));
state->access[MESA_SHADER_COMPUTE].buffers_written != pipeline->shaders[MESA_SHADER_COMPUTE].access.buffers_written;
memcpy(&state->access[MESA_SHADER_COMPUTE], &pipeline->shaders[MESA_SHADER_COMPUTE].access, sizeof(struct lvp_access_info));
state->dispatch_info.block[0] = pipeline->pipeline_nir[MESA_SHADER_COMPUTE]->nir->info.workgroup_size[0];
state->dispatch_info.block[1] = pipeline->pipeline_nir[MESA_SHADER_COMPUTE]->nir->info.workgroup_size[1];
state->dispatch_info.block[2] = pipeline->pipeline_nir[MESA_SHADER_COMPUTE]->nir->info.workgroup_size[2];
state->inlines_dirty[PIPE_SHADER_COMPUTE] = pipeline->inlines[MESA_SHADER_COMPUTE].can_inline;
if (!pipeline->inlines[MESA_SHADER_COMPUTE].can_inline)
state->pctx->bind_compute_state(state->pctx, pipeline->shader_cso[PIPE_SHADER_COMPUTE]);
state->dispatch_info.block[0] = pipeline->shaders[MESA_SHADER_COMPUTE].pipeline_nir->nir->info.workgroup_size[0];
state->dispatch_info.block[1] = pipeline->shaders[MESA_SHADER_COMPUTE].pipeline_nir->nir->info.workgroup_size[1];
state->dispatch_info.block[2] = pipeline->shaders[MESA_SHADER_COMPUTE].pipeline_nir->nir->info.workgroup_size[2];
state->inlines_dirty[PIPE_SHADER_COMPUTE] = pipeline->shaders[MESA_SHADER_COMPUTE].inlines.can_inline;
if (!pipeline->shaders[MESA_SHADER_COMPUTE].inlines.can_inline)
state->pctx->bind_compute_state(state->pctx, pipeline->shaders[PIPE_SHADER_COMPUTE].shader_cso);
}
static void
@ -645,11 +645,12 @@ static void handle_graphics_pipeline(struct vk_cmd_queue_entry *cmd,
for (enum pipe_shader_type sh = PIPE_SHADER_VERTEX; sh < PIPE_SHADER_COMPUTE; sh++) {
state->iv_dirty[sh] |= state->num_shader_images[sh] &&
(state->access[sh].images_read != pipeline->access[sh].images_read ||
state->access[sh].images_written != pipeline->access[sh].images_written);
state->sb_dirty[sh] |= state->num_shader_buffers[sh] && state->access[sh].buffers_written != pipeline->access[sh].buffers_written;
(state->access[sh].images_read != pipeline->shaders[sh].access.images_read ||
state->access[sh].images_written != pipeline->shaders[sh].access.images_written);
state->sb_dirty[sh] |= state->num_shader_buffers[sh] && state->access[sh].buffers_written != pipeline->shaders[sh].access.buffers_written;
}
memcpy(state->access, pipeline->access, sizeof(struct lvp_access_info) * 5); //4 vertex stages + fragment
for (unsigned i = 0; i < ARRAY_SIZE(state->access); i++)
memcpy(&state->access[i], &pipeline->shaders[i].access, sizeof(struct lvp_access_info));
for (enum pipe_shader_type sh = PIPE_SHADER_VERTEX; sh < PIPE_SHADER_COMPUTE; sh++)
state->has_pcbuf[sh] = false;
@ -682,39 +683,39 @@ static void handle_graphics_pipeline(struct vk_cmd_queue_entry *cmd,
VkShaderStageFlagBits vk_stage = (1 << b);
switch (vk_stage) {
case VK_SHADER_STAGE_FRAGMENT_BIT:
state->inlines_dirty[PIPE_SHADER_FRAGMENT] = pipeline->inlines[MESA_SHADER_FRAGMENT].can_inline;
if (!pipeline->inlines[MESA_SHADER_FRAGMENT].can_inline)
state->pctx->bind_fs_state(state->pctx, pipeline->shader_cso[PIPE_SHADER_FRAGMENT]);
state->inlines_dirty[PIPE_SHADER_FRAGMENT] = pipeline->shaders[MESA_SHADER_FRAGMENT].inlines.can_inline;
if (!pipeline->shaders[MESA_SHADER_FRAGMENT].inlines.can_inline)
state->pctx->bind_fs_state(state->pctx, pipeline->shaders[PIPE_SHADER_FRAGMENT].shader_cso);
has_stage[PIPE_SHADER_FRAGMENT] = true;
break;
case VK_SHADER_STAGE_VERTEX_BIT:
state->inlines_dirty[PIPE_SHADER_VERTEX] = pipeline->inlines[MESA_SHADER_VERTEX].can_inline;
if (!pipeline->inlines[MESA_SHADER_VERTEX].can_inline)
state->pctx->bind_vs_state(state->pctx, pipeline->shader_cso[PIPE_SHADER_VERTEX]);
state->inlines_dirty[PIPE_SHADER_VERTEX] = pipeline->shaders[MESA_SHADER_VERTEX].inlines.can_inline;
if (!pipeline->shaders[MESA_SHADER_VERTEX].inlines.can_inline)
state->pctx->bind_vs_state(state->pctx, pipeline->shaders[PIPE_SHADER_VERTEX].shader_cso);
has_stage[PIPE_SHADER_VERTEX] = true;
break;
case VK_SHADER_STAGE_GEOMETRY_BIT:
state->inlines_dirty[PIPE_SHADER_GEOMETRY] = pipeline->inlines[MESA_SHADER_GEOMETRY].can_inline;
if (!pipeline->inlines[MESA_SHADER_GEOMETRY].can_inline)
state->pctx->bind_gs_state(state->pctx, pipeline->shader_cso[PIPE_SHADER_GEOMETRY]);
state->inlines_dirty[PIPE_SHADER_GEOMETRY] = pipeline->shaders[MESA_SHADER_GEOMETRY].inlines.can_inline;
if (!pipeline->shaders[MESA_SHADER_GEOMETRY].inlines.can_inline)
state->pctx->bind_gs_state(state->pctx, pipeline->shaders[PIPE_SHADER_GEOMETRY].shader_cso);
state->gs_output_lines = pipeline->gs_output_lines ? GS_OUTPUT_LINES : GS_OUTPUT_NOT_LINES;
has_stage[PIPE_SHADER_GEOMETRY] = true;
break;
case VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT:
state->inlines_dirty[PIPE_SHADER_TESS_CTRL] = pipeline->inlines[MESA_SHADER_TESS_CTRL].can_inline;
if (!pipeline->inlines[MESA_SHADER_TESS_CTRL].can_inline)
state->pctx->bind_tcs_state(state->pctx, pipeline->shader_cso[PIPE_SHADER_TESS_CTRL]);
state->inlines_dirty[PIPE_SHADER_TESS_CTRL] = pipeline->shaders[MESA_SHADER_TESS_CTRL].inlines.can_inline;
if (!pipeline->shaders[MESA_SHADER_TESS_CTRL].inlines.can_inline)
state->pctx->bind_tcs_state(state->pctx, pipeline->shaders[PIPE_SHADER_TESS_CTRL].shader_cso);
has_stage[PIPE_SHADER_TESS_CTRL] = true;
break;
case VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT:
state->inlines_dirty[PIPE_SHADER_TESS_EVAL] = pipeline->inlines[MESA_SHADER_TESS_EVAL].can_inline;
if (!pipeline->inlines[MESA_SHADER_TESS_EVAL].can_inline) {
state->inlines_dirty[PIPE_SHADER_TESS_EVAL] = pipeline->shaders[MESA_SHADER_TESS_EVAL].inlines.can_inline;
if (!pipeline->shaders[MESA_SHADER_TESS_EVAL].inlines.can_inline) {
if (BITSET_TEST(ps->dynamic, MESA_VK_DYNAMIC_TS_DOMAIN_ORIGIN)) {
state->tess_states[0] = pipeline->shader_cso[PIPE_SHADER_TESS_EVAL];
state->tess_states[1] = pipeline->tess_ccw_cso;
state->tess_states[0] = pipeline->shaders[PIPE_SHADER_TESS_EVAL].shader_cso;
state->tess_states[1] = pipeline->shaders[MESA_SHADER_TESS_EVAL].tess_ccw_cso;
state->pctx->bind_tes_state(state->pctx, state->tess_states[state->tess_ccw]);
} else {
state->pctx->bind_tes_state(state->pctx, pipeline->shader_cso[PIPE_SHADER_TESS_EVAL]);
state->pctx->bind_tes_state(state->pctx, pipeline->shaders[PIPE_SHADER_TESS_EVAL].shader_cso);
}
}
if (!BITSET_TEST(ps->dynamic, MESA_VK_DYNAMIC_TS_DOMAIN_ORIGIN))
@ -730,7 +731,7 @@ static void handle_graphics_pipeline(struct vk_cmd_queue_entry *cmd,
/* there should always be a dummy fs. */
if (!has_stage[PIPE_SHADER_FRAGMENT])
state->pctx->bind_fs_state(state->pctx, pipeline->shader_cso[PIPE_SHADER_FRAGMENT]);
state->pctx->bind_fs_state(state->pctx, pipeline->shaders[PIPE_SHADER_FRAGMENT].shader_cso);
if (state->pctx->bind_gs_state && !has_stage[PIPE_SHADER_GEOMETRY])
state->pctx->bind_gs_state(state->pctx, NULL);
if (state->pctx->bind_tcs_state && !has_stage[PIPE_SHADER_TESS_CTRL])

View File

@ -138,7 +138,7 @@ lvp_find_inlinable_uniforms(struct lvp_pipeline *pipeline, nir_shader *shader)
nir_metadata_require(function->impl, nir_metadata_loop_analysis, nir_var_all);
foreach_list_typed(nir_cf_node, node, node, &function->impl->body)
process_node(node, NULL, (uint32_t*)pipeline->inlines[shader->info.stage].uniform_offsets, pipeline->inlines[shader->info.stage].count, stores);
process_node(node, NULL, (uint32_t*)pipeline->shaders[shader->info.stage].inlines.uniform_offsets, pipeline->shaders[shader->info.stage].inlines.count, stores);
}
}
const unsigned threshold = 5;
@ -152,21 +152,21 @@ lvp_find_inlinable_uniforms(struct lvp_pipeline *pipeline, nir_shader *shader)
}
if (counter >= threshold) {
uint8_t new_num[PIPE_MAX_CONSTANT_BUFFERS];
memcpy(new_num, pipeline->inlines[shader->info.stage].count, sizeof(new_num));
memcpy(new_num, pipeline->shaders[shader->info.stage].inlines.count, sizeof(new_num));
uint32_t *uni_offsets =
(uint32_t *) pipeline->inlines[shader->info.stage].uniform_offsets;
(uint32_t *) pipeline->shaders[shader->info.stage].inlines.uniform_offsets;
if (nir_collect_src_uniforms(src, 0, uni_offsets, new_num,
PIPE_MAX_CONSTANT_BUFFERS, UINT_MAX)) {
ret = true;
memcpy(pipeline->inlines[shader->info.stage].count, new_num, sizeof(new_num));
memcpy(pipeline->shaders[shader->info.stage].inlines.count, new_num, sizeof(new_num));
}
}
}
for (unsigned i = 0; i < PIPE_MAX_CONSTANT_BUFFERS; i++) {
if (pipeline->inlines[shader->info.stage].count[i]) {
pipeline->inlines[shader->info.stage].can_inline |= BITFIELD_BIT(i);
if (pipeline->shaders[shader->info.stage].inlines.count[i]) {
pipeline->shaders[shader->info.stage].inlines.can_inline |= BITFIELD_BIT(i);
break;
}
}
@ -176,7 +176,7 @@ lvp_find_inlinable_uniforms(struct lvp_pipeline *pipeline, nir_shader *shader)
void
lvp_inline_uniforms(nir_shader *shader, const struct lvp_pipeline *pipeline, const uint32_t *uniform_values, uint32_t ubo)
{
if (!pipeline->inlines[shader->info.stage].can_inline)
if (!pipeline->shaders[shader->info.stage].inlines.can_inline)
return;
nir_foreach_function(function, shader) {
@ -199,8 +199,8 @@ lvp_inline_uniforms(nir_shader *shader, const struct lvp_pipeline *pipeline, con
intr->dest.ssa.bit_size == 32) {
int num_components = intr->dest.ssa.num_components;
uint32_t offset = nir_src_as_uint(intr->src[1]);
const unsigned num_uniforms = pipeline->inlines[shader->info.stage].count[ubo];
const unsigned *uniform_dw_offsets = pipeline->inlines[shader->info.stage].uniform_offsets[ubo];
const unsigned num_uniforms = pipeline->shaders[shader->info.stage].inlines.count[ubo];
const unsigned *uniform_dw_offsets = pipeline->shaders[shader->info.stage].inlines.uniform_offsets[ubo];
if (num_components == 1) {
/* Just replace the uniform load to constant load. */

View File

@ -42,22 +42,23 @@
void
lvp_pipeline_destroy(struct lvp_device *device, struct lvp_pipeline *pipeline)
{
if (pipeline->shader_cso[PIPE_SHADER_VERTEX])
device->queue.ctx->delete_vs_state(device->queue.ctx, pipeline->shader_cso[PIPE_SHADER_VERTEX]);
if (pipeline->shader_cso[PIPE_SHADER_FRAGMENT] && !pipeline->noop_fs)
device->queue.ctx->delete_fs_state(device->queue.ctx, pipeline->shader_cso[PIPE_SHADER_FRAGMENT]);
if (pipeline->shader_cso[PIPE_SHADER_GEOMETRY])
device->queue.ctx->delete_gs_state(device->queue.ctx, pipeline->shader_cso[PIPE_SHADER_GEOMETRY]);
if (pipeline->shader_cso[PIPE_SHADER_TESS_CTRL])
device->queue.ctx->delete_tcs_state(device->queue.ctx, pipeline->shader_cso[PIPE_SHADER_TESS_CTRL]);
if (pipeline->shader_cso[PIPE_SHADER_TESS_EVAL])
device->queue.ctx->delete_tes_state(device->queue.ctx, pipeline->shader_cso[PIPE_SHADER_TESS_EVAL]);
if (pipeline->shader_cso[PIPE_SHADER_COMPUTE])
device->queue.ctx->delete_compute_state(device->queue.ctx, pipeline->shader_cso[PIPE_SHADER_COMPUTE]);
if (pipeline->shaders[PIPE_SHADER_VERTEX].shader_cso)
device->queue.ctx->delete_vs_state(device->queue.ctx, pipeline->shaders[PIPE_SHADER_VERTEX].shader_cso);
if (pipeline->shaders[PIPE_SHADER_FRAGMENT].shader_cso && !pipeline->noop_fs)
device->queue.ctx->delete_fs_state(device->queue.ctx, pipeline->shaders[PIPE_SHADER_FRAGMENT].shader_cso);
if (pipeline->shaders[PIPE_SHADER_GEOMETRY].shader_cso)
device->queue.ctx->delete_gs_state(device->queue.ctx, pipeline->shaders[PIPE_SHADER_GEOMETRY].shader_cso);
if (pipeline->shaders[PIPE_SHADER_TESS_CTRL].shader_cso)
device->queue.ctx->delete_tcs_state(device->queue.ctx, pipeline->shaders[PIPE_SHADER_TESS_CTRL].shader_cso);
if (pipeline->shaders[PIPE_SHADER_TESS_EVAL].shader_cso)
device->queue.ctx->delete_tes_state(device->queue.ctx, pipeline->shaders[PIPE_SHADER_TESS_EVAL].shader_cso);
if (pipeline->shaders[PIPE_SHADER_COMPUTE].shader_cso)
device->queue.ctx->delete_compute_state(device->queue.ctx, pipeline->shaders[PIPE_SHADER_COMPUTE].shader_cso);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++)
lvp_pipeline_nir_ref(&pipeline->pipeline_nir[i], NULL);
lvp_pipeline_nir_ref(&pipeline->tess_ccw, NULL);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
lvp_pipeline_nir_ref(&pipeline->shaders[i].pipeline_nir, NULL);
lvp_pipeline_nir_ref(&pipeline->shaders[i].tess_ccw, NULL);
}
if (pipeline->layout)
vk_pipeline_layout_unref(&device->vk, &pipeline->layout->vk);
@ -118,9 +119,9 @@ set_image_access(struct lvp_pipeline *pipeline, nir_shader *nir,
uint64_t mask = BITFIELD64_MASK(MAX2(size, 1)) << value;
if (reads)
pipeline->access[nir->info.stage].images_read |= mask;
pipeline->shaders[nir->info.stage].access.images_read |= mask;
if (writes)
pipeline->access[nir->info.stage].images_written |= mask;
pipeline->shaders[nir->info.stage].access.images_written |= mask;
}
static void
@ -151,7 +152,7 @@ set_buffer_access(struct lvp_pipeline *pipeline, nir_shader *nir,
/* Structs have been lowered already, so get_aoa_size is sufficient. */
const unsigned size = glsl_type_is_array(var->type) ? glsl_get_aoa_size(var->type) : 1;
uint64_t mask = BITFIELD64_MASK(MAX2(size, 1)) << value;
pipeline->access[nir->info.stage].buffers_written |= mask;
pipeline->shaders[nir->info.stage].access.buffers_written |= mask;
}
static void
@ -514,10 +515,10 @@ lvp_shader_compile_to_ir(struct lvp_pipeline *pipeline,
nir_function_impl *impl = nir_shader_get_entrypoint(nir);
if (impl->ssa_alloc > 100) //skip for small shaders
pipeline->inlines[stage].must_inline = lvp_find_inlinable_uniforms(pipeline, nir);
pipeline->pipeline_nir[stage] = ralloc(NULL, struct lvp_pipeline_nir);
pipeline->pipeline_nir[stage]->nir = nir;
pipeline->pipeline_nir[stage]->ref_cnt = 1;
pipeline->shaders[stage].inlines.must_inline = lvp_find_inlinable_uniforms(pipeline, nir);
pipeline->shaders[stage].pipeline_nir = ralloc(NULL, struct lvp_pipeline_nir);
pipeline->shaders[stage].pipeline_nir->nir = nir;
pipeline->shaders[stage].pipeline_nir->ref_cnt = 1;
return VK_SUCCESS;
}
@ -565,37 +566,37 @@ static void
lvp_pipeline_xfb_init(struct lvp_pipeline *pipeline)
{
gl_shader_stage stage = MESA_SHADER_VERTEX;
if (pipeline->pipeline_nir[MESA_SHADER_GEOMETRY])
if (pipeline->shaders[MESA_SHADER_GEOMETRY].pipeline_nir)
stage = MESA_SHADER_GEOMETRY;
else if (pipeline->pipeline_nir[MESA_SHADER_TESS_EVAL])
else if (pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir)
stage = MESA_SHADER_TESS_EVAL;
pipeline->last_vertex = stage;
nir_xfb_info *xfb_info = pipeline->pipeline_nir[stage]->nir->xfb_info;
nir_xfb_info *xfb_info = pipeline->shaders[stage].pipeline_nir->nir->xfb_info;
if (xfb_info) {
uint8_t output_mapping[VARYING_SLOT_TESS_MAX];
memset(output_mapping, 0, sizeof(output_mapping));
nir_foreach_shader_out_variable(var, pipeline->pipeline_nir[stage]->nir) {
nir_foreach_shader_out_variable(var, pipeline->shaders[stage].pipeline_nir->nir) {
unsigned slots = var->data.compact ? DIV_ROUND_UP(glsl_get_length(var->type), 4)
: glsl_count_attribute_slots(var->type, false);
for (unsigned i = 0; i < slots; i++)
output_mapping[var->data.location + i] = var->data.driver_location + i;
}
pipeline->stream_output.num_outputs = xfb_info->output_count;
pipeline->shaders[pipeline->last_vertex].stream_output.num_outputs = xfb_info->output_count;
for (unsigned i = 0; i < PIPE_MAX_SO_BUFFERS; i++) {
if (xfb_info->buffers_written & (1 << i)) {
pipeline->stream_output.stride[i] = xfb_info->buffers[i].stride / 4;
pipeline->shaders[pipeline->last_vertex].stream_output.stride[i] = xfb_info->buffers[i].stride / 4;
}
}
for (unsigned i = 0; i < xfb_info->output_count; i++) {
pipeline->stream_output.output[i].output_buffer = xfb_info->outputs[i].buffer;
pipeline->stream_output.output[i].dst_offset = xfb_info->outputs[i].offset / 4;
pipeline->stream_output.output[i].register_index = output_mapping[xfb_info->outputs[i].location];
pipeline->stream_output.output[i].num_components = util_bitcount(xfb_info->outputs[i].component_mask);
pipeline->stream_output.output[i].start_component = ffs(xfb_info->outputs[i].component_mask) - 1;
pipeline->stream_output.output[i].stream = xfb_info->buffer_to_stream[xfb_info->outputs[i].buffer];
pipeline->shaders[pipeline->last_vertex].stream_output.output[i].output_buffer = xfb_info->outputs[i].buffer;
pipeline->shaders[pipeline->last_vertex].stream_output.output[i].dst_offset = xfb_info->outputs[i].offset / 4;
pipeline->shaders[pipeline->last_vertex].stream_output.output[i].register_index = output_mapping[xfb_info->outputs[i].location];
pipeline->shaders[pipeline->last_vertex].stream_output.output[i].num_components = util_bitcount(xfb_info->outputs[i].component_mask);
pipeline->shaders[pipeline->last_vertex].stream_output.output[i].start_component = ffs(xfb_info->outputs[i].component_mask) - 1;
pipeline->shaders[pipeline->last_vertex].stream_output.output[i].stream = xfb_info->buffer_to_stream[xfb_info->outputs[i].buffer];
}
}
@ -616,7 +617,7 @@ lvp_pipeline_compile_stage(struct lvp_pipeline *pipeline, nir_shader *nir)
shstate.type = PIPE_SHADER_IR_NIR;
shstate.ir.nir = nir;
if (nir->info.stage == pipeline->last_vertex)
memcpy(&shstate.stream_output, &pipeline->stream_output, sizeof(shstate.stream_output));
memcpy(&shstate.stream_output, &pipeline->shaders[pipeline->last_vertex].stream_output, sizeof(shstate.stream_output));
switch (nir->info.stage) {
case MESA_SHADER_FRAGMENT:
@ -799,8 +800,9 @@ lvp_graphics_pipeline_init(struct lvp_pipeline *pipeline,
pipeline->disable_multisample = p->disable_multisample;
pipeline->line_rectangular = p->line_rectangular;
pipeline->last_vertex = p->last_vertex;
memcpy(&pipeline->stream_output, &p->stream_output, sizeof(p->stream_output));
memcpy(&pipeline->access, &p->access, sizeof(p->access));
memcpy(pipeline->shaders, p->shaders, sizeof(struct lvp_shader) * 4);
for (unsigned i = 0; i < MESA_SHADER_COMPUTE; i++)
pipeline->shaders[i].pipeline_nir = NULL; //this gets handled later
}
if (p->stages & VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT)
pipeline->force_min_sample = p->force_min_sample;
@ -843,42 +845,42 @@ lvp_graphics_pipeline_init(struct lvp_pipeline *pipeline,
switch (stage) {
case MESA_SHADER_GEOMETRY:
pipeline->gs_output_lines = pipeline->pipeline_nir[MESA_SHADER_GEOMETRY] &&
pipeline->pipeline_nir[MESA_SHADER_GEOMETRY]->nir->info.gs.output_primitive == SHADER_PRIM_LINES;
pipeline->gs_output_lines = pipeline->shaders[MESA_SHADER_GEOMETRY].pipeline_nir &&
pipeline->shaders[MESA_SHADER_GEOMETRY].pipeline_nir->nir->info.gs.output_primitive == SHADER_PRIM_LINES;
break;
case MESA_SHADER_FRAGMENT:
if (pipeline->pipeline_nir[MESA_SHADER_FRAGMENT]->nir->info.fs.uses_sample_shading)
if (pipeline->shaders[MESA_SHADER_FRAGMENT].pipeline_nir->nir->info.fs.uses_sample_shading)
pipeline->force_min_sample = true;
break;
default: break;
}
}
if (pCreateInfo->stageCount && pipeline->pipeline_nir[MESA_SHADER_TESS_EVAL]) {
nir_lower_patch_vertices(pipeline->pipeline_nir[MESA_SHADER_TESS_EVAL]->nir, pipeline->pipeline_nir[MESA_SHADER_TESS_CTRL]->nir->info.tess.tcs_vertices_out, NULL);
merge_tess_info(&pipeline->pipeline_nir[MESA_SHADER_TESS_EVAL]->nir->info, &pipeline->pipeline_nir[MESA_SHADER_TESS_CTRL]->nir->info);
if (pCreateInfo->stageCount && pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir) {
nir_lower_patch_vertices(pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir, pipeline->shaders[MESA_SHADER_TESS_CTRL].pipeline_nir->nir->info.tess.tcs_vertices_out, NULL);
merge_tess_info(&pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir->info, &pipeline->shaders[MESA_SHADER_TESS_CTRL].pipeline_nir->nir->info);
if (BITSET_TEST(pipeline->graphics_state.dynamic,
MESA_VK_DYNAMIC_TS_DOMAIN_ORIGIN)) {
pipeline->tess_ccw = ralloc(NULL, struct lvp_pipeline_nir);
pipeline->tess_ccw->nir = nir_shader_clone(NULL, pipeline->pipeline_nir[MESA_SHADER_TESS_EVAL]->nir);
pipeline->tess_ccw->nir->info.tess.ccw = !pipeline->pipeline_nir[MESA_SHADER_TESS_EVAL]->nir->info.tess.ccw;
pipeline->shaders[MESA_SHADER_TESS_EVAL].tess_ccw = ralloc(NULL, struct lvp_pipeline_nir);
pipeline->shaders[MESA_SHADER_TESS_EVAL].tess_ccw->nir = nir_shader_clone(NULL, pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir);
pipeline->shaders[MESA_SHADER_TESS_EVAL].tess_ccw->nir->info.tess.ccw = !pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir->info.tess.ccw;
} else if (pipeline->graphics_state.ts->domain_origin == VK_TESSELLATION_DOMAIN_ORIGIN_UPPER_LEFT) {
pipeline->pipeline_nir[MESA_SHADER_TESS_EVAL]->nir->info.tess.ccw = !pipeline->pipeline_nir[MESA_SHADER_TESS_EVAL]->nir->info.tess.ccw;
pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir->info.tess.ccw = !pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir->info.tess.ccw;
}
}
if (libstate) {
for (unsigned i = 0; i < libstate->libraryCount; i++) {
LVP_FROM_HANDLE(lvp_pipeline, p, libstate->pLibraries[i]);
if (p->stages & VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT) {
if (p->pipeline_nir[MESA_SHADER_FRAGMENT])
lvp_pipeline_nir_ref(&pipeline->pipeline_nir[MESA_SHADER_FRAGMENT], p->pipeline_nir[MESA_SHADER_FRAGMENT]);
if (p->shaders[MESA_SHADER_FRAGMENT].pipeline_nir)
lvp_pipeline_nir_ref(&pipeline->shaders[MESA_SHADER_FRAGMENT].pipeline_nir, p->shaders[MESA_SHADER_FRAGMENT].pipeline_nir);
}
if (p->stages & VK_GRAPHICS_PIPELINE_LIBRARY_PRE_RASTERIZATION_SHADERS_BIT_EXT) {
for (unsigned j = MESA_SHADER_VERTEX; j < MESA_SHADER_FRAGMENT; j++) {
if (p->pipeline_nir[j])
lvp_pipeline_nir_ref(&pipeline->pipeline_nir[j], p->pipeline_nir[j]);
if (p->shaders[j].pipeline_nir)
lvp_pipeline_nir_ref(&pipeline->shaders[j].pipeline_nir, p->shaders[j].pipeline_nir);
}
if (p->tess_ccw)
lvp_pipeline_nir_ref(&pipeline->tess_ccw, p->tess_ccw);
if (p->shaders[MESA_SHADER_TESS_EVAL].tess_ccw)
lvp_pipeline_nir_ref(&pipeline->shaders[MESA_SHADER_TESS_EVAL].tess_ccw, p->shaders[MESA_SHADER_TESS_EVAL].tess_ccw);
}
}
} else if (pipeline->stages & VK_GRAPHICS_PIPELINE_LIBRARY_PRE_RASTERIZATION_SHADERS_BIT_EXT) {
@ -896,15 +898,15 @@ lvp_graphics_pipeline_init(struct lvp_pipeline *pipeline,
if (!libstate && !pipeline->library)
lvp_pipeline_shaders_compile(pipeline);
if (!pipeline->library && !pipeline->pipeline_nir[MESA_SHADER_FRAGMENT]) {
if (!pipeline->library && !pipeline->shaders[MESA_SHADER_FRAGMENT].pipeline_nir) {
pipeline->noop_fs = true;
pipeline->shader_cso[PIPE_SHADER_FRAGMENT] = device->noop_fs;
pipeline->shaders[PIPE_SHADER_FRAGMENT].shader_cso = device->noop_fs;
}
return VK_SUCCESS;
fail:
for (unsigned i = 0; i < ARRAY_SIZE(pipeline->pipeline_nir); i++) {
lvp_pipeline_nir_ref(&pipeline->pipeline_nir[i], NULL);
for (unsigned i = 0; i < ARRAY_SIZE(pipeline->shaders); i++) {
lvp_pipeline_nir_ref(&pipeline->shaders[i].pipeline_nir, NULL);
}
vk_free(&device->vk.alloc, pipeline->state_data);
@ -916,19 +918,19 @@ lvp_pipeline_shaders_compile(struct lvp_pipeline *pipeline)
{
if (pipeline->compiled)
return;
for (uint32_t i = 0; i < ARRAY_SIZE(pipeline->pipeline_nir); i++) {
if (!pipeline->pipeline_nir[i])
for (uint32_t i = 0; i < ARRAY_SIZE(pipeline->shaders); i++) {
if (!pipeline->shaders[i].pipeline_nir)
continue;
gl_shader_stage stage = i;
assert(stage == pipeline->pipeline_nir[i]->nir->info.stage);
assert(stage == pipeline->shaders[i].pipeline_nir->nir->info.stage);
if (!pipeline->inlines[stage].can_inline) {
pipeline->shader_cso[stage] = lvp_pipeline_compile(pipeline,
nir_shader_clone(NULL, pipeline->pipeline_nir[stage]->nir));
if (pipeline->tess_ccw)
pipeline->tess_ccw_cso = lvp_pipeline_compile(pipeline,
nir_shader_clone(NULL, pipeline->tess_ccw->nir));
if (!pipeline->shaders[stage].inlines.can_inline) {
pipeline->shaders[stage].shader_cso = lvp_pipeline_compile(pipeline,
nir_shader_clone(NULL, pipeline->shaders[stage].pipeline_nir->nir));
if (pipeline->shaders[MESA_SHADER_TESS_EVAL].tess_ccw)
pipeline->shaders[MESA_SHADER_TESS_EVAL].tess_ccw_cso = lvp_pipeline_compile(pipeline,
nir_shader_clone(NULL, pipeline->shaders[MESA_SHADER_TESS_EVAL].tess_ccw->nir));
}
}
pipeline->compiled = true;
@ -1024,8 +1026,8 @@ lvp_compute_pipeline_init(struct lvp_pipeline *pipeline,
if (result != VK_SUCCESS)
return result;
if (!pipeline->inlines[MESA_SHADER_COMPUTE].can_inline)
pipeline->shader_cso[PIPE_SHADER_COMPUTE] = lvp_pipeline_compile(pipeline, nir_shader_clone(NULL, pipeline->pipeline_nir[MESA_SHADER_COMPUTE]->nir));
if (!pipeline->shaders[MESA_SHADER_COMPUTE].inlines.can_inline)
pipeline->shaders[PIPE_SHADER_COMPUTE].shader_cso = lvp_pipeline_compile(pipeline, nir_shader_clone(NULL, pipeline->shaders[MESA_SHADER_COMPUTE].pipeline_nir->nir));
pipeline->compiled = true;
return VK_SUCCESS;
}

View File

@ -425,28 +425,31 @@ lvp_pipeline_nir_ref(struct lvp_pipeline_nir **dst, struct lvp_pipeline_nir *src
*dst = src;
}
struct lvp_pipeline {
struct vk_object_base base;
struct lvp_device * device;
struct lvp_pipeline_layout * layout;
struct lvp_access_info access[MESA_SHADER_STAGES];
void *state_data;
bool is_compute_pipeline;
bool force_min_sample;
struct lvp_pipeline_nir *pipeline_nir[MESA_SHADER_STAGES];
struct lvp_shader {
struct lvp_access_info access;
struct lvp_pipeline_nir *pipeline_nir;
struct lvp_pipeline_nir *tess_ccw;
void *shader_cso[PIPE_SHADER_TYPES];
void *shader_cso;
void *tess_ccw_cso;
struct {
uint32_t uniform_offsets[PIPE_MAX_CONSTANT_BUFFERS][MAX_INLINABLE_UNIFORMS];
uint8_t count[PIPE_MAX_CONSTANT_BUFFERS];
bool must_inline;
uint32_t can_inline; //bitmask
} inlines[MESA_SHADER_STAGES];
gl_shader_stage last_vertex;
} inlines;
struct pipe_stream_output_info stream_output;
};
struct lvp_pipeline {
struct vk_object_base base;
struct lvp_device * device;
struct lvp_pipeline_layout * layout;
void *state_data;
bool is_compute_pipeline;
bool force_min_sample;
struct lvp_shader shaders[MESA_SHADER_STAGES];
gl_shader_stage last_vertex;
struct vk_graphics_pipeline_state graphics_state;
VkGraphicsPipelineLibraryFlagsEXT stages;
bool line_smooth;