radeonsi: add tessellation shader states
authorMarek Olšák <marek.olsak@amd.com>
Sun, 22 Feb 2015 16:07:34 +0000 (17:07 +0100)
committerMarek Olšák <marek.olsak@amd.com>
Wed, 22 Jul 2015 22:59:32 +0000 (00:59 +0200)
ls_rsrc# will be emitted as part of the derived tessellation state

Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
src/gallium/drivers/radeonsi/si_shader.h
src/gallium/drivers/radeonsi/si_state.h
src/gallium/drivers/radeonsi/si_state_shaders.c

index 3740218..b52714d 100644 (file)
@@ -264,6 +264,9 @@ struct si_shader {
        unsigned                nr_param_exports;
        bool                    is_gs_copy_shader;
        bool                    dx10_clamp_mode; /* convert NaNs to 0 */
+
+       unsigned                ls_rsrc1;
+       unsigned                ls_rsrc2;
 };
 
 static inline struct tgsi_shader_info *si_get_vs_info(struct si_context *sctx)
index af001b3..b17f2f0 100644 (file)
@@ -102,6 +102,8 @@ union si_state {
                struct si_pm4_state             *fb_blend;
                struct si_pm4_state             *dsa_stencil_ref;
                struct si_pm4_state             *ta_bordercolor_base;
+               struct si_pm4_state             *ls;
+               struct si_pm4_state             *hs;
                struct si_pm4_state             *es;
                struct si_pm4_state             *gs;
                struct si_pm4_state             *gs_rings;
index 2a0ff10..937e71d 100644 (file)
 #include "util/u_memory.h"
 #include "util/u_simple_shaders.h"
 
+static void si_set_tesseval_regs(struct si_shader *shader,
+                                struct si_pm4_state *pm4)
+{
+       struct tgsi_shader_info *info = &shader->selector->info;
+       unsigned tes_prim_mode = info->properties[TGSI_PROPERTY_TES_PRIM_MODE];
+       unsigned tes_spacing = info->properties[TGSI_PROPERTY_TES_SPACING];
+       bool tes_vertex_order_cw = info->properties[TGSI_PROPERTY_TES_VERTEX_ORDER_CW];
+       bool tes_point_mode = info->properties[TGSI_PROPERTY_TES_POINT_MODE];
+       unsigned type, partitioning, topology;
+
+       switch (tes_prim_mode) {
+       case PIPE_PRIM_LINES:
+               type = V_028B6C_TESS_ISOLINE;
+               break;
+       case PIPE_PRIM_TRIANGLES:
+               type = V_028B6C_TESS_TRIANGLE;
+               break;
+       case PIPE_PRIM_QUADS:
+               type = V_028B6C_TESS_QUAD;
+               break;
+       default:
+               assert(0);
+               return;
+       }
+
+       switch (tes_spacing) {
+       case PIPE_TESS_SPACING_FRACTIONAL_ODD:
+               partitioning = V_028B6C_PART_FRAC_ODD;
+               break;
+       case PIPE_TESS_SPACING_FRACTIONAL_EVEN:
+               partitioning = V_028B6C_PART_FRAC_EVEN;
+               break;
+       case PIPE_TESS_SPACING_EQUAL:
+               partitioning = V_028B6C_PART_INTEGER;
+               break;
+       default:
+               assert(0);
+               return;
+       }
+
+       if (tes_point_mode)
+               topology = V_028B6C_OUTPUT_POINT;
+       else if (tes_prim_mode == PIPE_PRIM_LINES)
+               topology = V_028B6C_OUTPUT_LINE;
+       else if (tes_vertex_order_cw)
+               /* for some reason, this must be the other way around */
+               topology = V_028B6C_OUTPUT_TRIANGLE_CCW;
+       else
+               topology = V_028B6C_OUTPUT_TRIANGLE_CW;
+
+       si_pm4_set_reg(pm4, R_028B6C_VGT_TF_PARAM,
+                      S_028B6C_TYPE(type) |
+                      S_028B6C_PARTITIONING(partitioning) |
+                      S_028B6C_TOPOLOGY(topology));
+}
+
+static void si_shader_ls(struct si_shader *shader)
+{
+       struct si_pm4_state *pm4;
+       unsigned num_sgprs, num_user_sgprs;
+       unsigned vgpr_comp_cnt;
+       uint64_t va;
+
+       pm4 = shader->pm4 = CALLOC_STRUCT(si_pm4_state);
+       if (pm4 == NULL)
+               return;
+
+       va = shader->bo->gpu_address;
+       si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_DATA);
+
+       /* We need at least 2 components for LS.
+        * VGPR0-3: (VertexID, RelAutoindex, ???, InstanceID). */
+       vgpr_comp_cnt = shader->uses_instanceid ? 3 : 1;
+
+       num_user_sgprs = SI_LS_NUM_USER_SGPR;
+       num_sgprs = shader->num_sgprs;
+       if (num_user_sgprs > num_sgprs) {
+               /* Last 2 reserved SGPRs are used for VCC */
+               num_sgprs = num_user_sgprs + 2;
+       }
+       assert(num_sgprs <= 104);
+
+       si_pm4_set_reg(pm4, R_00B520_SPI_SHADER_PGM_LO_LS, va >> 8);
+       si_pm4_set_reg(pm4, R_00B524_SPI_SHADER_PGM_HI_LS, va >> 40);
+
+       shader->ls_rsrc1 = S_00B528_VGPRS((shader->num_vgprs - 1) / 4) |
+                          S_00B528_SGPRS((num_sgprs - 1) / 8) |
+                          S_00B528_VGPR_COMP_CNT(vgpr_comp_cnt);
+       shader->ls_rsrc2 = S_00B52C_USER_SGPR(num_user_sgprs);
+}
+
+static void si_shader_hs(struct si_shader *shader)
+{
+       struct si_pm4_state *pm4;
+       unsigned num_sgprs, num_user_sgprs;
+       uint64_t va;
+
+       pm4 = shader->pm4 = CALLOC_STRUCT(si_pm4_state);
+       if (pm4 == NULL)
+               return;
+
+       va = shader->bo->gpu_address;
+       si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_DATA);
+
+       num_user_sgprs = SI_TCS_NUM_USER_SGPR;
+       num_sgprs = shader->num_sgprs;
+       /* One SGPR after user SGPRs is pre-loaded with tessellation factor
+        * buffer offset. */
+       if ((num_user_sgprs + 1) > num_sgprs) {
+               /* Last 2 reserved SGPRs are used for VCC */
+               num_sgprs = num_user_sgprs + 1 + 2;
+       }
+       assert(num_sgprs <= 104);
+
+       si_pm4_set_reg(pm4, R_00B420_SPI_SHADER_PGM_LO_HS, va >> 8);
+       si_pm4_set_reg(pm4, R_00B424_SPI_SHADER_PGM_HI_HS, va >> 40);
+       si_pm4_set_reg(pm4, R_00B428_SPI_SHADER_PGM_RSRC1_HS,
+                      S_00B428_VGPRS((shader->num_vgprs - 1) / 4) |
+                      S_00B428_SGPRS((num_sgprs - 1) / 8));
+       si_pm4_set_reg(pm4, R_00B42C_SPI_SHADER_PGM_RSRC2_HS,
+                      S_00B42C_USER_SGPR(num_user_sgprs));
+}
+
 static void si_shader_es(struct si_shader *shader)
 {
        struct si_pm4_state *pm4;
@@ -48,9 +171,15 @@ static void si_shader_es(struct si_shader *shader)
        va = shader->bo->gpu_address;
        si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_DATA);
 
-       vgpr_comp_cnt = shader->uses_instanceid ? 3 : 0;
+       if (shader->selector->type == PIPE_SHADER_VERTEX) {
+               vgpr_comp_cnt = shader->uses_instanceid ? 3 : 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 */
+               num_user_sgprs = SI_TES_NUM_USER_SGPR;
+       } else
+               assert(0);
 
-       num_user_sgprs = SI_VS_NUM_USER_SGPR;
        num_sgprs = shader->num_sgprs;
        /* One SGPR after user SGPRs is pre-loaded with es2gs_offset */
        if ((num_user_sgprs + 1) > num_sgprs) {
@@ -69,6 +198,9 @@ static void si_shader_es(struct si_shader *shader)
        si_pm4_set_reg(pm4, R_00B32C_SPI_SHADER_PGM_RSRC2_ES,
                       S_00B32C_USER_SGPR(num_user_sgprs) |
                       S_00B32C_SCRATCH_EN(shader->scratch_bytes_per_wave > 0));
+
+       if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
+               si_set_tesseval_regs(shader, pm4);
 }
 
 static void si_shader_gs(struct si_shader *shader)
@@ -169,6 +301,9 @@ static void si_shader_vs(struct si_shader *shader)
        } else if (shader->selector->type == PIPE_SHADER_VERTEX) {
                vgpr_comp_cnt = shader->uses_instanceid ? 3 : 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 */
+               num_user_sgprs = SI_TES_NUM_USER_SGPR;
        } else
                assert(0);
 
@@ -220,6 +355,9 @@ static void si_shader_vs(struct si_shader *shader)
                               S_028818_VPORT_X_SCALE_ENA(1) | S_028818_VPORT_X_OFFSET_ENA(1) |
                               S_028818_VPORT_Y_SCALE_ENA(1) | S_028818_VPORT_Y_OFFSET_ENA(1) |
                               S_028818_VPORT_Z_SCALE_ENA(1) | S_028818_VPORT_Z_OFFSET_ENA(1));
+
+       if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
+               si_set_tesseval_regs(shader, pm4);
 }
 
 static void si_shader_ps(struct si_shader *shader)
@@ -317,7 +455,18 @@ static void si_shader_init_pm4_state(struct si_shader *shader)
 
        switch (shader->selector->type) {
        case PIPE_SHADER_VERTEX:
-               if (shader->key.vs.as_es)
+               if (shader->key.vs.as_ls)
+                       si_shader_ls(shader);
+               else if (shader->key.vs.as_es)
+                       si_shader_es(shader);
+               else
+                       si_shader_vs(shader);
+               break;
+       case PIPE_SHADER_TESS_CTRL:
+               si_shader_hs(shader);
+               break;
+       case PIPE_SHADER_TESS_EVAL:
+               if (shader->key.tes.as_es)
                        si_shader_es(shader);
                else
                        si_shader_vs(shader);
@@ -657,7 +806,18 @@ static void si_delete_shader_selector(struct pipe_context *ctx,
                c = p->next_variant;
                switch (sel->type) {
                case PIPE_SHADER_VERTEX:
-                       if (p->key.vs.as_es)
+                       if (p->key.vs.as_ls)
+                               si_pm4_delete_state(sctx, ls, p->pm4);
+                       else if (p->key.vs.as_es)
+                               si_pm4_delete_state(sctx, es, p->pm4);
+                       else
+                               si_pm4_delete_state(sctx, vs, p->pm4);
+                       break;
+               case PIPE_SHADER_TESS_CTRL:
+                       si_pm4_delete_state(sctx, hs, p->pm4);
+                       break;
+               case PIPE_SHADER_TESS_EVAL:
+                       if (p->key.tes.as_es)
                                si_pm4_delete_state(sctx, es, p->pm4);
                        else
                                si_pm4_delete_state(sctx, vs, p->pm4);
@@ -995,16 +1155,46 @@ void si_update_shaders(struct si_context *sctx)
        struct pipe_context *ctx = (struct pipe_context*)sctx;
        struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
 
+       /* Update stages before GS. */
+       if (sctx->tes_shader) {
+               /* VS as LS */
+               si_shader_select(ctx, sctx->vs_shader);
+               si_pm4_bind_state(sctx, ls, sctx->vs_shader->current->pm4);
+
+               if (sctx->tcs_shader) {
+                       si_shader_select(ctx, sctx->tcs_shader);
+                       si_pm4_bind_state(sctx, hs, sctx->tcs_shader->current->pm4);
+               } else {
+                       assert(!"generate TCS shader");
+               }
+
+               si_shader_select(ctx, sctx->tes_shader);
+               if (sctx->gs_shader) {
+                       /* TES as ES */
+                       si_pm4_bind_state(sctx, es, sctx->tes_shader->current->pm4);
+               } else {
+                       /* TES as VS */
+                       si_pm4_bind_state(sctx, vs, sctx->tes_shader->current->pm4);
+                       sctx->b.streamout.stride_in_dw = sctx->tes_shader->so.stride;
+               }
+       } else if (sctx->gs_shader) {
+               /* VS as ES */
+               si_shader_select(ctx, sctx->vs_shader);
+               si_pm4_bind_state(sctx, es, sctx->vs_shader->current->pm4);
+       } else {
+               /* VS as VS */
+               si_shader_select(ctx, sctx->vs_shader);
+               si_pm4_bind_state(sctx, vs, sctx->vs_shader->current->pm4);
+               sctx->b.streamout.stride_in_dw = sctx->vs_shader->so.stride;
+       }
+
+       /* Update GS. */
        if (sctx->gs_shader) {
                si_shader_select(ctx, sctx->gs_shader);
                si_pm4_bind_state(sctx, gs, sctx->gs_shader->current->pm4);
                si_pm4_bind_state(sctx, vs, sctx->gs_shader->current->gs_copy_shader->pm4);
-
                sctx->b.streamout.stride_in_dw = sctx->gs_shader->so.stride;
 
-               si_shader_select(ctx, sctx->vs_shader);
-               si_pm4_bind_state(sctx, es, sctx->vs_shader->current->pm4);
-
                if (!sctx->gs_rings)
                        si_init_gs_rings(sctx);
                if (sctx->emitted.named.gs_rings != sctx->gs_rings)
@@ -1017,11 +1207,6 @@ void si_update_shaders(struct si_context *sctx)
                                   sctx->gs_shader->info.num_outputs * 16,
                                   64, true, true, 4, 16);
        } else {
-               si_shader_select(ctx, sctx->vs_shader);
-               si_pm4_bind_state(sctx, vs, sctx->vs_shader->current->pm4);
-
-               sctx->b.streamout.stride_in_dw = sctx->vs_shader->so.stride;
-
                si_pm4_bind_state(sctx, gs_rings, NULL);
                si_pm4_bind_state(sctx, gs, NULL);
                si_pm4_bind_state(sctx, es, NULL);