}
/**
+ * Compute the VS prolog key, which contains all the information needed to
+ * build the VS prolog function, and set shader->info bits where needed.
+ */
+static void si_get_vs_prolog_key(struct si_shader *shader,
+ union si_shader_part_key *key)
+{
+ struct tgsi_shader_info *info = &shader->selector->info;
+
+ memset(key, 0, sizeof(*key));
+ key->vs_prolog.states = shader->key.vs.prolog;
+ key->vs_prolog.num_input_sgprs = shader->info.num_input_sgprs;
+ key->vs_prolog.last_input = MAX2(1, info->num_inputs) - 1;
+
+ /* Set the instanceID flag. */
+ for (unsigned i = 0; i < info->num_inputs; i++)
+ if (key->vs_prolog.states.instance_divisors[i])
+ shader->info.uses_instanceid = true;
+}
+
+/**
+ * Compute the VS epilog key, which contains all the information needed to
+ * build the VS epilog function, and set the PrimitiveID output offset.
+ */
+static void si_get_vs_epilog_key(struct si_shader *shader,
+ struct si_vs_epilog_bits *states,
+ union si_shader_part_key *key)
+{
+ memset(key, 0, sizeof(*key));
+ key->vs_epilog.states = *states;
+
+ /* Set up the PrimitiveID output. */
+ if (shader->key.vs.epilog.export_prim_id) {
+ unsigned index = shader->selector->info.num_outputs;
+ unsigned offset = shader->info.nr_param_exports++;
+
+ key->vs_epilog.prim_id_param_offset = offset;
+ assert(index < ARRAY_SIZE(shader->info.vs_output_param_offset));
+ shader->info.vs_output_param_offset[index] = offset;
+ }
+}
+
+/**
* Compute the PS prolog key, which contains all the information needed to
* build the PS prolog function, and set related bits in shader->config.
*/
}
/**
- * Create a vertex shader prolog.
+ * Build the vertex shader prolog function.
*
* The inputs are the same as VS (a lot of SGPRs and 4 VGPR system values).
* All inputs are returned unmodified. The vertex load indices are
- * stored after them, which will used by the API VS for fetching inputs.
+ * stored after them, which will be used by the API VS for fetching inputs.
*
* For example, the expected outputs for instance_divisors[] = {0, 1, 2} are:
* input_v0,
* (InstanceID + StartInstance),
* (InstanceID / 2 + StartInstance)
*/
-static bool si_compile_vs_prolog(struct si_screen *sscreen,
- LLVMTargetMachineRef tm,
- struct pipe_debug_callback *debug,
- struct si_shader_part *out)
+static void si_build_vs_prolog_function(struct si_shader_context *ctx,
+ union si_shader_part_key *key)
{
- union si_shader_part_key *key = &out->key;
- struct si_shader shader = {};
- struct si_shader_context ctx;
- struct gallivm_state *gallivm = &ctx.gallivm;
+ struct gallivm_state *gallivm = &ctx->gallivm;
LLVMTypeRef *params, *returns;
LLVMValueRef ret, func;
int last_sgpr, num_params, num_returns, i;
- bool status = true;
- si_init_shader_ctx(&ctx, sscreen, &shader, tm);
- ctx.type = PIPE_SHADER_VERTEX;
- ctx.param_vertex_id = key->vs_prolog.num_input_sgprs;
- ctx.param_instance_id = key->vs_prolog.num_input_sgprs + 3;
+ ctx->param_vertex_id = key->vs_prolog.num_input_sgprs;
+ ctx->param_instance_id = key->vs_prolog.num_input_sgprs + 3;
/* 4 preloaded VGPRs + vertex load indices as prolog outputs */
params = alloca((key->vs_prolog.num_input_sgprs + 4) *
/* Declare input and output SGPRs. */
num_params = 0;
for (i = 0; i < key->vs_prolog.num_input_sgprs; i++) {
- params[num_params++] = ctx.i32;
- returns[num_returns++] = ctx.i32;
+ params[num_params++] = ctx->i32;
+ returns[num_returns++] = ctx->i32;
}
last_sgpr = num_params - 1;
/* 4 preloaded VGPRs (outputs must be floats) */
for (i = 0; i < 4; i++) {
- params[num_params++] = ctx.i32;
- returns[num_returns++] = ctx.f32;
+ params[num_params++] = ctx->i32;
+ returns[num_returns++] = ctx->f32;
}
/* Vertex load indices. */
for (i = 0; i <= key->vs_prolog.last_input; i++)
- returns[num_returns++] = ctx.f32;
+ returns[num_returns++] = ctx->f32;
/* Create the function. */
- si_create_function(&ctx, "vs_prolog", returns, num_returns, params,
+ si_create_function(ctx, "vs_prolog", returns, num_returns, params,
num_params, last_sgpr);
- func = ctx.main_fn;
+ func = ctx->main_fn;
/* Copy inputs to outputs. This should be no-op, as the registers match,
* but it will prevent the compiler from overwriting them unintentionally.
*/
- ret = ctx.return_value;
+ ret = ctx->return_value;
for (i = 0; i < key->vs_prolog.num_input_sgprs; i++) {
LLVMValueRef p = LLVMGetParam(func, i);
ret = LLVMBuildInsertValue(gallivm->builder, ret, p, i, "");
}
for (i = num_params - 4; i < num_params; i++) {
LLVMValueRef p = LLVMGetParam(func, i);
- p = LLVMBuildBitCast(gallivm->builder, p, ctx.f32, "");
+ p = LLVMBuildBitCast(gallivm->builder, p, ctx->f32, "");
ret = LLVMBuildInsertValue(gallivm->builder, ret, p, i, "");
}
if (divisor) {
/* InstanceID / Divisor + StartInstance */
- index = get_instance_index_for_fetch(&ctx,
+ index = get_instance_index_for_fetch(ctx,
SI_SGPR_START_INSTANCE,
divisor);
} else {
/* VertexID + BaseVertex */
index = LLVMBuildAdd(gallivm->builder,
- LLVMGetParam(func, ctx.param_vertex_id),
+ LLVMGetParam(func, ctx->param_vertex_id),
LLVMGetParam(func, SI_SGPR_BASE_VERTEX), "");
}
- index = LLVMBuildBitCast(gallivm->builder, index, ctx.f32, "");
+ index = LLVMBuildBitCast(gallivm->builder, index, ctx->f32, "");
ret = LLVMBuildInsertValue(gallivm->builder, ret, index,
num_params++, "");
}
+ si_llvm_build_ret(ctx, ret);
+}
+
+/**
+ * Create a vertex shader prolog.
+ */
+static bool si_compile_vs_prolog(struct si_screen *sscreen,
+ LLVMTargetMachineRef tm,
+ struct pipe_debug_callback *debug,
+ struct si_shader_part *out)
+{
+ union si_shader_part_key *key = &out->key;
+ struct si_shader shader = {};
+ struct si_shader_context ctx;
+ struct gallivm_state *gallivm = &ctx.gallivm;
+ bool status = true;
+
+ si_init_shader_ctx(&ctx, sscreen, &shader, tm);
+ ctx.type = PIPE_SHADER_VERTEX;
+
+ si_build_vs_prolog_function(&ctx, key);
+
/* Compile. */
- si_llvm_build_ret(&ctx, ret);
si_llvm_finalize_module(&ctx,
r600_extra_shader_checks(&sscreen->b, PIPE_SHADER_VERTEX));
}
/**
- * Compile the vertex shader epilog. This is also used by the tessellation
+ * Build the vertex shader epilog function. This is also used by the tessellation
* evaluation shader compiled as VS.
*
* The input is PrimitiveID.
* If PrimitiveID is required by the pixel shader, export it.
* Otherwise, do nothing.
*/
-static bool si_compile_vs_epilog(struct si_screen *sscreen,
- LLVMTargetMachineRef tm,
- struct pipe_debug_callback *debug,
- struct si_shader_part *out)
+static void si_build_vs_epilog_function(struct si_shader_context *ctx,
+ union si_shader_part_key *key)
{
- union si_shader_part_key *key = &out->key;
- struct si_shader_context ctx;
- struct gallivm_state *gallivm = &ctx.gallivm;
- struct lp_build_tgsi_context *bld_base = &ctx.soa.bld_base;
+ struct gallivm_state *gallivm = &ctx->gallivm;
+ struct lp_build_tgsi_context *bld_base = &ctx->soa.bld_base;
LLVMTypeRef params[5];
int num_params, i;
- bool status = true;
-
- si_init_shader_ctx(&ctx, sscreen, NULL, tm);
- ctx.type = PIPE_SHADER_VERTEX;
/* Declare input VGPRs. */
num_params = key->vs_epilog.states.export_prim_id ?
assert(num_params <= ARRAY_SIZE(params));
for (i = 0; i < num_params; i++)
- params[i] = ctx.f32;
+ params[i] = ctx->f32;
/* Create the function. */
- si_create_function(&ctx, "vs_epilog", NULL, 0, params, num_params, -1);
+ si_create_function(ctx, "vs_epilog", NULL, 0, params, num_params, -1);
/* Emit exports. */
if (key->vs_epilog.states.export_prim_id) {
args[3] = lp_build_const_int32(base->gallivm, V_008DFC_SQ_EXP_PARAM +
key->vs_epilog.prim_id_param_offset);
args[4] = uint->zero; /* COMPR flag (0 = 32-bit export) */
- args[5] = LLVMGetParam(ctx.main_fn,
+ args[5] = LLVMGetParam(ctx->main_fn,
VS_EPILOG_PRIMID_LOC); /* X */
args[6] = base->undef; /* Y */
args[7] = base->undef; /* Z */
args, 9, 0);
}
- /* Compile. */
LLVMBuildRetVoid(gallivm->builder);
+}
+
+/**
+ * Compile the vertex shader epilog. This is also used by the tessellation
+ * evaluation shader compiled as VS.
+ */
+static bool si_compile_vs_epilog(struct si_screen *sscreen,
+ LLVMTargetMachineRef tm,
+ struct pipe_debug_callback *debug,
+ struct si_shader_part *out)
+{
+ union si_shader_part_key *key = &out->key;
+ struct si_shader_context ctx;
+ struct gallivm_state *gallivm = &ctx.gallivm;
+ bool status = true;
+
+ si_init_shader_ctx(&ctx, sscreen, NULL, tm);
+ ctx.type = PIPE_SHADER_VERTEX;
+
+ si_build_vs_epilog_function(&ctx, key);
+
+ /* Compile. */
si_llvm_finalize_module(&ctx,
r600_extra_shader_checks(&sscreen->b, PIPE_SHADER_VERTEX));
{
union si_shader_part_key epilog_key;
- memset(&epilog_key, 0, sizeof(epilog_key));
- epilog_key.vs_epilog.states = *states;
-
- /* Set up the PrimitiveID output. */
- if (shader->key.vs.epilog.export_prim_id) {
- unsigned index = shader->selector->info.num_outputs;
- unsigned offset = shader->info.nr_param_exports++;
-
- epilog_key.vs_epilog.prim_id_param_offset = offset;
- assert(index < ARRAY_SIZE(shader->info.vs_output_param_offset));
- shader->info.vs_output_param_offset[index] = offset;
- }
+ si_get_vs_epilog_key(shader, states, &epilog_key);
shader->epilog = si_get_shader_part(sscreen, &sscreen->vs_epilogs,
&epilog_key, tm, debug,
{
struct tgsi_shader_info *info = &shader->selector->info;
union si_shader_part_key prolog_key;
- unsigned i;
/* Get the prolog. */
- memset(&prolog_key, 0, sizeof(prolog_key));
- prolog_key.vs_prolog.states = shader->key.vs.prolog;
- prolog_key.vs_prolog.num_input_sgprs = shader->info.num_input_sgprs;
- prolog_key.vs_prolog.last_input = MAX2(1, info->num_inputs) - 1;
+ si_get_vs_prolog_key(shader, &prolog_key);
/* The prolog is a no-op if there are no inputs. */
if (info->num_inputs) {
&shader->key.vs.epilog))
return false;
- /* Set the instanceID flag. */
- for (i = 0; i < info->num_inputs; i++)
- if (prolog_key.vs_prolog.states.instance_divisors[i])
- shader->info.uses_instanceid = true;
-
return true;
}