radeonsi: use VS prolog and epilog for monolithic shaders
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
@@ -71,6 +71,10 @@ static void si_llvm_emit_barrier(const struct lp_build_tgsi_action *action,
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static void si_dump_shader_key(unsigned shader, union si_shader_key *key,
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FILE *f);
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static void si_build_vs_prolog_function(struct si_shader_context *ctx,
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union si_shader_part_key *key);
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static void si_build_vs_epilog_function(struct si_shader_context *ctx,
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union si_shader_part_key *key);
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static void si_build_ps_prolog_function(struct si_shader_context *ctx,
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union si_shader_part_key *key);
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static void si_build_ps_epilog_function(struct si_shader_context *ctx,
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@@ -7174,7 +7178,8 @@ int si_compile_tgsi_shader(struct si_screen *sscreen,
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ctx.no_epilog = is_monolithic;
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ctx.separate_prolog = !is_monolithic;
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if (ctx.type == PIPE_SHADER_FRAGMENT) {
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if (ctx.type == PIPE_SHADER_VERTEX ||
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ctx.type == PIPE_SHADER_FRAGMENT) {
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ctx.no_prolog = false;
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ctx.no_epilog = false;
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}
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@@ -7192,7 +7197,33 @@ int si_compile_tgsi_shader(struct si_screen *sscreen,
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return -1;
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}
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if (is_monolithic && ctx.type == PIPE_SHADER_FRAGMENT) {
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if (is_monolithic && ctx.type == PIPE_SHADER_VERTEX) {
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LLVMValueRef parts[3];
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bool need_prolog;
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bool need_epilog;
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need_prolog = sel->info.num_inputs;
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need_epilog = !shader->key.vs.as_es && !shader->key.vs.as_ls;
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parts[need_prolog ? 1 : 0] = ctx.main_fn;
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if (need_prolog) {
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union si_shader_part_key prolog_key;
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si_get_vs_prolog_key(shader, &prolog_key);
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si_build_vs_prolog_function(&ctx, &prolog_key);
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parts[0] = ctx.main_fn;
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}
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if (need_epilog) {
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union si_shader_part_key epilog_key;
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si_get_vs_epilog_key(shader, &shader->key.vs.epilog, &epilog_key);
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si_build_vs_epilog_function(&ctx, &epilog_key);
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parts[need_prolog ? 2 : 1] = ctx.main_fn;
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}
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si_build_wrapper_function(&ctx, parts, 1 + need_prolog + need_epilog,
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need_prolog ? 1 : 0);
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} else if (is_monolithic && ctx.type == PIPE_SHADER_FRAGMENT) {
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LLVMValueRef parts[3];
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union si_shader_part_key prolog_key;
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union si_shader_part_key epilog_key;
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