radeonsi: set num_input_vgprs for fragment shaders in create_function

So that the prolog generated for monolithic fragment shaders will have the
right signature.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Nicolai Hähnle
2016-10-28 15:36:43 +02:00
parent fec7ced211
commit 15dd332e6a
+11 -6
View File
@@ -5495,6 +5495,7 @@ static void create_function(struct si_shader_context *ctx)
LLVMTypeRef returns[16+32*4];
unsigned i, last_sgpr, num_params, num_return_sgprs;
unsigned num_returns = 0;
unsigned num_prolog_vgprs = 0;
v3i32 = LLVMVectorType(ctx->i32, 3);
@@ -5545,6 +5546,8 @@ static void create_function(struct si_shader_context *ctx)
for (i = 0; i < shader->selector->info.num_inputs; i++)
params[num_params++] = ctx->i32;
num_prolog_vgprs += shader->selector->info.num_inputs;
}
if (!ctx->no_epilog &&
@@ -5644,6 +5647,7 @@ static void create_function(struct si_shader_context *ctx)
params[SI_PARAM_POS_Z_FLOAT] = ctx->f32;
params[SI_PARAM_POS_W_FLOAT] = ctx->f32;
params[SI_PARAM_FRONT_FACE] = ctx->i32;
shader->info.face_vgpr_index = 20;
params[SI_PARAM_ANCILLARY] = ctx->i32;
params[SI_PARAM_SAMPLE_COVERAGE] = ctx->f32;
params[SI_PARAM_POS_FIXED_PT] = ctx->i32;
@@ -5658,6 +5662,8 @@ static void create_function(struct si_shader_context *ctx)
assert(num_params + num_color_elements <= ARRAY_SIZE(params));
for (i = 0; i < num_color_elements; i++)
params[num_params++] = ctx->f32;
num_prolog_vgprs += num_color_elements;
}
}
@@ -5740,12 +5746,11 @@ static void create_function(struct si_shader_context *ctx)
for (i = 0; i <= last_sgpr; ++i)
shader->info.num_input_sgprs += llvm_get_type_size(params[i]) / 4;
/* Unused fragment shader inputs are eliminated by the compiler,
* so we don't know yet how many there will be.
*/
if (ctx->type != PIPE_SHADER_FRAGMENT)
for (; i < num_params; ++i)
shader->info.num_input_vgprs += llvm_get_type_size(params[i]) / 4;
for (; i < num_params; ++i)
shader->info.num_input_vgprs += llvm_get_type_size(params[i]) / 4;
assert(shader->info.num_input_vgprs >= num_prolog_vgprs);
shader->info.num_input_vgprs -= num_prolog_vgprs;
if (!ctx->screen->has_ds_bpermute &&
bld_base->info &&