i965/vs: Move URB entry_size and read_length calculations to compile_vs

Reviewed-By: Eduardo Lima Mitev <elima@igalia.com>
This commit is contained in:
Jason Ekstrand
2015-10-15 11:39:06 -07:00
parent 6980372010
commit 41c474df53
2 changed files with 34 additions and 34 deletions
+34
View File
@@ -1933,6 +1933,40 @@ brw_compile_vs(const struct brw_compiler *compiler, void *log_data,
{
const unsigned *assembly = NULL;
unsigned nr_attributes = _mesa_bitcount_64(prog_data->inputs_read);
/* gl_VertexID and gl_InstanceID are system values, but arrive via an
* incoming vertex attribute. So, add an extra slot.
*/
if (shader->info.system_values_read &
(BITFIELD64_BIT(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) |
BITFIELD64_BIT(SYSTEM_VALUE_INSTANCE_ID))) {
nr_attributes++;
}
/* The 3DSTATE_VS documentation lists the lower bound on "Vertex URB Entry
* Read Length" as 1 in vec4 mode, and 0 in SIMD8 mode. Empirically, in
* vec4 mode, the hardware appears to wedge unless we read something.
*/
if (compiler->scalar_vs)
prog_data->base.urb_read_length = DIV_ROUND_UP(nr_attributes, 2);
else
prog_data->base.urb_read_length = DIV_ROUND_UP(MAX2(nr_attributes, 1), 2);
prog_data->nr_attributes = nr_attributes;
/* Since vertex shaders reuse the same VUE entry for inputs and outputs
* (overwriting the original contents), we need to make sure the size is
* the larger of the two.
*/
const unsigned vue_entries =
MAX2(nr_attributes, (unsigned)prog_data->base.vue_map.num_slots);
if (compiler->devinfo->gen == 6)
prog_data->base.urb_entry_size = DIV_ROUND_UP(vue_entries, 8);
else
prog_data->base.urb_entry_size = DIV_ROUND_UP(vue_entries, 4);
if (compiler->scalar_vs) {
prog_data->base.dispatch_mode = DISPATCH_MODE_SIMD8;
-34
View File
@@ -148,40 +148,6 @@ brw_codegen_vs_prog(struct brw_context *brw,
&prog_data.base.vue_map, outputs_written,
prog ? prog->SeparateShader : false);
unsigned nr_attributes = _mesa_bitcount_64(prog_data.inputs_read);
/* gl_VertexID and gl_InstanceID are system values, but arrive via an
* incoming vertex attribute. So, add an extra slot.
*/
if (vp->program.Base.SystemValuesRead &
(BITFIELD64_BIT(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) |
BITFIELD64_BIT(SYSTEM_VALUE_INSTANCE_ID))) {
nr_attributes++;
}
/* The 3DSTATE_VS documentation lists the lower bound on "Vertex URB Entry
* Read Length" as 1 in vec4 mode, and 0 in SIMD8 mode. Empirically, in
* vec4 mode, the hardware appears to wedge unless we read something.
*/
if (brw->intelScreen->compiler->scalar_vs)
prog_data.base.urb_read_length = DIV_ROUND_UP(nr_attributes, 2);
else
prog_data.base.urb_read_length = DIV_ROUND_UP(MAX2(nr_attributes, 1), 2);
prog_data.nr_attributes = nr_attributes;
/* Since vertex shaders reuse the same VUE entry for inputs and outputs
* (overwriting the original contents), we need to make sure the size is
* the larger of the two.
*/
const unsigned vue_entries =
MAX2(nr_attributes, prog_data.base.vue_map.num_slots);
if (brw->gen == 6)
prog_data.base.urb_entry_size = DIV_ROUND_UP(vue_entries, 8);
else
prog_data.base.urb_entry_size = DIV_ROUND_UP(vue_entries, 4);
if (0) {
_mesa_fprint_program_opt(stderr, &vp->program.Base, PROG_PRINT_DEBUG,
true);