v3d: support precompiling geometry shaders

At present, this is only relevant for shader-db.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
This commit is contained in:
Iago Toral Quiroga
2019-11-11 11:46:41 +01:00
parent 7cee56b1df
commit ba7bc83dd5
+48 -16
View File
@@ -175,6 +175,27 @@ type_size(const struct glsl_type *type, bool bindless)
return glsl_count_attribute_slots(type, false);
}
static void
precompile_all_outputs(nir_shader *s,
struct v3d_varying_slot *outputs,
uint8_t *num_outputs)
{
nir_foreach_variable(var, &s->outputs) {
const int array_len = MAX2(glsl_get_length(var->type), 1);
for (int j = 0; j < array_len; j++) {
const int slot = var->data.location + j;
const int num_components =
glsl_get_components(var->type);
for (int i = 0; i < num_components; i++) {
const int swiz = var->data.location_frac + i;
outputs[(*num_outputs)++] =
v3d_slot_from_slot_and_component(slot,
swiz);
}
}
}
}
/**
* Precompiles a shader variant at shader state creation time if
* V3D_DEBUG=precompile is set. Used for shader-db
@@ -204,9 +225,31 @@ v3d_shader_precompile(struct v3d_context *v3d,
v3d_setup_shared_precompile_key(so, &key.base);
v3d_get_compiled_shader(v3d, &key.base, sizeof(key));
} else {
/* FIXME: add geometry shaders */
} else if (s->info.stage == MESA_SHADER_GEOMETRY) {
struct v3d_gs_key key = {
.base.shader_state = so,
.base.is_last_geometry_stage = true,
};
v3d_setup_shared_precompile_key(so, &key.base);
precompile_all_outputs(s,
key.used_outputs,
&key.num_used_outputs);
v3d_get_compiled_shader(v3d, &key.base, sizeof(key));
/* Compile GS bin shader: only position (XXX: include TF) */
key.is_coord = true;
key.num_used_outputs = 0;
for (int i = 0; i < 4; i++) {
key.used_outputs[key.num_used_outputs++] =
v3d_slot_from_slot_and_component(VARYING_SLOT_POS,
i);
}
v3d_get_compiled_shader(v3d, &key.base, sizeof(key));
} else {
assert(s->info.stage == MESA_SHADER_VERTEX);
struct v3d_vs_key key = {
.base.shader_state = so,
/* Emit fixed function outputs */
@@ -215,20 +258,9 @@ v3d_shader_precompile(struct v3d_context *v3d,
v3d_setup_shared_precompile_key(so, &key.base);
/* Compile VS: All outputs */
nir_foreach_variable(var, &s->outputs) {
unsigned array_len = MAX2(glsl_get_length(var->type), 1);
assert(array_len == 1);
(void)array_len;
int slot = var->data.location;
for (int i = 0; i < glsl_get_components(var->type); i++) {
int swiz = var->data.location_frac + i;
key.used_outputs[key.num_used_outputs++] =
v3d_slot_from_slot_and_component(slot,
swiz);
}
}
precompile_all_outputs(s,
key.used_outputs,
&key.num_used_outputs);
v3d_get_compiled_shader(v3d, &key.base, sizeof(key));