radeonsi: implement a fixed-function tessellation control shader and its state

Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
This commit is contained in:
Marek Olšák
2015-05-18 01:59:37 +02:00
parent b6f4fdf6a9
commit db267a04ce
4 changed files with 68 additions and 1 deletions
+2
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@@ -59,6 +59,8 @@ static void si_destroy_context(struct pipe_context *context)
if (sctx->dummy_pixel_shader) {
sctx->b.b.delete_fs_state(&sctx->b.b, sctx->dummy_pixel_shader);
}
if (sctx->fixed_func_tcs_shader)
sctx->b.b.delete_tcs_state(&sctx->b.b, sctx->fixed_func_tcs_shader);
sctx->b.b.delete_depth_stencil_alpha_state(&sctx->b.b, sctx->custom_dsa_flush);
sctx->b.b.delete_blend_state(&sctx->b.b, sctx->custom_blend_resolve);
sctx->b.b.delete_blend_state(&sctx->b.b, sctx->custom_blend_decompress);
+1
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@@ -136,6 +136,7 @@ struct si_context {
struct si_screen *screen;
struct si_pm4_state *init_config;
struct pipe_fence_handle *last_gfx_fence;
struct si_shader_selector *fixed_func_tcs_shader;
union {
struct {
+25
View File
@@ -2895,6 +2895,30 @@ static void si_set_polygon_stipple(struct pipe_context *ctx,
}
}
static void si_set_tess_state(struct pipe_context *ctx,
const float default_outer_level[4],
const float default_inner_level[2])
{
struct si_context *sctx = (struct si_context *)ctx;
struct pipe_constant_buffer cb;
float array[8];
memcpy(array, default_outer_level, sizeof(float) * 4);
memcpy(array+4, default_inner_level, sizeof(float) * 2);
cb.buffer = NULL;
cb.user_buffer = NULL;
cb.buffer_size = sizeof(array);
si_upload_const_buffer(sctx, (struct r600_resource**)&cb.buffer,
(void*)array, sizeof(array),
&cb.buffer_offset);
ctx->set_constant_buffer(ctx, PIPE_SHADER_TESS_CTRL,
SI_DRIVER_STATE_CONST_BUF, &cb);
pipe_resource_reference(&cb.buffer, NULL);
}
static void si_texture_barrier(struct pipe_context *ctx)
{
struct si_context *sctx = (struct si_context *)ctx;
@@ -2972,6 +2996,7 @@ void si_init_state_functions(struct si_context *sctx)
sctx->b.b.texture_barrier = si_texture_barrier;
sctx->b.b.set_polygon_stipple = si_set_polygon_stipple;
sctx->b.b.set_min_samples = si_set_min_samples;
sctx->b.b.set_tess_state = si_set_tess_state;
sctx->b.set_occlusion_query_state = si_set_occlusion_query_state;
sctx->b.need_gfx_cs_space = si_need_gfx_cs_space;
@@ -30,6 +30,7 @@
#include "sid.h"
#include "tgsi/tgsi_parse.h"
#include "tgsi/tgsi_ureg.h"
#include "util/u_memory.h"
#include "util/u_simple_shaders.h"
@@ -1149,6 +1150,40 @@ static void si_init_tess_factor_ring(struct si_context *sctx)
sctx->b.flags |= SI_CONTEXT_VGT_FLUSH;
}
/**
* This is used when TCS is NULL in the VS->TCS->TES chain. In this case,
* VS passes its outputs to TES directly, so the fixed-function shader only
* has to write TESSOUTER and TESSINNER.
*/
static void si_generate_fixed_func_tcs(struct si_context *sctx)
{
struct ureg_src const0, const1;
struct ureg_dst tessouter, tessinner;
struct ureg_program *ureg = ureg_create(TGSI_PROCESSOR_TESS_CTRL);
if (!ureg)
return; /* if we get here, we're screwed */
assert(!sctx->fixed_func_tcs_shader);
ureg_DECL_constant2D(ureg, 0, 1, SI_DRIVER_STATE_CONST_BUF);
const0 = ureg_src_dimension(ureg_src_register(TGSI_FILE_CONSTANT, 0),
SI_DRIVER_STATE_CONST_BUF);
const1 = ureg_src_dimension(ureg_src_register(TGSI_FILE_CONSTANT, 1),
SI_DRIVER_STATE_CONST_BUF);
tessouter = ureg_DECL_output(ureg, TGSI_SEMANTIC_TESSOUTER, 0);
tessinner = ureg_DECL_output(ureg, TGSI_SEMANTIC_TESSINNER, 0);
ureg_MOV(ureg, tessouter, const0);
ureg_MOV(ureg, tessinner, const1);
ureg_END(ureg);
sctx->fixed_func_tcs_shader =
ureg_create_shader_and_destroy(ureg, &sctx->b.b);
assert(sctx->fixed_func_tcs_shader);
}
static void si_update_vgt_shader_config(struct si_context *sctx)
{
/* Calculate the index of the config.
@@ -1202,7 +1237,11 @@ void si_update_shaders(struct si_context *sctx)
si_shader_select(ctx, sctx->tcs_shader);
si_pm4_bind_state(sctx, hs, sctx->tcs_shader->current->pm4);
} else {
assert(!"generate TCS shader");
if (!sctx->fixed_func_tcs_shader)
si_generate_fixed_func_tcs(sctx);
si_shader_select(ctx, sctx->fixed_func_tcs_shader);
si_pm4_bind_state(sctx, hs,
sctx->fixed_func_tcs_shader->current->pm4);
}
si_shader_select(ctx, sctx->tes_shader);