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v3d: implement geometry shader instancing

v2:
 - Remove unused field uses_iid from v3d_gs_prog_data (Alejandro)

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
master
Iago Toral Quiroga преди 7 години
родител
ревизия
4f5fbd6490
променени са 4 файла, в които са добавени 15 реда и са изтрити 3 реда
  1. 4
    0
      src/broadcom/compiler/nir_to_vir.c
  2. 4
    0
      src/broadcom/compiler/v3d_compiler.h
  3. 1
    0
      src/broadcom/compiler/vir.c
  4. 6
    3
      src/gallium/drivers/v3d/v3dx_draw.c

+ 4
- 0
src/broadcom/compiler/nir_to_vir.c Целия файл

@@ -2327,6 +2327,10 @@ ntq_emit_intrinsic(struct v3d_compile *c, nir_intrinsic_instr *instr)
break;
}

case nir_intrinsic_load_invocation_id:
ntq_store_dest(c, &instr->dest, 0, vir_IID(c));
break;

default:
fprintf(stderr, "Unknown intrinsic: ");
nir_print_instr(&instr->instr, stderr);

+ 4
- 0
src/broadcom/compiler/v3d_compiler.h Целия файл

@@ -718,6 +718,9 @@ struct v3d_gs_prog_data {

/* Output primitive type */
uint8_t out_prim_type;

/* Number of GS invocations */
uint8_t num_invocations;
};

struct v3d_fs_prog_data {
@@ -1037,6 +1040,7 @@ VIR_A_ALU2(LDVPMG_IN)
VIR_A_ALU2(LDVPMG_OUT)
VIR_A_ALU0(TMUWT)

VIR_A_ALU0(IID)
VIR_A_ALU0(FXCD)
VIR_A_ALU0(XCD)
VIR_A_ALU0(FYCD)

+ 1
- 0
src/broadcom/compiler/vir.c Целия файл

@@ -681,6 +681,7 @@ v3d_gs_set_prog_data(struct v3d_compile *c,
prog_data->vpm_output_size = align(c->vpm_output_size, 8) / 8;

prog_data->out_prim_type = c->s->info.gs.output_primitive;
prog_data->num_invocations = c->s->info.gs.invocations;
}

static void

+ 6
- 3
src/gallium/drivers/v3d/v3dx_draw.c Целия файл

@@ -377,7 +377,8 @@ v3d_gs_output_primitive(uint32_t prim_type)

static void
v3d_emit_tes_gs_common_params(struct v3d_job *job,
uint8_t gs_out_prim_type)
uint8_t gs_out_prim_type,
uint8_t gs_num_invocations)
{
/* This, and v3d_emit_tes_gs_shader_params below, fill in default
* values for tessellation fields even though we don't support
@@ -393,7 +394,7 @@ v3d_emit_tes_gs_common_params(struct v3d_job *job,

shader.geometry_shader_output_format =
v3d_gs_output_primitive(gs_out_prim_type);
shader.geometry_shader_instances = 1; /* FIXME */
shader.geometry_shader_instances = gs_num_invocations & 0x1F;
}
}

@@ -506,7 +507,9 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
struct v3d_gs_prog_data *gs = v3d->prog.gs->prog_data.gs;
struct v3d_gs_prog_data *gs_bin = v3d->prog.gs_bin->prog_data.gs;

v3d_emit_tes_gs_common_params(v3d->job, gs->out_prim_type);
v3d_emit_tes_gs_common_params(v3d->job,
gs->out_prim_type,
gs->num_invocations);
v3d_emit_tes_gs_shader_params(v3d->job, gs_bin);
v3d_emit_tes_gs_shader_params(v3d->job, gs);
}

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