From: Nicolai Hähnle <nicolai.haeh...@amd.com>

---
 src/gallium/drivers/radeonsi/si_shader.c | 239 ++++++++-----------------------
 1 file changed, 61 insertions(+), 178 deletions(-)

diff --git a/src/gallium/drivers/radeonsi/si_shader.c 
b/src/gallium/drivers/radeonsi/si_shader.c
index a3b1189..58f8c15 100644
--- a/src/gallium/drivers/radeonsi/si_shader.c
+++ b/src/gallium/drivers/radeonsi/si_shader.c
@@ -7151,60 +7151,98 @@ int si_compile_tgsi_shader(struct si_screen *sscreen,
        }
 
        return 0;
 }
 
 /**
  * Create, compile and return a shader part (prolog or epilog).
  *
  * \param sscreen      screen
  * \param list         list of shader parts of the same category
+ * \param type         shader type
  * \param key          shader part key
+ * \param prolog       whether the part being requested is a prolog
  * \param tm           LLVM target machine
  * \param debug                debug callback
- * \param compile      the callback responsible for compilation
+ * \param build                the callback responsible for building the main 
function
  * \return             non-NULL on success
  */
 static struct si_shader_part *
 si_get_shader_part(struct si_screen *sscreen,
                   struct si_shader_part **list,
+                  enum pipe_shader_type type,
+                  bool prolog,
                   union si_shader_part_key *key,
                   LLVMTargetMachineRef tm,
                   struct pipe_debug_callback *debug,
-                  bool (*compile)(struct si_screen *,
-                                  LLVMTargetMachineRef,
-                                  struct pipe_debug_callback *,
-                                  struct si_shader_part *))
+                  void (*build)(struct si_shader_context *,
+                                union si_shader_part_key *),
+                  const char *name)
 {
        struct si_shader_part *result;
 
        pipe_mutex_lock(sscreen->shader_parts_mutex);
 
        /* Find existing. */
        for (result = *list; result; result = result->next) {
                if (memcmp(&result->key, key, sizeof(*key)) == 0) {
                        pipe_mutex_unlock(sscreen->shader_parts_mutex);
                        return result;
                }
        }
 
        /* Compile a new one. */
        result = CALLOC_STRUCT(si_shader_part);
        result->key = *key;
-       if (!compile(sscreen, tm, debug, result)) {
+
+       struct si_shader shader = {};
+       struct si_shader_context ctx;
+       struct gallivm_state *gallivm = &ctx.gallivm;
+
+       si_init_shader_ctx(&ctx, sscreen, &shader, tm);
+       ctx.type = type;
+
+       switch (type) {
+       case PIPE_SHADER_VERTEX:
+               break;
+       case PIPE_SHADER_TESS_CTRL:
+               assert(!prolog);
+               shader.key.tcs.epilog = key->tcs_epilog.states;
+               break;
+       case PIPE_SHADER_FRAGMENT:
+               if (prolog)
+                       shader.key.ps.prolog = key->ps_prolog.states;
+               else
+                       shader.key.ps.epilog = key->ps_epilog.states;
+               break;
+       default:
+               unreachable("bad shader part");
+       }
+
+       build(&ctx, key);
+
+       /* Compile. */
+       si_llvm_finalize_module(&ctx,
+               r600_extra_shader_checks(&sscreen->b, PIPE_SHADER_FRAGMENT));
+
+       if (si_compile_llvm(sscreen, &result->binary, &result->config, tm,
+                           gallivm->module, debug, ctx.type, name)) {
                FREE(result);
-               pipe_mutex_unlock(sscreen->shader_parts_mutex);
-               return NULL;
+               result = NULL;
+               goto out;
        }
 
        result->next = *list;
        *list = result;
+
+out:
+       si_llvm_dispose(&ctx);
        pipe_mutex_unlock(sscreen->shader_parts_mutex);
        return result;
 }
 
 /**
  * Build the vertex shader prolog function.
  *
  * The inputs are the same as VS (a lot of SGPRs and 4 VGPR system values).
  * All inputs are returned unmodified. The vertex load indices are
  * stored after them, which will be used by the API VS for fetching inputs.
@@ -7294,52 +7332,20 @@ static void si_build_vs_prolog_function(struct 
si_shader_context *ctx,
 
                index = LLVMBuildBitCast(gallivm->builder, index, ctx->f32, "");
                ret = LLVMBuildInsertValue(gallivm->builder, ret, index,
                                           num_params++, "");
        }
 
        si_llvm_build_ret(ctx, ret);
 }
 
 /**
- * Create a vertex shader prolog.
- */
-static bool si_compile_vs_prolog(struct si_screen *sscreen,
-                                LLVMTargetMachineRef tm,
-                                struct pipe_debug_callback *debug,
-                                struct si_shader_part *out)
-{
-       union si_shader_part_key *key = &out->key;
-       struct si_shader shader = {};
-       struct si_shader_context ctx;
-       struct gallivm_state *gallivm = &ctx.gallivm;
-       bool status = true;
-
-       si_init_shader_ctx(&ctx, sscreen, &shader, tm);
-       ctx.type = PIPE_SHADER_VERTEX;
-
-       si_build_vs_prolog_function(&ctx, key);
-
-       /* Compile. */
-       si_llvm_finalize_module(&ctx,
-               r600_extra_shader_checks(&sscreen->b, PIPE_SHADER_VERTEX));
-
-       if (si_compile_llvm(sscreen, &out->binary, &out->config, tm,
-                           gallivm->module, debug, ctx.type,
-                           "Vertex Shader Prolog"))
-               status = false;
-
-       si_llvm_dispose(&ctx);
-       return status;
-}
-
-/**
  * Build the vertex shader epilog function. This is also used by the 
tessellation
  * evaluation shader compiled as VS.
  *
  * The input is PrimitiveID.
  *
  * If PrimitiveID is required by the pixel shader, export it.
  * Otherwise, do nothing.
  */
 static void si_build_vs_epilog_function(struct si_shader_context *ctx,
                                        union si_shader_part_key *key)
@@ -7380,67 +7386,37 @@ static void si_build_vs_epilog_function(struct 
si_shader_context *ctx,
 
                lp_build_intrinsic(base->gallivm->builder, "llvm.SI.export",
                                   
LLVMVoidTypeInContext(base->gallivm->context),
                                   args, 9, 0);
        }
 
        LLVMBuildRetVoid(gallivm->builder);
 }
 
 /**
- * Compile the vertex shader epilog. This is also used by the tessellation
- * evaluation shader compiled as VS.
- */
-static bool si_compile_vs_epilog(struct si_screen *sscreen,
-                                LLVMTargetMachineRef tm,
-                                struct pipe_debug_callback *debug,
-                                struct si_shader_part *out)
-{
-       union si_shader_part_key *key = &out->key;
-       struct si_shader_context ctx;
-       struct gallivm_state *gallivm = &ctx.gallivm;
-       bool status = true;
-
-       si_init_shader_ctx(&ctx, sscreen, NULL, tm);
-       ctx.type = PIPE_SHADER_VERTEX;
-
-       si_build_vs_epilog_function(&ctx, key);
-
-       /* Compile. */
-       si_llvm_finalize_module(&ctx,
-               r600_extra_shader_checks(&sscreen->b, PIPE_SHADER_VERTEX));
-
-       if (si_compile_llvm(sscreen, &out->binary, &out->config, tm,
-                           gallivm->module, debug, ctx.type,
-                           "Vertex Shader Epilog"))
-               status = false;
-
-       si_llvm_dispose(&ctx);
-       return status;
-}
-
-/**
  * Create & compile a vertex shader epilog. This a helper used by VS and TES.
  */
 static bool si_get_vs_epilog(struct si_screen *sscreen,
                             LLVMTargetMachineRef tm,
                             struct si_shader *shader,
                             struct pipe_debug_callback *debug,
                             struct si_vs_epilog_bits *states)
 {
        union si_shader_part_key epilog_key;
 
        si_get_vs_epilog_key(shader, states, &epilog_key);
 
        shader->epilog = si_get_shader_part(sscreen, &sscreen->vs_epilogs,
+                                           PIPE_SHADER_VERTEX, true,
                                            &epilog_key, tm, debug,
-                                           si_compile_vs_epilog);
+                                           si_build_vs_epilog_function,
+                                           "Vertex Shader Epilog");
        return shader->epilog != NULL;
 }
 
 /**
  * Select and compile (or reuse) vertex shader parts (prolog & epilog).
  */
 static bool si_shader_select_vs_parts(struct si_screen *sscreen,
                                      LLVMTargetMachineRef tm,
                                      struct si_shader *shader,
                                      struct pipe_debug_callback *debug)
@@ -7448,22 +7424,24 @@ static bool si_shader_select_vs_parts(struct si_screen 
*sscreen,
        struct tgsi_shader_info *info = &shader->selector->info;
        union si_shader_part_key prolog_key;
 
        /* Get the prolog. */
        si_get_vs_prolog_key(shader, &prolog_key);
 
        /* The prolog is a no-op if there are no inputs. */
        if (info->num_inputs) {
                shader->prolog =
                        si_get_shader_part(sscreen, &sscreen->vs_prologs,
+                                          PIPE_SHADER_VERTEX, true,
                                           &prolog_key, tm, debug,
-                                          si_compile_vs_prolog);
+                                          si_build_vs_prolog_function,
+                                          "Vertex Shader Prolog");
                if (!shader->prolog)
                        return false;
        }
 
        /* Get the epilog. */
        if (!shader->key.vs.as_es && !shader->key.vs.as_ls &&
            !si_get_vs_epilog(sscreen, tm, shader, debug,
                              &shader->key.vs.epilog))
                return false;
 
@@ -7525,70 +7503,38 @@ static void si_build_tcs_epilog_function(struct 
si_shader_context *ctx,
 
        si_write_tess_factors(bld_base,
                              LLVMGetParam(func, last_sgpr + 1),
                              LLVMGetParam(func, last_sgpr + 2),
                              LLVMGetParam(func, last_sgpr + 3));
 
        LLVMBuildRetVoid(gallivm->builder);
 }
 
 /**
- * Compile the TCS epilog. This writes tesselation factors to memory based on
- * the output primitive type of the tesselator (determined by TES).
- */
-static bool si_compile_tcs_epilog(struct si_screen *sscreen,
-                                 LLVMTargetMachineRef tm,
-                                 struct pipe_debug_callback *debug,
-                                 struct si_shader_part *out)
-{
-       union si_shader_part_key *key = &out->key;
-       struct si_shader shader = {};
-       struct si_shader_context ctx;
-       struct gallivm_state *gallivm = &ctx.gallivm;
-       bool status = true;
-
-       si_init_shader_ctx(&ctx, sscreen, &shader, tm);
-       ctx.type = PIPE_SHADER_TESS_CTRL;
-       shader.key.tcs.epilog = key->tcs_epilog.states;
-
-       si_build_tcs_epilog_function(&ctx, key);
-
-       /* Compile. */
-       si_llvm_finalize_module(&ctx,
-               r600_extra_shader_checks(&sscreen->b, PIPE_SHADER_TESS_CTRL));
-
-       if (si_compile_llvm(sscreen, &out->binary, &out->config, tm,
-                           gallivm->module, debug, ctx.type,
-                           "Tessellation Control Shader Epilog"))
-               status = false;
-
-       si_llvm_dispose(&ctx);
-       return status;
-}
-
-/**
  * Select and compile (or reuse) TCS parts (epilog).
  */
 static bool si_shader_select_tcs_parts(struct si_screen *sscreen,
                                       LLVMTargetMachineRef tm,
                                       struct si_shader *shader,
                                       struct pipe_debug_callback *debug)
 {
        union si_shader_part_key epilog_key;
 
        /* Get the epilog. */
        memset(&epilog_key, 0, sizeof(epilog_key));
        epilog_key.tcs_epilog.states = shader->key.tcs.epilog;
 
        shader->epilog = si_get_shader_part(sscreen, &sscreen->tcs_epilogs,
+                                           PIPE_SHADER_TESS_CTRL, false,
                                            &epilog_key, tm, debug,
-                                           si_compile_tcs_epilog);
+                                           si_build_tcs_epilog_function,
+                                           "Tessellation Control Shader 
Epilog");
        return shader->epilog != NULL;
 }
 
 /**
  * Build the pixel shader prolog function. This handles:
  * - two-side color selection and interpolation
  * - overriding interpolation parameters for the API PS
  * - polygon stippling
  *
  * All preloaded SGPRs and VGPRs are passed through unmodified unless they are
@@ -7825,53 +7771,20 @@ static void si_build_ps_prolog_function(struct 
si_shader_context *ctx,
        /* Tell LLVM to insert WQM instruction sequence when needed. */
        if (key->ps_prolog.wqm) {
                LLVMAddTargetDependentFunctionAttr(func,
                                                   "amdgpu-ps-wqm-outputs", "");
        }
 
        si_llvm_build_ret(ctx, ret);
 }
 
 /**
- * Compile the pixel shader prolog.
- */
-static bool si_compile_ps_prolog(struct si_screen *sscreen,
-                                LLVMTargetMachineRef tm,
-                                struct pipe_debug_callback *debug,
-                                struct si_shader_part *out)
-{
-       union si_shader_part_key *key = &out->key;
-       struct si_shader shader = {};
-       struct si_shader_context ctx;
-       struct gallivm_state *gallivm = &ctx.gallivm;
-       bool status = true;
-
-       si_init_shader_ctx(&ctx, sscreen, &shader, tm);
-       ctx.type = PIPE_SHADER_FRAGMENT;
-       shader.key.ps.prolog = key->ps_prolog.states;
-
-       si_build_ps_prolog_function(&ctx, key);
-
-       /* Compile. */
-       si_llvm_finalize_module(&ctx,
-               r600_extra_shader_checks(&sscreen->b, PIPE_SHADER_FRAGMENT));
-
-       if (si_compile_llvm(sscreen, &out->binary, &out->config, tm,
-                           gallivm->module, debug, ctx.type,
-                           "Fragment Shader Prolog"))
-               status = false;
-
-       si_llvm_dispose(&ctx);
-       return status;
-}
-
-/**
  * Build the pixel shader epilog function. This handles everything that must be
  * emulated for pixel shader exports. (alpha-test, format conversions, etc)
  */
 static void si_build_ps_epilog_function(struct si_shader_context *ctx,
                                        union si_shader_part_key *key)
 {
        struct gallivm_state *gallivm = &ctx->gallivm;
        struct lp_build_tgsi_context *bld_base = &ctx->soa.bld_base;
        LLVMTypeRef params[16+8*4+3];
        LLVMValueRef depth = NULL, stencil = NULL, samplemask = NULL;
@@ -7958,85 +7871,55 @@ static void si_build_ps_epilog_function(struct 
si_shader_context *ctx,
        else if (last_color_export == -1)
                si_export_null(bld_base);
 
        if (exp.num)
                si_emit_ps_exports(ctx, &exp);
 
        /* Compile. */
        LLVMBuildRetVoid(gallivm->builder);
 }
 
-
-/**
- * Compile the pixel shader epilog to a binary for concatenation.
- */
-static bool si_compile_ps_epilog(struct si_screen *sscreen,
-                                LLVMTargetMachineRef tm,
-                                struct pipe_debug_callback *debug,
-                                struct si_shader_part *out)
-{
-       union si_shader_part_key *key = &out->key;
-       struct si_shader shader = {};
-       struct si_shader_context ctx;
-       struct gallivm_state *gallivm = &ctx.gallivm;
-       bool status = true;
-
-       si_init_shader_ctx(&ctx, sscreen, &shader, tm);
-       ctx.type = PIPE_SHADER_FRAGMENT;
-       shader.key.ps.epilog = key->ps_epilog.states;
-
-       si_build_ps_epilog_function(&ctx, key);
-
-       /* Compile. */
-       si_llvm_finalize_module(&ctx,
-               r600_extra_shader_checks(&sscreen->b, PIPE_SHADER_FRAGMENT));
-
-       if (si_compile_llvm(sscreen, &out->binary, &out->config, tm,
-                           gallivm->module, debug, ctx.type,
-                           "Fragment Shader Epilog"))
-               status = false;
-
-       si_llvm_dispose(&ctx);
-       return status;
-}
-
 /**
  * Select and compile (or reuse) pixel shader parts (prolog & epilog).
  */
 static bool si_shader_select_ps_parts(struct si_screen *sscreen,
                                      LLVMTargetMachineRef tm,
                                      struct si_shader *shader,
                                      struct pipe_debug_callback *debug)
 {
        union si_shader_part_key prolog_key;
        union si_shader_part_key epilog_key;
 
        /* Get the prolog. */
        si_get_ps_prolog_key(shader, &prolog_key, true);
 
        /* The prolog is a no-op if these aren't set. */
        if (si_need_ps_prolog(&prolog_key)) {
                shader->prolog =
                        si_get_shader_part(sscreen, &sscreen->ps_prologs,
+                                          PIPE_SHADER_FRAGMENT, true,
                                           &prolog_key, tm, debug,
-                                          si_compile_ps_prolog);
+                                          si_build_ps_prolog_function,
+                                          "Fragment Shader Prolog");
                if (!shader->prolog)
                        return false;
        }
 
        /* Get the epilog. */
        si_get_ps_epilog_key(shader, &epilog_key);
 
        shader->epilog =
                si_get_shader_part(sscreen, &sscreen->ps_epilogs,
+                                  PIPE_SHADER_FRAGMENT, false,
                                   &epilog_key, tm, debug,
-                                  si_compile_ps_epilog);
+                                  si_build_ps_epilog_function,
+                                  "Fragment Shader Epilog");
        if (!shader->epilog)
                return false;
 
        /* Enable POS_FIXED_PT if polygon stippling is enabled. */
        if (shader->key.ps.prolog.poly_stipple) {
                shader->config.spi_ps_input_ena |= S_0286CC_POS_FIXED_PT_ENA(1);
                
assert(G_0286CC_POS_FIXED_PT_ENA(shader->config.spi_ps_input_addr));
        }
 
        /* Set up the enable bits for per-sample shading if needed. */
-- 
2.7.4

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