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-rw-r--r--src/gallium/drivers/etnaviv/etnaviv_compiler_nir.c111
1 files changed, 73 insertions, 38 deletions
diff --git a/src/gallium/drivers/etnaviv/etnaviv_compiler_nir.c b/src/gallium/drivers/etnaviv/etnaviv_compiler_nir.c
index 8a71f62a07d..c731067f542 100644
--- a/src/gallium/drivers/etnaviv/etnaviv_compiler_nir.c
+++ b/src/gallium/drivers/etnaviv/etnaviv_compiler_nir.c
@@ -685,6 +685,75 @@ copy_uniform_state_to_shader(struct etna_shader_variant *sobj, uint64_t *consts,
#include "etnaviv_compiler_nir_emit.h"
+static bool
+etna_compile_check_limits(struct etna_shader_variant *v)
+{
+ const struct etna_specs *specs = v->shader->specs;
+ int max_uniforms = (v->stage == MESA_SHADER_VERTEX)
+ ? specs->max_vs_uniforms
+ : specs->max_ps_uniforms;
+
+ if (!specs->has_icache && v->needs_icache) {
+ DBG("Number of instructions (%d) exceeds maximum %d", v->code_size / 4,
+ specs->max_instructions);
+ return false;
+ }
+
+ if (v->num_temps > specs->max_registers) {
+ DBG("Number of registers (%d) exceeds maximum %d", v->num_temps,
+ specs->max_registers);
+ return false;
+ }
+
+ if (v->uniforms.imm_count / 4 > max_uniforms) {
+ DBG("Number of uniforms (%d) exceeds maximum %d",
+ v->uniforms.imm_count / 4, max_uniforms);
+ return false;
+ }
+
+ return true;
+}
+
+static void
+fill_vs_mystery(struct etna_shader_variant *v)
+{
+ const struct etna_specs *specs = v->shader->specs;
+
+ v->input_count_unk8 = DIV_ROUND_UP(v->infile.num_reg + 4, 16); /* XXX what is this */
+
+ /* fill in "mystery meat" load balancing value. This value determines how
+ * work is scheduled between VS and PS
+ * in the unified shader architecture. More precisely, it is determined from
+ * the number of VS outputs, as well as chip-specific
+ * vertex output buffer size, vertex cache size, and the number of shader
+ * cores.
+ *
+ * XXX this is a conservative estimate, the "optimal" value is only known for
+ * sure at link time because some
+ * outputs may be unused and thus unmapped. Then again, in the general use
+ * case with GLSL the vertex and fragment
+ * shaders are linked already before submitting to Gallium, thus all outputs
+ * are used.
+ *
+ * note: TGSI compiler counts all outputs (including position and pointsize), here
+ * v->outfile.num_reg only counts varyings, +1 to compensate for the position output
+ * TODO: might have a problem that we don't count pointsize when it is used
+ */
+
+ int half_out = v->outfile.num_reg / 2 + 1;
+ assert(half_out);
+
+ uint32_t b = ((20480 / (specs->vertex_output_buffer_size -
+ 2 * half_out * specs->vertex_cache_size)) +
+ 9) /
+ 10;
+ uint32_t a = (b + 256 / (specs->shader_core_count * half_out)) / 2;
+ v->vs_load_balancing = VIVS_VS_LOAD_BALANCING_A(MIN2(a, 255)) |
+ VIVS_VS_LOAD_BALANCING_B(MIN2(b, 255)) |
+ VIVS_VS_LOAD_BALANCING_C(0x3f) |
+ VIVS_VS_LOAD_BALANCING_D(0x0f);
+}
+
bool
etna_compile_shader_nir(struct etna_shader_variant *v)
{
@@ -819,48 +888,14 @@ etna_compile_shader_nir(struct etna_shader_variant *v)
if (s->info.stage == MESA_SHADER_FRAGMENT) {
v->input_count_unk8 = 31; /* XXX what is this */
assert(v->ps_depth_out_reg <= 0);
- ralloc_free(c->nir);
- FREE(c);
- return true;
+ } else {
+ fill_vs_mystery(v);
}
- v->input_count_unk8 = DIV_ROUND_UP(v->infile.num_reg + 4, 16); /* XXX what is this */
-
- /* fill in "mystery meat" load balancing value. This value determines how
- * work is scheduled between VS and PS
- * in the unified shader architecture. More precisely, it is determined from
- * the number of VS outputs, as well as chip-specific
- * vertex output buffer size, vertex cache size, and the number of shader
- * cores.
- *
- * XXX this is a conservative estimate, the "optimal" value is only known for
- * sure at link time because some
- * outputs may be unused and thus unmapped. Then again, in the general use
- * case with GLSL the vertex and fragment
- * shaders are linked already before submitting to Gallium, thus all outputs
- * are used.
- *
- * note: TGSI compiler counts all outputs (including position and pointsize), here
- * v->outfile.num_reg only counts varyings, +1 to compensate for the position output
- * TODO: might have a problem that we don't count pointsize when it is used
- */
-
- int half_out = v->outfile.num_reg / 2 + 1;
- assert(half_out);
-
- uint32_t b = ((20480 / (specs->vertex_output_buffer_size -
- 2 * half_out * specs->vertex_cache_size)) +
- 9) /
- 10;
- uint32_t a = (b + 256 / (specs->shader_core_count * half_out)) / 2;
- v->vs_load_balancing = VIVS_VS_LOAD_BALANCING_A(MIN2(a, 255)) |
- VIVS_VS_LOAD_BALANCING_B(MIN2(b, 255)) |
- VIVS_VS_LOAD_BALANCING_C(0x3f) |
- VIVS_VS_LOAD_BALANCING_D(0x0f);
-
+ bool result = etna_compile_check_limits(v);
ralloc_free(c->nir);
FREE(c);
- return true;
+ return result;
}
void