Mesa (master): anv/pipeline: allow more than 16 FS inputs
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Wed Apr 1 23:45:46 UTC 2020
Module: Mesa
Branch: master
Commit: 191ced539a18e4738e7e6bce7612779dced1625a
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=191ced539a18e4738e7e6bce7612779dced1625a
Author: Juan A. Suarez Romero <jasuarez at igalia.com>
Date: Tue Mar 31 10:59:20 2020 +0000
anv/pipeline: allow more than 16 FS inputs
A fragment shader can have more than 16 inputs, so SBE emission should
deal with all of them.
This fixes dEQP-VK.pipeline.max_varyings.*
Cc: mesa-stable at lists.freedesktop.org
Signed-off-by: Juan A. Suarez Romero <jasuarez at igalia.com>
Reviewed-by: Jason Ekstrand <jason at jlekstrand.net>
Reviewed-by: Ivan Briano <ivan.briano at intel.com>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/2010>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/2010>
---
src/intel/vulkan/genX_pipeline.c | 35 +++++++++++++++++++++--------------
1 file changed, 21 insertions(+), 14 deletions(-)
diff --git a/src/intel/vulkan/genX_pipeline.c b/src/intel/vulkan/genX_pipeline.c
index 59c66267be7..70d77b4cd64 100644
--- a/src/intel/vulkan/genX_pipeline.c
+++ b/src/intel/vulkan/genX_pipeline.c
@@ -355,8 +355,10 @@ emit_3dstate_sbe(struct anv_graphics_pipeline *pipeline)
# define swiz sbe
#endif
- /* Skip the VUE header and position slots by default */
- unsigned urb_entry_read_offset = 1;
+ int first_slot = brw_compute_first_urb_slot_required(wm_prog_data->inputs,
+ fs_input_map);
+ assert(first_slot % 2 == 0);
+ unsigned urb_entry_read_offset = first_slot / 2;
int max_source_attr = 0;
for (uint8_t idx = 0; idx < wm_prog_data->urb_setup_attribs_count; idx++) {
uint8_t attr = wm_prog_data->urb_setup_attribs[idx];
@@ -366,7 +368,6 @@ emit_3dstate_sbe(struct anv_graphics_pipeline *pipeline)
/* gl_Viewport and gl_Layer are stored in the VUE header */
if (attr == VARYING_SLOT_VIEWPORT || attr == VARYING_SLOT_LAYER) {
- urb_entry_read_offset = 0;
continue;
}
@@ -377,9 +378,6 @@ emit_3dstate_sbe(struct anv_graphics_pipeline *pipeline)
const int slot = fs_input_map->varying_to_slot[attr];
- if (input_index >= 16)
- continue;
-
if (slot == -1) {
/* This attribute does not exist in the VUE--that means that the
* vertex shader did not write to it. It could be that it's a
@@ -393,15 +391,24 @@ emit_3dstate_sbe(struct anv_graphics_pipeline *pipeline)
swiz.Attribute[input_index].ComponentOverrideY = true;
swiz.Attribute[input_index].ComponentOverrideZ = true;
swiz.Attribute[input_index].ComponentOverrideW = true;
- } else {
- /* We have to subtract two slots to accout for the URB entry output
- * read offset in the VS and GS stages.
- */
- const int source_attr = slot - 2 * urb_entry_read_offset;
- assert(source_attr >= 0 && source_attr < 32);
- max_source_attr = MAX2(max_source_attr, source_attr);
- swiz.Attribute[input_index].SourceAttribute = source_attr;
+ continue;
}
+
+ /* We have to subtract two slots to accout for the URB entry output
+ * read offset in the VS and GS stages.
+ */
+ const int source_attr = slot - 2 * urb_entry_read_offset;
+ assert(source_attr >= 0 && source_attr < 32);
+ max_source_attr = MAX2(max_source_attr, source_attr);
+ /* The hardware can only do overrides on 16 overrides at a time, and the
+ * other up to 16 have to be lined up so that the input index = the
+ * output index. We'll need to do some tweaking to make sure that's the
+ * case.
+ */
+ if (input_index < 16)
+ swiz.Attribute[input_index].SourceAttribute = source_attr;
+ else
+ assert(source_attr == input_index);
}
sbe.VertexURBEntryReadOffset = urb_entry_read_offset;
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