[Mesa-dev] [PATCH 2/2] i965: Fix scalar vertex shader struct outputs.
Jason Ekstrand
jason at jlekstrand.net
Wed Nov 25 11:02:10 PST 2015
On Tue, Nov 24, 2015 at 10:35 PM, Kenneth Graunke <kenneth at whitecape.org> wrote:
> While we correctly set output[] for composite varyings, we set completely
> bogus values for output_components[], making emit_urb_writes() output
> zeros instead of the actual values.
>
> Unfortunately, our simple approach goes out the window, and we need to
> recurse into structs to get the proper value of vector_elements for each
> field.
>
> Together with the previous patch, this fixes rendering in an upcoming
> game from Feral Interactive.
>
> Cc: "11.1 11.0" <mesa-stable at lists.freedesktop.org>
> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
> ---
> src/mesa/drivers/dri/i965/brw_fs.h | 2 ++
> src/mesa/drivers/dri/i965/brw_fs_nir.cpp | 40 +++++++++++++++++++++++++-------
> 2 files changed, 34 insertions(+), 8 deletions(-)
>
> Again, happy to switch to pointers if people would prefer.
>
> diff --git a/src/mesa/drivers/dri/i965/brw_fs.h b/src/mesa/drivers/dri/i965/brw_fs.h
> index aded70b..3a5f334 100644
> --- a/src/mesa/drivers/dri/i965/brw_fs.h
> +++ b/src/mesa/drivers/dri/i965/brw_fs.h
> @@ -243,6 +243,8 @@ public:
>
> void emit_nir_code();
> void nir_setup_inputs();
> + void nir_setup_single_output_varying(fs_reg ®, const glsl_type *type,
> + unsigned &location);
> void nir_setup_outputs();
> void nir_setup_uniforms();
> void nir_emit_system_values();
> diff --git a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
> index a094eef..9528bc5 100644
> --- a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
> @@ -91,6 +91,32 @@ fs_visitor::nir_setup_inputs()
> }
>
> void
> +fs_visitor::nir_setup_single_output_varying(fs_reg ®,
> + const glsl_type *type,
> + unsigned &location)
Again, inout params. Pointers please.
With that changed,
Reviewed-by: Jason Ekstrand <jason.ekstrand at intel.com>
> +{
> + if (type->is_array() || type->is_matrix()) {
> + const struct glsl_type *elem_type = glsl_get_array_element(type);
> + const unsigned length = glsl_get_length(type);
> +
> + for (unsigned i = 0; i < length; i++) {
> + nir_setup_single_output_varying(reg, elem_type, location);
> + }
> + } else if (type->is_record()) {
> + for (unsigned i = 0; i < type->length; i++) {
> + const struct glsl_type *field_type = type->fields.structure[i].type;
> + nir_setup_single_output_varying(reg, field_type, location);
> + }
> + } else {
> + assert(type->is_scalar() || type->is_vector());
> + this->outputs[location] = reg;
> + this->output_components[location] = type->vector_elements;
> + reg = offset(reg, bld, 4);
> + location++;
> + }
> +}
> +
> +void
> fs_visitor::nir_setup_outputs()
> {
> brw_wm_prog_key *key = (brw_wm_prog_key*) this->key;
> @@ -100,17 +126,13 @@ fs_visitor::nir_setup_outputs()
> nir_foreach_variable(var, &nir->outputs) {
> fs_reg reg = offset(nir_outputs, bld, var->data.driver_location);
>
> - int vector_elements = var->type->without_array()->vector_elements;
> -
> switch (stage) {
> case MESA_SHADER_VERTEX:
> - case MESA_SHADER_GEOMETRY:
> - for (int i = 0; i < type_size_vec4(var->type); i++) {
> - int output = var->data.location + i;
> - this->outputs[output] = offset(reg, bld, 4 * i);
> - this->output_components[output] = vector_elements;
> - }
> + case MESA_SHADER_GEOMETRY: {
> + unsigned location = var->data.location;
> + nir_setup_single_output_varying(reg, var->type, location);
> break;
> + }
> case MESA_SHADER_FRAGMENT:
> if (var->data.index > 0) {
> assert(var->data.location == FRAG_RESULT_DATA0);
> @@ -130,6 +152,8 @@ fs_visitor::nir_setup_outputs()
> } else if (var->data.location == FRAG_RESULT_SAMPLE_MASK) {
> this->sample_mask = reg;
> } else {
> + int vector_elements = var->type->without_array()->vector_elements;
> +
> /* gl_FragData or a user-defined FS output */
> assert(var->data.location >= FRAG_RESULT_DATA0 &&
> var->data.location < FRAG_RESULT_DATA0+BRW_MAX_DRAW_BUFFERS);
> --
> 2.6.2
>
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