[Mesa-dev] [PATCH 22/23] i965: Add scalar GS input lowering code.
Kenneth Graunke
kenneth at whitecape.org
Wed Sep 30 00:58:26 PDT 2015
We really ought to compute the VUE map at link time and stash it, rather
than recomputing it here, but with the mess of program structures I
wasn't sure where to put it. We can improve that later.
Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
---
src/mesa/drivers/dri/i965/brw_nir.c | 44 ++++++++++++++++++++++++++++++++-----
1 file changed, 39 insertions(+), 5 deletions(-)
diff --git a/src/mesa/drivers/dri/i965/brw_nir.c b/src/mesa/drivers/dri/i965/brw_nir.c
index a5e8e14..099bbf0 100644
--- a/src/mesa/drivers/dri/i965/brw_nir.c
+++ b/src/mesa/drivers/dri/i965/brw_nir.c
@@ -56,7 +56,9 @@ remap_vs_attrs(nir_block *block, void *closure)
}
static void
-brw_nir_lower_inputs(nir_shader *nir,
+brw_nir_lower_inputs(const struct brw_device_info *devinfo,
+ nir_shader *nir,
+ const struct gl_shader_program *shader_prog,
const struct gl_program *prog,
bool is_scalar)
{
@@ -92,11 +94,42 @@ brw_nir_lower_inputs(nir_shader *nir,
}
}
break;
- case MESA_SHADER_GEOMETRY:
- foreach_list_typed(nir_variable, var, node, &nir->inputs) {
- var->data.driver_location = var->data.location;
+ case MESA_SHADER_GEOMETRY: {
+ if (!is_scalar) {
+ foreach_list_typed(nir_variable, var, node, &nir->inputs) {
+ var->data.driver_location = var->data.location;
+ }
+ } else {
+ /* The GLSL linker will have already matched up GS inputs and
+ * the outputs of prior stages. The driver does extend VS outputs
+ * in some cases, but only for legacy OpenGL or Gen4-5 hardware,
+ * neither of which offer geometry shader support. So we can
+ * safely ignore that.
+ *
+ * For SSO pipelines, we use a fixed VUE map layout based on variable
+ * locations, so we can rely on rendezvous-by-location to make this
+ * work.
+ *
+ * However, we need to ignore VARYING_SLOT_PRIMITIVE_ID, as it's not
+ * written by previous stages and shows up via payload magic.
+ */
+ struct brw_vue_map input_vue_map;
+ GLbitfield64 inputs_read = prog->InputsRead & ~VARYING_BIT_PRIMITIVE_ID;
+ brw_compute_vue_map(devinfo, &input_vue_map, inputs_read,
+ shader_prog->SeparateShader);
+
+ /* Start with the slot for the variable's base. */
+ foreach_list_typed(nir_variable, var, node, &nir->inputs) {
+ assert(input_vue_map.varying_to_slot[var->data.location] != -1);
+ var->data.driver_location =
+ input_vue_map.varying_to_slot[var->data.location];
+ }
+
+ /* Inputs are stored in vec4 slots, so use type_size_vec4(). */
+ nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
}
break;
+ }
case MESA_SHADER_FRAGMENT:
nir_assign_var_locations(&nir->inputs, &nir->num_inputs,
is_scalar ? type_size_scalar : type_size_vec4);
@@ -168,6 +201,7 @@ brw_create_nir(struct brw_context *brw,
bool is_scalar)
{
struct gl_context *ctx = &brw->ctx;
+ const struct brw_device_info *devinfo = brw->intelScreen->devinfo;
const nir_shader_compiler_options *options =
ctx->Const.ShaderCompilerOptions[stage].NirOptions;
static const nir_lower_tex_options tex_options = {
@@ -212,7 +246,7 @@ brw_create_nir(struct brw_context *brw,
/* Get rid of split copies */
nir_optimize(nir, is_scalar);
- brw_nir_lower_inputs(nir, prog, is_scalar);
+ brw_nir_lower_inputs(devinfo, nir, shader_prog, prog, is_scalar);
brw_nir_lower_outputs(nir, is_scalar);
nir_assign_var_locations(&nir->uniforms,
&nir->num_uniforms,
--
2.5.3
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