[Mesa-dev] [PATCH v2] anv: set input_slots_valid on brw_wm_prog_key

Lionel Landwerlin lionel.g.landwerlin at intel.com
Tue Jan 10 16:50:46 UTC 2017


With shaders using a lot of inputs/outputs, like this (from Gtk+) :

layout(location = 0) in vec2 inPos;
layout(location = 1) in float inGradientPos;
layout(location = 2) in flat int inRepeating;
layout(location = 3) in flat int inStopCount;
layout(location = 4) in flat vec4 inClipBounds;
layout(location = 5) in flat vec4 inClipWidths;
layout(location = 6) in flat ColorStop inStops[8];

layout(location = 0) out vec4 outColor;

we're missing the programming of the input_slots_valid field leading
to an assert further down the backend code.

Note that we need the shader to be translated from spirv before we can
get the number of inputs/outputs so we set this in a post function and
leave the field at 0 for hashing.

v2: Use valid slots of the geometry or vertex stage (Jason)

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin at intel.com>
Cc: Jason Ekstrand <jason at jlekstrand.net>
Cc: Kenneth Graunke <kenneth at whitecape.org>
---
 src/intel/vulkan/anv_pipeline.c | 21 +++++++++++++++++++--
 1 file changed, 19 insertions(+), 2 deletions(-)

diff --git a/src/intel/vulkan/anv_pipeline.c b/src/intel/vulkan/anv_pipeline.c
index 2c46ef5bf9..e51149cf37 100644
--- a/src/intel/vulkan/anv_pipeline.c
+++ b/src/intel/vulkan/anv_pipeline.c
@@ -266,8 +266,6 @@ populate_wm_prog_key(const struct gen_device_info *devinfo,

    populate_sampler_prog_key(devinfo, &key->tex);

-   /* TODO: Fill out key->input_slots_valid */
-
    /* Vulkan doesn't specify a default */
    key->high_quality_derivatives = false;

@@ -293,6 +291,23 @@ populate_wm_prog_key(const struct gen_device_info *devinfo,
 }

 static void
+post_populate_wm_prog_key(const struct anv_pipeline *pipeline,
+                          const nir_shader *nir,
+                          struct brw_wm_prog_key *key)
+{
+   if (_mesa_bitcount_64(nir->info->inputs_read &
+                         BRW_FS_VARYING_INPUT_MASK) > 16) {
+      struct anv_shader_bin * const *shaders = pipeline->shaders;
+      const struct brw_vue_prog_data *vue_prog_data =
+         shaders[MESA_SHADER_GEOMETRY] ?
+         (struct brw_vue_prog_data *) shaders[MESA_SHADER_GEOMETRY]->prog_data :
+         (struct brw_vue_prog_data *) shaders[MESA_SHADER_VERTEX]->prog_data;
+
+      key->input_slots_valid = vue_prog_data->vue_map.slots_valid;
+   }
+}
+
+static void
 populate_cs_prog_key(const struct gen_device_info *devinfo,
                      struct brw_cs_prog_key *key)
 {
@@ -616,6 +631,8 @@ anv_pipeline_compile_fs(struct anv_pipeline *pipeline,
       if (nir == NULL)
          return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);

+      post_populate_wm_prog_key(pipeline, nir, &key);
+
       unsigned num_rts = 0;
       struct anv_pipeline_binding rt_bindings[8];
       nir_function_impl *impl = nir_shader_get_entrypoint(nir);
--
2.11.0


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