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

Ilia Mirkin imirkin at alum.mit.edu
Tue Jan 10 16:59:19 UTC 2017


On Tue, Jan 10, 2017 at 11:50 AM, Lionel Landwerlin
<lionel.g.landwerlin at intel.com> wrote:
> 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 :

As you're about to get tess support, maybe just take that into account
here? It should fall back as GP -> TEP -> VP. (Presumably the logic
you're copying from has this as well.)

> +         (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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