[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 17:02:21 UTC 2017


On 10/01/17 16:59, Ilia Mirkin wrote:
> 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.)

Thanks!

>
>> +         (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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