[Mesa-dev] [PATCH v2 03/14] spirv: Handle tessellation execution modes.
Jason Ekstrand
jason at jlekstrand.net
Tue Jan 10 17:06:08 UTC 2017
On Mon, Jan 9, 2017 at 11:37 PM, Kenneth Graunke <kenneth at whitecape.org>
wrote:
> v2: Use info->tess.
>
> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
> Reviewed-by: Dave Airlie <airlied at redhat.com> [v1]
> Reviewed-by: Iago Toral Quiroga <itoral at igalia.com> [v1]
> Reviewed-by: Jason Ekstrand <jason at jlekstrand.net> [v1]
> ---
> src/compiler/spirv/spirv_to_nir.c | 45 ++++++++++++++++++++++++++++++
> +++------
> 1 file changed, 39 insertions(+), 6 deletions(-)
>
> diff --git a/src/compiler/spirv/spirv_to_nir.c
> b/src/compiler/spirv/spirv_to_nir.c
> index befee1a4b9b..8f662aa35e2 100644
> --- a/src/compiler/spirv/spirv_to_nir.c
> +++ b/src/compiler/spirv/spirv_to_nir.c
> @@ -2753,8 +2753,12 @@ vtn_handle_execution_mode(struct vtn_builder *b,
> struct vtn_value *entry_point,
> break; /* Nothing to do with this */
>
> case SpvExecutionModeOutputVertices:
> - assert(b->shader->stage == MESA_SHADER_GEOMETRY);
> - b->shader->info->gs.vertices_out = mode->literals[0];
> + if (b->shader->stage == MESA_SHADER_TESS_CTRL) {
>
Is this only allowed in TCS? Just double-checking...
> + b->shader->info->tess.tcs_vertices_out = mode->literals[0];
> + } else {
> + assert(b->shader->stage == MESA_SHADER_GEOMETRY);
> + b->shader->info->gs.vertices_out = mode->literals[0];
> + }
> break;
>
> case SpvExecutionModeInputPoints:
> @@ -2764,11 +2768,13 @@ vtn_handle_execution_mode(struct vtn_builder *b,
> struct vtn_value *entry_point,
> case SpvExecutionModeInputTrianglesAdjacency:
> case SpvExecutionModeQuads:
> case SpvExecutionModeIsolines:
> - if (b->shader->stage == MESA_SHADER_GEOMETRY) {
> + if (b->shader->stage == MESA_SHADER_TESS_EVAL) {
>
Same question here only TES.
> + b->shader->info->tess.primitive_mode =
> + gl_primitive_from_spv_execution_mode(mode->exec_mode);
> + } else {
> + assert(b->shader->stage == MESA_SHADER_GEOMETRY);
> b->shader->info->gs.vertices_in =
> vertices_in_from_spv_execution_mode(mode->exec_mode);
> - } else {
> - assert(!"Tesselation shaders not yet supported");
> }
> break;
>
> @@ -2781,12 +2787,39 @@ vtn_handle_execution_mode(struct vtn_builder *b,
> struct vtn_value *entry_point,
> break;
>
> case SpvExecutionModeSpacingEqual:
> + assert(b->shader->stage == MESA_SHADER_TESS_CTRL ||
> + b->shader->stage == MESA_SHADER_TESS_EVAL);
> + b->shader->info->tess.spacing = TESS_SPACING_EQUAL;
> + break;
> case SpvExecutionModeSpacingFractionalEven:
> + assert(b->shader->stage == MESA_SHADER_TESS_CTRL ||
> + b->shader->stage == MESA_SHADER_TESS_EVAL);
> + b->shader->info->tess.spacing = TESS_SPACING_FRACTIONAL_EVEN;
> + break;
> case SpvExecutionModeSpacingFractionalOdd:
> + assert(b->shader->stage == MESA_SHADER_TESS_CTRL ||
> + b->shader->stage == MESA_SHADER_TESS_EVAL);
> + b->shader->info->tess.spacing = TESS_SPACING_FRACTIONAL_ODD;
> + break;
> case SpvExecutionModeVertexOrderCw:
> + assert(b->shader->stage == MESA_SHADER_TESS_CTRL ||
> + b->shader->stage == MESA_SHADER_TESS_EVAL);
> + /* Vulkan's notion of CCW seems to match the hardware backends,
> + * but be the opposite of OpenGL. Currently NIR follows GL
> semantics,
> + * so we set it backwards here.
> + */
> + b->shader->info->tess.ccw = true;
> + break;
> case SpvExecutionModeVertexOrderCcw:
> + assert(b->shader->stage == MESA_SHADER_TESS_CTRL ||
> + b->shader->stage == MESA_SHADER_TESS_EVAL);
> + /* Backwards; see above */
> + b->shader->info->tess.ccw = false;
> + break;
> case SpvExecutionModePointMode:
> - assert(!"TODO: Add tessellation metadata");
> + assert(b->shader->stage == MESA_SHADER_TESS_CTRL ||
> + b->shader->stage == MESA_SHADER_TESS_EVAL);
> + b->shader->info->tess.point_mode = true;
> break;
>
> case SpvExecutionModePixelCenterInteger:
> --
> 2.11.0
>
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