[Mesa-dev] [PATCH v3 1/2] spirv: Add SpvCapabilityShaderViewportIndexLayerEXT
Caio Marcelo de Oliveira Filho
caio.oliveira at intel.com
Fri Feb 23 22:09:55 UTC 2018
This capability allows gl_ViewportIndex and gl_Layer to also be used
as outputs in Vertex and Tesselation shaders.
v2: Make conditional to the capability, add gl_Layer, add tesselation
shaders. (Iago)
v3: Don't export to tesselation control shader.
---
src/compiler/shader_info.h | 1 +
src/compiler/spirv/spirv_to_nir.c | 4 ++++
src/compiler/spirv/vtn_variables.c | 8 ++++++++
3 files changed, 13 insertions(+)
diff --git a/src/compiler/shader_info.h b/src/compiler/shader_info.h
index e7fd7dbe62..2fcbde74be 100644
--- a/src/compiler/shader_info.h
+++ b/src/compiler/shader_info.h
@@ -43,6 +43,7 @@ struct spirv_supported_capabilities {
bool multiview;
bool variable_pointers;
bool storage_16bit;
+ bool shader_viewport_index_layer;
};
typedef struct shader_info {
diff --git a/src/compiler/spirv/spirv_to_nir.c b/src/compiler/spirv/spirv_to_nir.c
index c6df764682..fdb2993db5 100644
--- a/src/compiler/spirv/spirv_to_nir.c
+++ b/src/compiler/spirv/spirv_to_nir.c
@@ -3203,6 +3203,10 @@ vtn_handle_preamble_instruction(struct vtn_builder *b, SpvOp opcode,
spv_check_supported(storage_16bit, cap);
break;
+ case SpvCapabilityShaderViewportIndexLayerEXT:
+ spv_check_supported(shader_viewport_index_layer, cap);
+ break;
+
default:
vtn_fail("Unhandled capability");
}
diff --git a/src/compiler/spirv/vtn_variables.c b/src/compiler/spirv/vtn_variables.c
index 9eb85c24e9..75d8aec5da 100644
--- a/src/compiler/spirv/vtn_variables.c
+++ b/src/compiler/spirv/vtn_variables.c
@@ -1192,6 +1192,10 @@ vtn_get_builtin_location(struct vtn_builder *b,
*mode = nir_var_shader_in;
else if (b->shader->info.stage == MESA_SHADER_GEOMETRY)
*mode = nir_var_shader_out;
+ else if (b->options && b->options->caps.shader_viewport_index_layer &&
+ (b->shader->info.stage == MESA_SHADER_VERTEX ||
+ b->shader->info.stage == MESA_SHADER_TESS_EVAL))
+ *mode = nir_var_shader_out;
else
vtn_fail("invalid stage for SpvBuiltInLayer");
break;
@@ -1199,6 +1203,10 @@ vtn_get_builtin_location(struct vtn_builder *b,
*location = VARYING_SLOT_VIEWPORT;
if (b->shader->info.stage == MESA_SHADER_GEOMETRY)
*mode = nir_var_shader_out;
+ else if (b->options && b->options->caps.shader_viewport_index_layer &&
+ (b->shader->info.stage == MESA_SHADER_VERTEX ||
+ b->shader->info.stage == MESA_SHADER_TESS_EVAL))
+ *mode = nir_var_shader_out;
else if (b->shader->info.stage == MESA_SHADER_FRAGMENT)
*mode = nir_var_shader_in;
else
--
2.16.2
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