<div dir="ltr"><div dir="auto"><div><div class="gmail_extra"><div class="gmail_quote">I made a few pretty trivial comments. With those addressed,<br><br></div><div class="gmail_quote">Reviewed-by: Jason Ekstrand <<a href="mailto:jason@jlekstrand.net">jason@jlekstrand.net</a>><br></div><div class="gmail_quote" dir="auto"><br></div><div class="gmail_quote">On Dec 16, 2016 8:55 AM, "Juan A. Suarez Romero" <<a href="mailto:jasuarez@igalia.com" target="_blank">jasuarez@igalia.com</a>> wrote:<br type="attribution"><blockquote class="m_6457694654742999625quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">So far, input_reads was a bitmap tracking which vertex input locations<br>
were being used.<br>
<br>
In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)<br>
consumes just one location, any other small attribute. So we mark the<br>
proper bit in inputs_read, and also the same bit in double_inputs_read<br>
if the attribute is a dvec3/dvec4.<br>
<br>
But in Vulkan, this is slightly different: a dvec3/dvec4 attribute<br>
consumes two locations, not just one. And hence two bits would be marked<br>
in inputs_read for the same vertex input attribute.<br>
<br>
To avoid handling two different situations in NIR, we just choose the<br>
latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4<br>
vertex input attribute is marked with two bits in the inputs_read bitmap<br>
(and also in the double_inputs_read), and following attributes are<br>
adjusted accordingly.<br>
<br>
As example, if in our GLSL/IR shader we have three attributes:<br>
<br>
layout(location = 0) vec3 attr0;<br>
layout(location = 1) dvec4 attr1;<br>
layout(location = 2) dvec3 attr2;<br>
<br>
then in our NIR shader we put attr0 in location 0, attr1 in locations 1<br>
and 2, and attr2 in location 3.<br></blockquote></div></div></div><div dir="auto"><br></div><div dir="auto">attr2 goes in locations 3 *and* 4, correct?</div><div dir="auto"><br></div><div dir="auto"><div class="gmail_extra"><div class="gmail_quote"><blockquote class="m_6457694654742999625quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
Checking carefully, basically we are using slots rather than locations<br>
in NIR.<br>
<br>
When emitting the vertices, we do a inverse map to know the<br>
corresponding location for each slot.<br>
<br>
v2 (Jason):<br>
- use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.<br>
---<br>
src/compiler/glsl/glsl_to_<wbr>nir.cpp | 28 +++++++++++++<br>
src/compiler/nir/nir_gather_i<wbr>nfo.c | 48 ++++++++++-----------<br>
src/intel/vulkan/genX_pipelin<wbr>e.c | 63 +++++++++++++++++-----------<br>
src/mesa/drivers/dri/i965/<wbr>brw_draw_upload.c | 11 +++--<br>
src/mesa/drivers/dri/i965/<wbr>brw_fs.cpp | 13 ------<br>
src/mesa/drivers/dri/i965/<wbr>brw_fs_visitor.cpp | 3 +-<br>
src/mesa/drivers/dri/i965/<wbr>brw_nir.c | 6 +--<br>
src/mesa/drivers/dri/i965/<wbr>brw_nir.h | 1 -<br>
src/mesa/drivers/dri/i965/<wbr>brw_vec4.cpp | 11 +++--<br>
9 files changed, 106 insertions(+), 78 deletions(-)<br>
<br>
diff --git a/src/compiler/glsl/glsl_to_ni<wbr>r.cpp b/src/compiler/glsl/glsl_to_ni<wbr>r.cpp<br>
index 4debc37..0814dad 100644<br>
--- a/src/compiler/glsl/glsl_to_ni<wbr>r.cpp<br>
+++ b/src/compiler/glsl/glsl_to_ni<wbr>r.cpp<br>
@@ -129,6 +129,19 @@ private:<br>
<br>
} /* end of anonymous namespace */<br>
<br>
+static void<br>
+nir_remap_attributes(nir_shad<wbr>er *shader)<br>
+{<br>
+ nir_foreach_variable(var, &shader->inputs) {<br>
+ var->data.location += _mesa_bitcount_64(shader->info<wbr>->double_inputs_read &<br>
+ BITFIELD64_MASK(var->data.loca<wbr>tion));<br>
+ }<br>
+<br>
+ /* Once the remap is done, reset double_inputs_read, so later it will have<br>
+ * which location/slots are doubles */<br>
+ shader->info->double_inputs_r<wbr>ead = 0;<br>
+}<br>
+<br>
nir_shader *<br>
glsl_to_nir(const struct gl_shader_program *shader_prog,<br>
gl_shader_stage stage,<br>
@@ -146,6 +159,13 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,<br>
<br>
nir_lower_constant_initializer<wbr>s(shader, (nir_variable_mode)~0);<br>
<br>
+ /* Remap the locations to slots so those requiring two slots will occupy<br>
+ * two locations. For instance, if we have in the IR code a dvec3 attr0 in<br>
+ * location 0 and vec4 attr1 in location 1, in NIR attr0 will use<br>
+ * locations/slots 0 and 1, and attr1 will use location/slot 2 */<br>
+ if (shader->stage == MESA_SHADER_VERTEX)<br>
+ nir_remap_attributes(shader);<br>
+<br>
shader->info->name = ralloc_asprintf(shader, "GLSL%d", shader_prog->Name);<br>
if (shader_prog->Label)<br>
shader->info->label = ralloc_strdup(shader, shader_prog->Label);<br>
@@ -315,6 +335,14 @@ nir_visitor::visit(ir_variable *ir)<br>
} else {<br>
var->data.mode = nir_var_shader_in;<br>
}<br>
+<br>
+ /* Mark all the locations that require two slots */<br>
+ if (glsl_type_is_dual_slot(glsl_w<wbr>ithout_array(var->type))) {<br>
+ for (uint i = 0; i < glsl_count_attribute_slots(var<wbr>->type, true); i++) {<br>
+ uint64_t bitfield = BITFIELD64_BIT(var->data.locat<wbr>ion + i);<br>
+ shader->info->double_inputs_re<wbr>ad |= bitfield;<br>
+ }<br>
+ }<br>
break;<br>
<br>
case ir_var_shader_out:<br>
diff --git a/src/compiler/nir/nir_gather_<wbr>info.c b/src/compiler/nir/nir_gather_<wbr>info.c<br>
index 07c9949..35a1ce4 100644<br>
--- a/src/compiler/nir/nir_gather_<wbr>info.c<br>
+++ b/src/compiler/nir/nir_gather_<wbr>info.c<br>
@@ -53,11 +53,6 @@ set_io_mask(nir_shader *shader, nir_variable *var, int offset, int len)<br>
else<br>
shader->info->inputs_read |= bitfield;<br>
<br>
- /* double inputs read is only for vertex inputs */<br>
- if (shader->stage == MESA_SHADER_VERTEX &&<br>
- glsl_type_is_dual_slot(glsl_w<wbr>ithout_array(var->type)))<br>
- shader->info->double_inputs_re<wbr>ad |= bitfield;<br>
-<br>
if (shader->stage == MESA_SHADER_FRAGMENT) {<br>
shader->info->fs.uses_sample_<wbr>qualifier |= var->data.sample;<br>
}<br>
@@ -83,26 +78,21 @@ static void<br>
mark_whole_variable(nir_<wbr>shader *shader, nir_variable *var)<br>
{<br>
const struct glsl_type *type = var->type;<br>
- bool is_vertex_input = false;<br>
<br>
if (nir_is_per_vertex_io(var, shader->stage)) {<br>
assert(glsl_type_is_array(typ<wbr>e));<br>
type = glsl_get_array_element(type);<br>
}<br>
<br>
- if (shader->stage == MESA_SHADER_VERTEX &&<br>
- var->data.mode == nir_var_shader_in)<br>
- is_vertex_input = true;<br>
-<br>
const unsigned slots =<br>
var->data.compact ? DIV_ROUND_UP(glsl_get_length(t<wbr>ype), 4)<br>
- : glsl_count_attribute_slots(typ<wbr>e, is_vertex_input);<br>
+ : glsl_count_attribute_slots(typ<wbr>e, false);<br>
<br>
set_io_mask(shader, var, 0, slots);<br>
}<br>
<br>
static unsigned<br>
-get_io_offset(nir_deref_var *deref, bool is_vertex_input)<br>
+get_io_offset(nir_deref_var *deref)<br>
{<br>
unsigned offset = 0;<br>
<br>
@@ -117,7 +107,7 @@ get_io_offset(nir_deref_var *deref, bool is_vertex_input)<br>
return -1;<br>
}<br>
<br>
- offset += glsl_count_attribute_slots(tai<wbr>l->type, is_vertex_input) *<br>
+ offset += glsl_count_attribute_slots(tai<wbr>l->type, false) *<br>
deref_array->base_offset;<br>
}<br>
/* TODO: we can get the offset for structs here see nir_lower_io() */<br>
@@ -163,12 +153,7 @@ try_mask_partial_io(nir_shader *shader, nir_deref_var *deref)<br>
return false;<br>
}<br>
<br>
- bool is_vertex_input = false;<br>
- if (shader->stage == MESA_SHADER_VERTEX &&<br>
- var->data.mode == nir_var_shader_in)<br>
- is_vertex_input = true;<br>
-<br>
- unsigned offset = get_io_offset(deref, is_vertex_input);<br>
+ unsigned offset = get_io_offset(deref);<br>
if (offset == -1)<br>
return false;<br>
<br>
@@ -184,8 +169,7 @@ try_mask_partial_io(nir_shader *shader, nir_deref_var *deref)<br>
}<br>
<br>
/* double element width for double types that takes two slots */<br>
- if (!is_vertex_input &&<br>
- glsl_type_is_dual_slot(glsl_w<wbr>ithout_array(type))) {<br>
+ if (glsl_type_is_dual_slot(glsl_w<wbr>ithout_array(type))) {<br>
elem_width *= 2;<br>
}<br>
<br>
@@ -220,13 +204,27 @@ gather_intrinsic_info(nir_intr<wbr>insic_instr *instr, nir_shader *shader)<br>
case nir_intrinsic_interp_var_at_sa<wbr>mple:<br>
case nir_intrinsic_interp_var_at_of<wbr>fset:<br>
case nir_intrinsic_load_var:<br>
- case nir_intrinsic_store_var:<br>
- if (instr->variables[0]->var->dat<wbr>a.mode == nir_var_shader_in ||<br>
- instr->variables[0]->var->data<wbr>.mode == nir_var_shader_out) {<br>
+ case nir_intrinsic_store_var: {<br>
+ nir_variable *var = instr->variables[0]->var;<br>
+<br>
+ if (var->data.mode == nir_var_shader_in ||<br>
+ var->data.mode == nir_var_shader_out) {<br>
if (!try_mask_partial_io(shader, instr->variables[0]))<br>
- mark_whole_variable(shader, instr->variables[0]->var);<br>
+ mark_whole_variable(shader, var);<br>
+<br>
+ /* We need to track which input_reads bits correspond to a<br>
+ * dvec3/dvec4 input attribute */<br>
+ if (shader->stage == MESA_SHADER_VERTEX &&<br>
+ var->data.mode == nir_var_shader_in &&<br>
+ glsl_type_is_dual_slot(glsl_w<wbr>ithout_array(var->type))) {<br>
+ for (uint i = 0; i < glsl_count_attribute_slots(var<wbr>->type, false); i++) {<br>
+ int idx = var->data.location + i;<br>
+ shader->info->double_inputs_r<wbr>ead |= BITFIELD64_BIT(idx);<br>
+ }<br>
+ }<br>
}<br>
break;<br>
+ }<br>
<br>
case nir_intrinsic_load_draw_id:<br>
case nir_intrinsic_load_front_face:<br>
diff --git a/src/intel/vulkan/genX_pipeli<wbr>ne.c b/src/intel/vulkan/genX_pipeli<wbr>ne.c<br>
index 845d020..7b94959 100644<br>
--- a/src/intel/vulkan/genX_pipeli<wbr>ne.c<br>
+++ b/src/intel/vulkan/genX_pipeli<wbr>ne.c<br>
@@ -33,26 +33,33 @@<br>
static uint32_t<br>
vertex_element_comp_control(e<wbr>num isl_format format, unsigned comp)<br>
{<br>
- uint8_t bits;<br>
switch (comp) {<br>
- case 0: bits = isl_format_layouts[format].cha<wbr>nnels.r.bits; break;<br>
- case 1: bits = isl_format_layouts[format].cha<wbr>nnels.g.bits; break;<br>
- case 2: bits = isl_format_layouts[format].cha<wbr>nnels.b.bits; break;<br>
- case 3: bits = isl_format_layouts[format].cha<wbr>nnels.a.bits; break;<br>
- default: unreachable("Invalid component");<br>
- }<br>
-<br>
- if (bits) {<br>
- return VFCOMP_STORE_SRC;<br>
- } else if (comp < 3) {<br>
- return VFCOMP_STORE_0;<br>
- } else if (isl_format_layouts[format].ch<wbr>annels.r.type == ISL_UINT ||<br>
- isl_format_layouts[format].cha<wbr>nnels.r.type == ISL_SINT) {<br>
- assert(comp == 3);<br>
- return VFCOMP_STORE_1_INT;<br>
- } else {<br>
- assert(comp == 3);<br>
- return VFCOMP_STORE_1_FP;<br>
+ case 0:<br>
+ return isl_format_layouts[format].cha<wbr>nnels.r.bits ?<br>
+ VFCOMP_STORE_SRC : VFCOMP_STORE_0;<br>
+ case 1:<br>
+ return isl_format_layouts[format].cha<wbr>nnels.g.bits ?<br>
+ VFCOMP_STORE_SRC : VFCOMP_STORE_0;<br>
+ case 2:<br>
+ return isl_format_layouts[format].cha<wbr>nnels.b.bits ?<br>
+ VFCOMP_STORE_SRC : ((isl_format_layouts[format].c<wbr>hannels.r.type == ISL_RAW) ?<br>
+ VFCOMP_NOSTORE : VFCOMP_STORE_0);<br></blockquote></div></div></div><div dir="auto"><br></div><div dir="auto">Given all the line wrapping, I think it would be clearer to just have an if ladder here</div><div dir="auto"><br></div><div dir="auto"><div class="gmail_extra"><div class="gmail_quote"><blockquote class="m_6457694654742999625quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
+ case 3:<br>
+ if (isl_format_layouts[format].ch<wbr>annels.a.bits)<br>
+ return VFCOMP_STORE_SRC;<br>
+ else<br></blockquote></div></div></div><div dir="auto"><br></div><div dir="auto">Please use braces when one side of the if/else is multiple lines.</div><div dir="auto"><br></div><div dir="auto"><div class="gmail_extra"><div class="gmail_quote"><blockquote class="m_6457694654742999625quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
+ switch (isl_format_layouts[format].ch<wbr>annels.r.type) {<br>
+ case ISL_RAW:<br>
+ return isl_format_layouts[format].cha<wbr>nnels.b.bits ?<br>
+ VFCOMP_STORE_0 : VFCOMP_NOSTORE;<br></blockquote></div></div></div><div dir="auto"><br></div><div dir="auto">This seems a bit odd. Mind explaining what's going on here?</div><div dir="auto"><br></div><div dir="auto"><div class="gmail_extra"><div class="gmail_quote"><blockquote class="m_6457694654742999625quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
+ case ISL_UINT:<br>
+ case ISL_SINT:<br>
+ return VFCOMP_STORE_1_INT;<br>
+ default:<br>
+ return VFCOMP_STORE_1_FP;<br>
+ }<br>
+ default:<br>
+ unreachable("Invalid component");<br>
}<br>
}<br>
<br>
@@ -64,8 +71,10 @@ emit_vertex_input(struct anv_pipeline *pipeline,<br>
<br>
/* Pull inputs_read out of the VS prog data */<br>
const uint64_t inputs_read = vs_prog_data->inputs_read;<br>
+ const uint64_t double_inputs_read = vs_prog_data->double_inputs_re<wbr>ad;<br>
assert((inputs_read & ((1 << VERT_ATTRIB_GENERIC0) - 1)) == 0);<br>
const uint32_t elements = inputs_read >> VERT_ATTRIB_GENERIC0;<br>
+ const uint32_t elements_double = double_inputs_read >> VERT_ATTRIB_GENERIC0;<br>
<br>
#if GEN_GEN >= 8<br>
/* On BDW+, we only need to allocate space for base ids. Setting up<br>
@@ -83,13 +92,16 @@ emit_vertex_input(struct anv_pipeline *pipeline,<br>
vs_prog_data->uses_baseinstan<wbr>ce;<br>
#endif<br>
<br>
- uint32_t elem_count = __builtin_popcount(elements) + needs_svgs_elem;<br>
- if (elem_count == 0)<br>
+ uint32_t elem_count = __builtin_popcount(elements) -<br>
+ DIV_ROUND_UP(__builtin_popcoun<wbr>t(elements_double), 2);<br></blockquote></div></div></div><div dir="auto"><br></div><div dir="auto">This had better be divisible by 2...</div><div dir="auto"><br></div><div dir="auto"><div class="gmail_extra"><div class="gmail_quote"><blockquote class="m_6457694654742999625quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
+<br>
+ uint32_t total_elems = elem_count + needs_svgs_elem;<br>
+ if (total_elems == 0)<br>
return;<br>
<br>
uint32_t *p;<br>
<br>
- const uint32_t num_dwords = 1 + elem_count * 2;<br>
+ const uint32_t num_dwords = 1 + total_elems * 2;<br>
p = anv_batch_emitn(&pipeline->bat<wbr>ch, num_dwords,<br>
GENX(3DSTATE_VERTEX_ELEMENTS))<wbr>;<br>
memset(p + 1, 0, (num_dwords - 1) * 4);<br>
@@ -107,7 +119,10 @@ emit_vertex_input(struct anv_pipeline *pipeline,<br>
if ((elements & (1 << desc->location)) == 0)<br>
continue; /* Binding unused */<br>
<br>
- uint32_t slot = __builtin_popcount(elements & ((1 << desc->location) - 1));<br>
+ uint32_t slot =<br>
+ __builtin_popcount(elements & ((1 << desc->location) - 1)) -<br>
+ DIV_ROUND_UP(__builtin_popcou<wbr>nt(elements_double &<br>
+ ((1 << desc->location) -1)), 2);<br>
<br>
struct GENX(VERTEX_ELEMENT_STATE) element = {<br>
.VertexBufferIndex = desc->binding,<br>
@@ -137,7 +152,7 @@ emit_vertex_input(struct anv_pipeline *pipeline,<br>
#endif<br>
}<br>
<br>
- const uint32_t id_slot = __builtin_popcount(elements);<br>
+ const uint32_t id_slot = elem_count;<br>
if (needs_svgs_elem) {<br>
/* From the Broadwell PRM for the 3D_Vertex_Component_Control enum:<br>
* "Within a VERTEX_ELEMENT_STATE structure, if a Component<br>
diff --git a/src/mesa/drivers/dri/i965/br<wbr>w_draw_upload.c b/src/mesa/drivers/dri/i965/br<wbr>w_draw_upload.c<br>
index b138cb7..c3655d8 100644<br>
--- a/src/mesa/drivers/dri/i965/br<wbr>w_draw_upload.c<br>
+++ b/src/mesa/drivers/dri/i965/br<wbr>w_draw_upload.c<br>
@@ -472,11 +472,16 @@ brw_prepare_vertices(struct brw_context *brw)<br>
/* Accumulate the list of enabled arrays. */<br>
brw->vb.nr_enabled = 0;<br>
while (vs_inputs) {<br>
- GLuint index = ffsll(vs_inputs) - 1;<br>
+ GLuint first = ffsll(vs_inputs) - 1;<br>
+ GLuint index =<br>
+ first - DIV_ROUND_UP(_mesa_bitcount_64<wbr>(vs_prog_data->double_inputs_<wbr>read &<br>
+ BITFIELD64_MASK(first)), 2);<br>
struct brw_vertex_element *input = &brw->vb.inputs[index];<br>
input->is_dual_slot = brw->gen >= 8 &&<br>
- (vs_prog_data->double_inputs_<wbr>read & BITFIELD64_BIT(index)) != 0;<br>
- vs_inputs &= ~BITFIELD64_BIT(index);<br>
+ (vs_prog_data->double_inputs_<wbr>read & BITFIELD64_BIT(first)) != 0;<br>
+ vs_inputs &= ~BITFIELD64_BIT(first);<br>
+ if (input->is_dual_slot)<br>
+ vs_inputs &= ~BITFIELD64_BIT(first + 1);<br>
brw->vb.enabled[brw->vb.nr_en<wbr>abled++] = input;<br>
}<br>
<br>
diff --git a/src/mesa/drivers/dri/i965/br<wbr>w_fs.cpp b/src/mesa/drivers/dri/i965/br<wbr>w_fs.cpp<br>
index c218f56..b383d98 100644<br>
--- a/src/mesa/drivers/dri/i965/br<wbr>w_fs.cpp<br>
+++ b/src/mesa/drivers/dri/i965/br<wbr>w_fs.cpp<br>
@@ -492,19 +492,6 @@ type_size_scalar(const struct glsl_type *type)<br>
return 0;<br>
}<br>
<br>
-/* Attribute arrays are loaded as one vec4 per element (or matrix column),<br>
- * except for double-precision types, which are loaded as one dvec4.<br>
- */<br>
-extern "C" int<br>
-type_size_vs_input(const struct glsl_type *type)<br>
-{<br>
- if (type->is_double()) {<br>
- return type_size_dvec4(type);<br>
- } else {<br>
- return type_size_vec4(type);<br>
- }<br>
-}<br>
-<br>
/**<br>
* Create a MOV to read the timestamp register.<br>
*<br>
diff --git a/src/mesa/drivers/dri/i965/br<wbr>w_fs_visitor.cpp b/src/mesa/drivers/dri/i965/br<wbr>w_fs_visitor.cpp<br>
index 14415bd..5c356d6 100644<br>
--- a/src/mesa/drivers/dri/i965/br<wbr>w_fs_visitor.cpp<br>
+++ b/src/mesa/drivers/dri/i965/br<wbr>w_fs_visitor.cpp<br>
@@ -36,8 +36,7 @@ fs_reg *<br>
fs_visitor::emit_vs_system_va<wbr>lue(int location)<br>
{<br>
fs_reg *reg = new(this->mem_ctx)<br>
- fs_reg(ATTR, 4 * (_mesa_bitcount_64(nir->info-><wbr>inputs_read) +<br>
- _mesa_bitcount_64(nir->info->d<wbr>ouble_inputs_read)),<br>
+ fs_reg(ATTR, 4 * _mesa_bitcount_64(nir->info->i<wbr>nputs_read),<br>
BRW_REGISTER_TYPE_D);<br>
struct brw_vs_prog_data *vs_prog_data = brw_vs_prog_data(prog_data);<br>
<br>
diff --git a/src/mesa/drivers/dri/i965/br<wbr>w_nir.c b/src/mesa/drivers/dri/i965/br<wbr>w_nir.c<br>
index 763e3ec..24334c8 100644<br>
--- a/src/mesa/drivers/dri/i965/br<wbr>w_nir.c<br>
+++ b/src/mesa/drivers/dri/i965/br<wbr>w_nir.c<br>
@@ -113,9 +113,7 @@ remap_vs_attrs(nir_block *block, shader_info *nir_info)<br>
int attr = intrin->const_index[0];<br>
int slot = _mesa_bitcount_64(nir_info->in<wbr>puts_read &<br>
BITFIELD64_MASK(attr));<br>
- int dslot = _mesa_bitcount_64(nir_info->do<wbr>uble_inputs_read &<br>
- BITFIELD64_MASK(attr));<br>
- intrin->const_index[0] = 4 * (slot + dslot);<br>
+ intrin->const_index[0] = 4 * slot;<br>
}<br>
}<br>
return true;<br>
@@ -204,7 +202,7 @@ brw_nir_lower_vs_inputs(nir_sh<wbr>ader *nir,<br>
* loaded as one vec4 or dvec4 per element (or matrix column), depending on<br>
* whether it is a double-precision type or not.<br>
*/<br>
- nir_lower_io(nir, nir_var_shader_in, type_size_vs_input, 0);<br>
+ nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);<br>
<br>
/* This pass needs actual constants */<br>
nir_opt_constant_folding(nir);<br>
diff --git a/src/mesa/drivers/dri/i965/br<wbr>w_nir.h b/src/mesa/drivers/dri/i965/br<wbr>w_nir.h<br>
index 3c774d0..04c7ef8 100644<br>
--- a/src/mesa/drivers/dri/i965/br<wbr>w_nir.h<br>
+++ b/src/mesa/drivers/dri/i965/br<wbr>w_nir.h<br>
@@ -34,7 +34,6 @@ extern "C" {<br>
int type_size_scalar(const struct glsl_type *type);<br>
int type_size_vec4(const struct glsl_type *type);<br>
int type_size_dvec4(const struct glsl_type *type);<br>
-int type_size_vs_input(const struct glsl_type *type);<br>
<br>
static inline int<br>
type_size_scalar_bytes(const struct glsl_type *type)<br>
diff --git a/src/mesa/drivers/dri/i965/br<wbr>w_vec4.cpp b/src/mesa/drivers/dri/i965/br<wbr>w_vec4.cpp<br>
index b9e592f..852e88f 100644<br>
--- a/src/mesa/drivers/dri/i965/br<wbr>w_vec4.cpp<br>
+++ b/src/mesa/drivers/dri/i965/br<wbr>w_vec4.cpp<br>
@@ -2127,7 +2127,7 @@ brw_compile_vs(const struct brw_compiler *compiler, void *log_data,<br>
((1 << shader->info->cull_distance_ar<wbr>ray_size) - 1) <<<br>
shader->info->clip_distance_a<wbr>rray_size;<br>
<br>
- unsigned nr_attributes = _mesa_bitcount_64(prog_data->i<wbr>nputs_read);<br>
+ unsigned nr_attribute_slots = _mesa_bitcount_64(prog_data->i<wbr>nputs_read);<br>
<br>
/* gl_VertexID and gl_InstanceID are system values, but arrive via an<br>
* incoming vertex attribute. So, add an extra slot.<br>
@@ -2137,18 +2137,17 @@ brw_compile_vs(const struct brw_compiler *compiler, void *log_data,<br>
BITFIELD64_BIT(SYSTEM_VALUE_B<wbr>ASE_INSTANCE) |<br>
BITFIELD64_BIT(SYSTEM_VALUE_V<wbr>ERTEX_ID_ZERO_BASE) |<br>
BITFIELD64_BIT(SYSTEM_VALUE_I<wbr>NSTANCE_ID))) {<br>
- nr_attributes++;<br>
+ nr_attribute_slots++;<br>
}<br>
<br>
/* gl_DrawID has its very own vec4 */<br>
if (shader->info->system_values_r<wbr>ead &<br>
BITFIELD64_BIT(SYSTEM_VALUE_DR<wbr>AW_ID)) {<br>
- nr_attributes++;<br>
+ nr_attribute_slots++;<br>
}<br>
<br>
- unsigned nr_attribute_slots =<br>
- nr_attributes +<br>
- _mesa_bitcount_64(shader->info<wbr>->double_inputs_read);<br>
+ unsigned nr_attributes = nr_attribute_slots -<br>
+ DIV_ROUND_UP(_mesa_bitcount_64<wbr>(shader->info->double_inputs_<wbr>read), 2);<br>
<br>
/* The 3DSTATE_VS documentation lists the lower bound on "Vertex URB Entry<br>
* Read Length" as 1 in vec4 mode, and 0 in SIMD8 mode. Empirically, in<br>
<font color="#888888">--<br>
2.9.3<br>
<br>
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