Commit 0909a57b authored by Jason Ekstrand's avatar Jason Ekstrand

radeonsi/nir: Set vs_inputs_dual_locations and let NIR do the remap

We were going out of our way to disable dual-location re-mapping in NIR
only to then do the remapping in st_glsl_to_nir.cpp.  Presumably, this
was so that double_inputs would be correct for the core state tracker.
However, now that we've it to gl_program::DualSlotInputs which is
unaffected by NIR lowering, we can let NIR lower things for us.  The one
tricky bit here is that we have to remap the inputs_read bitfield back
to the single-slot convention for the gallium state tracker to use.

Since radeonsi is the only NIR-capable gallium driver that also supports
GL_ARB_vertex_attrib_64bit, we only have to worry about radeonsi when
making core gallium state tracker changes.
Acked-by: default avatarMarek Olšák <marek.olsak@amd.com>
Reviewed-by: Timothy Arceri's avatarTimothy Arceri <tarceri@itsqueeze.com>
parent 25efd787
......@@ -36,9 +36,6 @@ static unsigned
get_io_offset(nir_builder *b, nir_deref_instr *deref, nir_variable *var,
unsigned *element_index, nir_ssa_def **vertex_index)
{
bool vs_in = (b->shader->info.stage == MESA_SHADER_VERTEX) &&
(var->data.mode == nir_var_shader_in);
nir_deref_path path;
nir_deref_path_init(&path, deref, NULL);
......@@ -60,7 +57,7 @@ get_io_offset(nir_builder *b, nir_deref_instr *deref, nir_variable *var,
assert(c); /* must not be indirect dereference */
unsigned size = glsl_count_attribute_slots((*p)->type, vs_in);
unsigned size = glsl_count_attribute_slots((*p)->type, false);
offset += size * c->u32[0];
unsigned num_elements = glsl_type_is_array((*p)->type) ?
......
......@@ -501,6 +501,7 @@ static const struct nir_shader_compiler_options nir_options = {
.lower_extract_word = true,
.max_unroll_iterations = 32,
.native_integers = true,
.vs_inputs_dual_locations = true,
};
static const void *
......
......@@ -32,6 +32,7 @@
#include "program/prog_parameter.h"
#include "program/ir_to_mesa.h"
#include "main/mtypes.h"
#include "main/imports.h"
#include "main/errors.h"
#include "main/shaderapi.h"
#include "main/uniforms.h"
......@@ -83,33 +84,18 @@ st_nir_fixup_varying_slots(struct st_context *st, struct exec_list *var_list)
static void
st_nir_assign_vs_in_locations(struct gl_program *prog, nir_shader *nir)
{
unsigned attr, num_inputs = 0;
unsigned input_to_index[VERT_ATTRIB_MAX] = {0};
/* TODO de-duplicate w/ similar code in st_translate_vertex_program()? */
for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
if ((prog->info.inputs_read & BITFIELD64_BIT(attr)) != 0) {
input_to_index[attr] = num_inputs;
num_inputs++;
if ((prog->DualSlotInputs & BITFIELD64_BIT(attr)) != 0) {
/* add placeholder for second part of a double attribute */
num_inputs++;
}
} else {
input_to_index[attr] = ~0;
}
}
/* bit of a hack, mirroring st_translate_vertex_program */
input_to_index[VERT_ATTRIB_EDGEFLAG] = num_inputs;
nir->num_inputs = 0;
nir_foreach_variable_safe(var, &nir->inputs) {
attr = var->data.location;
assert(attr < ARRAY_SIZE(input_to_index));
if (input_to_index[attr] != ~0u) {
var->data.driver_location = input_to_index[attr];
/* NIR already assigns dual-slot inputs to two locations so all we have
* to do is compact everything down.
*/
if (var->data.location == VERT_ATTRIB_EDGEFLAG) {
/* bit of a hack, mirroring st_translate_vertex_program */
var->data.driver_location = _mesa_bitcount_64(nir->info.inputs_read);
} else if (nir->info.inputs_read & BITFIELD64_BIT(var->data.location)) {
var->data.driver_location =
_mesa_bitcount_64(nir->info.inputs_read &
BITFIELD64_MASK(var->data.location));
nir->num_inputs++;
} else {
/* Move unused input variables to the globals list (with no
......@@ -743,6 +729,15 @@ st_link_nir(struct gl_context *ctx,
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
shader->Program->info = nir->info;
if (i == MESA_SHADER_VERTEX) {
/* NIR expands dual-slot inputs out to two locations. We need to
* compact things back down GL-style single-slot inputs to avoid
* confusing the state tracker.
*/
shader->Program->info.inputs_read =
nir_get_single_slot_attribs_mask(nir->info.inputs_read,
shader->Program->DualSlotInputs);
}
if (prev != -1) {
struct gl_program *prev_shader =
......
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