Commit 44ec31cd authored by Jason Ekstrand's avatar Jason Ekstrand

nir: Drop the vs_inputs_dual_locations option

It was very inconsistently handled; the only things that made use of it
were glsl_to_nir, glspirv, and nir_gather_info.  In particular,
nir_lower_io completely ignored it so anyone using nir_lower_io on
64-bit vertex attributes was going to be in for a shock.  Also, as of
the previous commit, it's set by every driver that supports 64-bit
vertex attributes.  There's no longer any reason to have it be an option
so let's just delete it.
Reviewed-by: Alejandro Piñeiro's avatarAlejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Timothy Arceri's avatarTimothy Arceri <tarceri@itsqueeze.com>
parent 0909a57b
......@@ -71,7 +71,6 @@ static const struct nir_shader_compiler_options nir_options = {
.lower_extract_word = true,
.lower_ffma = true,
.lower_fpow = true,
.vs_inputs_dual_locations = true,
.max_unroll_iterations = 32
};
......
......@@ -149,11 +149,8 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,
* two locations. For instance, if we have in the IR code a dvec3 attr0 in
* location 0 and vec4 attr1 in location 1, in NIR attr0 will use
* locations/slots 0 and 1, and attr1 will use location/slot 2 */
if (shader->info.stage == MESA_SHADER_VERTEX) {
sh->Program->DualSlotInputs = nir_get_dual_slot_attributes(shader);
if (options->vs_inputs_dual_locations)
nir_remap_dual_slot_attributes(shader, sh->Program->DualSlotInputs);
}
if (shader->info.stage == MESA_SHADER_VERTEX)
nir_remap_dual_slot_attributes(shader, &sh->Program->DualSlotInputs);
shader->info.name = ralloc_asprintf(shader, "GLSL%d", shader_prog->Name);
if (shader_prog->Label)
......
......@@ -1854,34 +1854,32 @@ nir_system_value_from_intrinsic(nir_intrinsic_op intrin)
}
}
uint64_t
nir_get_dual_slot_attributes(nir_shader *shader)
/* OpenGL utility method that remaps the location attributes if they are
* doubles. Not needed for vulkan due the differences on the input location
* count for doubles on vulkan vs OpenGL
*
* The bitfield returned in dual_slot is one bit for each double input slot in
* the original OpenGL single-slot input numbering. The mapping from old
* locations to new locations is as follows:
*
* new_loc = loc + _mesa_bitcount(dual_slot & BITFIELD64_MASK(loc))
*/
void
nir_remap_dual_slot_attributes(nir_shader *shader, uint64_t *dual_slot)
{
assert(shader->info.stage == MESA_SHADER_VERTEX);
uint64_t dual_slot = 0;
*dual_slot = 0;
nir_foreach_variable(var, &shader->inputs) {
if (glsl_type_is_dual_slot(glsl_without_array(var->type))) {
unsigned slots = glsl_count_attribute_slots(var->type, true);
dual_slot |= BITFIELD64_MASK(slots) << var->data.location;
*dual_slot |= BITFIELD64_MASK(slots) << var->data.location;
}
}
return dual_slot;
}
/* OpenGL utility method that remaps the location attributes if they are
* doubles. Not needed for vulkan due the differences on the input location
* count for doubles on vulkan vs OpenGL
*/
void
nir_remap_dual_slot_attributes(nir_shader *shader, uint64_t dual_slot)
{
assert(shader->info.stage == MESA_SHADER_VERTEX);
nir_foreach_variable(var, &shader->inputs) {
var->data.location +=
_mesa_bitcount_64(dual_slot & BITFIELD64_MASK(var->data.location));
_mesa_bitcount_64(*dual_slot & BITFIELD64_MASK(var->data.location));
}
}
......
......@@ -2119,12 +2119,6 @@ typedef struct nir_shader_compiler_options {
*/
bool use_interpolated_input_intrinsics;
/**
* Do vertex shader double inputs use two locations? The Vulkan spec
* requires two locations to be used, OpenGL allows a single location.
*/
bool vs_inputs_dual_locations;
unsigned max_unroll_iterations;
} nir_shader_compiler_options;
......@@ -3039,9 +3033,8 @@ bool nir_opt_conditional_discard(nir_shader *shader);
void nir_sweep(nir_shader *shader);
uint64_t nir_get_dual_slot_attributes(nir_shader *shader);
void nir_remap_dual_slot_attributes(nir_shader *shader,
uint64_t dual_slot);
uint64_t *dual_slot_inputs);
uint64_t nir_get_single_slot_attribs_mask(uint64_t attribs, uint64_t dual_slot);
nir_intrinsic_op nir_intrinsic_from_system_value(gl_system_value val);
......
......@@ -88,21 +88,15 @@ static void
mark_whole_variable(nir_shader *shader, nir_variable *var, bool is_output_read)
{
const struct glsl_type *type = var->type;
bool is_vertex_input = false;
if (nir_is_per_vertex_io(var, shader->info.stage)) {
assert(glsl_type_is_array(type));
type = glsl_get_array_element(type);
}
if (!shader->options->vs_inputs_dual_locations &&
shader->info.stage == MESA_SHADER_VERTEX &&
var->data.mode == nir_var_shader_in)
is_vertex_input = true;
const unsigned slots =
var->data.compact ? DIV_ROUND_UP(glsl_get_length(type), 4)
: glsl_count_attribute_slots(type, is_vertex_input);
: glsl_count_attribute_slots(type, false);
set_io_mask(shader, var, 0, slots, is_output_read);
}
......@@ -165,13 +159,7 @@ try_mask_partial_io(nir_shader *shader, nir_variable *var,
return false;
}
bool is_vertex_input = false;
if (!shader->options->vs_inputs_dual_locations &&
shader->info.stage == MESA_SHADER_VERTEX &&
var->data.mode == nir_var_shader_in)
is_vertex_input = true;
unsigned offset = get_io_offset(deref, is_vertex_input);
unsigned offset = get_io_offset(deref, false);
if (offset == -1)
return false;
......@@ -187,10 +175,8 @@ try_mask_partial_io(nir_shader *shader, nir_variable *var,
}
/* double element width for double types that takes two slots */
if (!is_vertex_input &&
glsl_type_is_dual_slot(glsl_without_array(type))) {
if (glsl_type_is_dual_slot(glsl_without_array(type)))
elem_width *= 2;
}
if (offset >= num_elems * elem_width * mat_cols) {
/* Constant index outside the bounds of the matrix/array. This could
......
......@@ -501,7 +501,6 @@ 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 *
......
......@@ -59,7 +59,6 @@
.lower_unpack_snorm_4x8 = true, \
.lower_unpack_unorm_2x16 = true, \
.lower_unpack_unorm_4x8 = true, \
.vs_inputs_dual_locations = true, \
.max_unroll_iterations = 32
static const struct nir_shader_compiler_options scalar_nir_options = {
......@@ -91,7 +90,6 @@ static const struct nir_shader_compiler_options vector_nir_options = {
.lower_unpack_unorm_2x16 = true,
.lower_extract_byte = true,
.lower_extract_word = true,
.vs_inputs_dual_locations = true,
.max_unroll_iterations = 32,
};
......@@ -110,7 +108,6 @@ static const struct nir_shader_compiler_options vector_nir_options_gen6 = {
.lower_unpack_unorm_2x16 = true,
.lower_extract_byte = true,
.lower_extract_word = true,
.vs_inputs_dual_locations = true,
.max_unroll_iterations = 32,
};
......
......@@ -263,12 +263,8 @@ _mesa_spirv_to_nir(struct gl_context *ctx,
NIR_PASS_V(nir, nir_split_var_copies);
NIR_PASS_V(nir, nir_split_per_member_structs);
if (nir->info.stage == MESA_SHADER_VERTEX) {
uint64_t dual_slot_inputs = nir_get_dual_slot_attributes(nir);
if (options->vs_inputs_dual_locations)
nir_remap_dual_slot_attributes(nir, dual_slot_inputs);
linked_shader->Program->DualSlotInputs = dual_slot_inputs;
}
if (nir->info.stage == MESA_SHADER_VERTEX)
nir_remap_dual_slot_attributes(nir, &linked_shader->Program->DualSlotInputs);
return nir;
}
......
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