diff options
author | Caio Marcelo de Oliveira Filho <[email protected]> | 2018-02-27 11:46:51 -0800 |
---|---|---|
committer | Jason Ekstrand <[email protected]> | 2018-03-21 14:49:50 -0700 |
commit | 12c22b897af1e015cf76b1cfee9e456a0e671f38 (patch) | |
tree | 28f16d9f687019d7d2fa6c16b8ce488249eab26f | |
parent | 5e7c1d05d4f3732c79273b12e37de5d25ef108d5 (diff) |
anv/pipeline: don't pass constant view index in multiview
If view mask has only one bit set, view index is effectively a
constant, so doesn't need to be passed to the next stages, just always
set it.
Part of this was in the original patch that added
anv_nir_lower_multiview.c but disabled.
Reviewed-by: Jason Ekstrand <[email protected]>
-rw-r--r-- | src/intel/vulkan/anv_nir_lower_multiview.c | 17 |
1 files changed, 11 insertions, 6 deletions
diff --git a/src/intel/vulkan/anv_nir_lower_multiview.c b/src/intel/vulkan/anv_nir_lower_multiview.c index d2aefdee620..365a70d7579 100644 --- a/src/intel/vulkan/anv_nir_lower_multiview.c +++ b/src/intel/vulkan/anv_nir_lower_multiview.c @@ -72,7 +72,8 @@ build_view_index(struct lower_multiview_state *state) b->cursor = nir_before_block(nir_start_block(b->impl)); assert(state->view_mask != 0); - if (0 && _mesa_bitcount(state->view_mask) == 1) { + if (_mesa_bitcount(state->view_mask) == 1) { + /* Set the view index directly. */ state->view_index = nir_imm_int(b, ffs(state->view_mask) - 1); } else if (state->builder.shader->info.stage == MESA_SHADER_VERTEX) { /* We only support 16 viewports */ @@ -210,11 +211,15 @@ anv_nir_lower_multiview(nir_shader *shader, uint32_t view_mask) assert(view_index->parent_instr->block == nir_start_block(entrypoint)); b->cursor = nir_after_instr(view_index->parent_instr); - nir_variable *view_index_out = - nir_variable_create(shader, nir_var_shader_out, - glsl_int_type(), "view index"); - view_index_out->data.location = VARYING_SLOT_VIEW_INDEX; - nir_store_var(b, view_index_out, view_index, 0x1); + /* Unless there is only one possible view index (that would be set + * directly), pass it to the next stage. */ + if (_mesa_bitcount(state.view_mask) != 1) { + nir_variable *view_index_out = + nir_variable_create(shader, nir_var_shader_out, + glsl_int_type(), "view index"); + view_index_out->data.location = VARYING_SLOT_VIEW_INDEX; + nir_store_var(b, view_index_out, view_index, 0x1); + } nir_variable *layer_id_out = nir_variable_create(shader, nir_var_shader_out, |