diff options
author | Alejandro Piñeiro <[email protected]> | 2018-03-21 09:05:51 +0100 |
---|---|---|
committer | Alejandro Piñeiro <[email protected]> | 2018-08-13 16:28:27 +0200 |
commit | 32e1d4c34b3d153ce20726a39eac5f93d8ef26dc (patch) | |
tree | c0b07b02a9ee3678a3cdcfe5ef63493bf34b35fd | |
parent | d6c80666634378d5f4b1df383510214808b225d6 (diff) |
mesa/glspirv: compute double inputs and remap attributes
input locations used by input attributes are not handled in the same
way in OpenGL vs Vulkan. There is a detailed explanation of such
differences on the following commit:
c2acf97fcc9b32eaa9778771282758e5652a8ad4
So with this commit, the same adjustment that is done after
glsl_to_nir, is being done after spirv_to_nir, when it is used on
OpenGL (ARB_gl_spirv).
Reviewed-by: Timothy Arceri <[email protected]>
-rw-r--r-- | src/mesa/main/glspirv.c | 19 |
1 files changed, 19 insertions, 0 deletions
diff --git a/src/mesa/main/glspirv.c b/src/mesa/main/glspirv.c index 87075a547cd..7af73efd589 100644 --- a/src/mesa/main/glspirv.c +++ b/src/mesa/main/glspirv.c @@ -182,6 +182,20 @@ _mesa_spirv_link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) prog->last_vert_prog = prog->_LinkedShaders[last_vert_stage - 1]->Program; } +static void +nir_compute_double_inputs(nir_shader *shader, + const nir_shader_compiler_options *options) +{ + nir_foreach_variable(var, &shader->inputs) { + if (glsl_type_is_dual_slot(glsl_without_array(var->type))) { + for (uint i = 0; i < glsl_count_attribute_slots(var->type, true); i++) { + uint64_t bitfield = BITFIELD64_BIT(var->data.location + i); + shader->info.vs.double_inputs |= bitfield; + } + } + } +} + nir_shader * _mesa_spirv_to_nir(struct gl_context *ctx, const struct gl_shader_program *prog, @@ -246,6 +260,11 @@ _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) { + nir_compute_double_inputs(nir, options); + nir_remap_attributes(nir, options); + } + return nir; } |