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authorJason Ekstrand <[email protected]>2018-08-30 15:02:25 -0500
committerJason Ekstrand <[email protected]>2018-09-06 16:07:50 -0500
commit25efd787cfd842c0b0b900f35399e44a2e01ea39 (patch)
treebe4df409f2242e2d16f10c3f8e15e6535b713769 /src/compiler/glsl/glsl_to_nir.cpp
parent1285f71d3e93f200cec0c321bb6e621d4aece7b3 (diff)
compiler: Move double_inputs to gl_program::DualSlotInputs
Previously, we had two field in shader_info: double_inputs_read and double_inputs. Presumably, the one was for all double inputs that are read and the other is all that exist. However, because nir_gather_info regenerates these two values, there is a possibility, if a variable gets deleted, that the value of double_inputs could change over time. This is a problem because double_inputs is used to remap the input locations to a two-slot-per-dvec3/4 scheme for i965. If that mapping were to change between glsl_to_nir and back-end state setup, we would fall over when trying to map the NIR outputs back onto the GL location space. This commit changes the way slot re-mapping works. Instead of the double_inputs field in shader_info, it adds a DualSlotInputs bitfield to gl_program. By having it in gl_program, we more easily guarantee that NIR passes won't touch it after it's been set. It also makes more sense to put it in a GL data structure since it's really a mapping from GL slots to back-end and/or NIR slots and not really a NIR shader thing. Tested-by: Alejandro Piñeiro <[email protected]> (ARB_gl_spirv tests) Reviewed-by: Alejandro Piñeiro <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
Diffstat (limited to 'src/compiler/glsl/glsl_to_nir.cpp')
-rw-r--r--src/compiler/glsl/glsl_to_nir.cpp16
1 files changed, 5 insertions, 11 deletions
diff --git a/src/compiler/glsl/glsl_to_nir.cpp b/src/compiler/glsl/glsl_to_nir.cpp
index f38d280d406..d22f4a58dd4 100644
--- a/src/compiler/glsl/glsl_to_nir.cpp
+++ b/src/compiler/glsl/glsl_to_nir.cpp
@@ -149,8 +149,11 @@ 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)
- nir_remap_attributes(shader, options);
+ 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);
+ }
shader->info.name = ralloc_asprintf(shader, "GLSL%d", shader_prog->Name);
if (shader_prog->Label)
@@ -344,15 +347,6 @@ nir_visitor::visit(ir_variable *ir)
var->data.compact = ir->type->without_array()->is_scalar();
}
}
-
- /* Mark all the locations that require two slots */
- if (shader->info.stage == MESA_SHADER_VERTEX &&
- glsl_type_is_dual_slot(glsl_without_array(var->type))) {
- for (unsigned 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;
- }
- }
break;
case ir_var_shader_out: