diff options
author | Juan A. Suarez Romero <[email protected]> | 2016-12-16 10:24:43 +0100 |
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committer | Juan A. Suarez Romero <[email protected]> | 2017-01-09 10:42:22 +0100 |
commit | c2acf97fcc9b32eaa9778771282758e5652a8ad4 (patch) | |
tree | a7c8890b9a6a1532b55170d531310382742cb9de /src/compiler/glsl | |
parent | 3551a2d3ad2661477ba3b0a36a13eeb68e28fe85 (diff) |
nir/i965: use two slots from inputs_read for dvec3/dvec4 vertex input attributes
So far, input_reads was a bitmap tracking which vertex input locations
were being used.
In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)
consumes just one location, any other small attribute. So we mark the
proper bit in inputs_read, and also the same bit in double_inputs_read
if the attribute is a dvec3/dvec4.
But in Vulkan, this is slightly different: a dvec3/dvec4 attribute
consumes two locations, not just one. And hence two bits would be marked
in inputs_read for the same vertex input attribute.
To avoid handling two different situations in NIR, we just choose the
latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4
vertex input attribute is marked with two bits in the inputs_read bitmap
(and also in the double_inputs_read), and following attributes are
adjusted accordingly.
As example, if in our GLSL/IR shader we have three attributes:
layout(location = 0) vec3 attr0;
layout(location = 1) dvec4 attr1;
layout(location = 2) dvec3 attr2;
then in our NIR shader we put attr0 in location 0, attr1 in locations 1
and 2, and attr2 in location 3 and 4.
Checking carefully, basically we are using slots rather than locations
in NIR.
When emitting the vertices, we do a inverse map to know the
corresponding location for each slot.
v2 (Jason):
- use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.
v3 (Jason):
- Fix commit log error.
- Use ladder ifs and fix braces.
- elements_double is divisible by 2, don't need DIV_ROUND_UP().
- Use if ladder instead of a switch.
- Add comment about hardware restriction in 64bit vertex attributes.
Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/compiler/glsl')
-rw-r--r-- | src/compiler/glsl/glsl_to_nir.cpp | 28 |
1 files changed, 28 insertions, 0 deletions
diff --git a/src/compiler/glsl/glsl_to_nir.cpp b/src/compiler/glsl/glsl_to_nir.cpp index 69d4c2b20c6..33f71bf416a 100644 --- a/src/compiler/glsl/glsl_to_nir.cpp +++ b/src/compiler/glsl/glsl_to_nir.cpp @@ -129,6 +129,19 @@ private: } /* end of anonymous namespace */ +static void +nir_remap_attributes(nir_shader *shader) +{ + nir_foreach_variable(var, &shader->inputs) { + var->data.location += _mesa_bitcount_64(shader->info->double_inputs_read & + BITFIELD64_MASK(var->data.location)); + } + + /* Once the remap is done, reset double_inputs_read, so later it will have + * which location/slots are doubles */ + shader->info->double_inputs_read = 0; +} + nir_shader * glsl_to_nir(const struct gl_shader_program *shader_prog, gl_shader_stage stage, @@ -146,6 +159,13 @@ glsl_to_nir(const struct gl_shader_program *shader_prog, nir_lower_constant_initializers(shader, (nir_variable_mode)~0); + /* Remap the locations to slots so those requiring two slots will occupy + * 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->stage == MESA_SHADER_VERTEX) + nir_remap_attributes(shader); + shader->info->name = ralloc_asprintf(shader, "GLSL%d", shader_prog->Name); if (shader_prog->Label) shader->info->label = ralloc_strdup(shader, shader_prog->Label); @@ -322,6 +342,14 @@ nir_visitor::visit(ir_variable *ir) var->data.compact = ir->type->without_array()->is_scalar(); } } + + /* Mark all the locations that require two slots */ + 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->double_inputs_read |= bitfield; + } + } break; case ir_var_shader_out: |