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authorTimothy Arceri <[email protected]>2018-01-08 10:37:27 +1100
committerTimothy Arceri <[email protected]>2018-01-30 09:08:47 +1100
commit5b8de4bdffa1f0caed55a7a3f615dae9f625c53e (patch)
treea7179d1ff117ee25bf0888c5309e579ee42b278a /src/compiler/glsl
parentf63e05ae9ea0be38a8fb2dd0ae8f391b8699e757 (diff)
nir: add vs_inputs_dual_locations compiler option
Allows nir drivers to either use a single or dual locations for vs double inputs. i965 uses dual locations for both OpenGL and Vulkan drivers, for now gallium OpenGL drivers only use a single location. The following patch will also make use of this option when calling nir_shader_gather_info(). Reviewed-by: Karol Herbst <[email protected]>
Diffstat (limited to 'src/compiler/glsl')
-rw-r--r--src/compiler/glsl/glsl_to_nir.cpp14
1 files changed, 9 insertions, 5 deletions
diff --git a/src/compiler/glsl/glsl_to_nir.cpp b/src/compiler/glsl/glsl_to_nir.cpp
index 29e32cde53c..1a579f41cd3 100644
--- a/src/compiler/glsl/glsl_to_nir.cpp
+++ b/src/compiler/glsl/glsl_to_nir.cpp
@@ -130,11 +130,15 @@ private:
} /* end of anonymous namespace */
static void
-nir_remap_attributes(nir_shader *shader)
+nir_remap_attributes(nir_shader *shader,
+ const nir_shader_compiler_options *options)
{
- nir_foreach_variable(var, &shader->inputs) {
- var->data.location += _mesa_bitcount_64(shader->info.vs.double_inputs &
- BITFIELD64_MASK(var->data.location));
+ if (options->vs_inputs_dual_locations) {
+ nir_foreach_variable(var, &shader->inputs) {
+ var->data.location +=
+ _mesa_bitcount_64(shader->info.vs.double_inputs &
+ BITFIELD64_MASK(var->data.location));
+ }
}
/* Once the remap is done, reset double_inputs_read, so later it will have
@@ -164,7 +168,7 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,
* 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);
+ nir_remap_attributes(shader, options);
shader->info.name = ralloc_asprintf(shader, "GLSL%d", shader_prog->Name);
if (shader_prog->Label)