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authorJason Ekstrand <jason.ekstrand@intel.com>2018-08-31 07:35:17 -0500
committerJason Ekstrand <jason.ekstrand@intel.com>2018-09-06 16:07:50 -0500
commit44ec31cd75f679b32afb03c3c9c46762e57ce506 (patch)
treec9ff90ef7289fb26513724d0663fcdb91193f34a /src/compiler/nir
parent0909a57b631f2b200a7422907df6302a72930252 (diff)
nir: Drop the vs_inputs_dual_locations option
It was very inconsistently handled; the only things that made use of it were glsl_to_nir, glspirv, and nir_gather_info. In particular, nir_lower_io completely ignored it so anyone using nir_lower_io on 64-bit vertex attributes was going to be in for a shock. Also, as of the previous commit, it's set by every driver that supports 64-bit vertex attributes. There's no longer any reason to have it be an option so let's just delete it. Reviewed-by: Alejandro PiƱeiro <apinheiro@igalia.com> Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Diffstat (limited to 'src/compiler/nir')
-rw-r--r--src/compiler/nir/nir.c32
-rw-r--r--src/compiler/nir/nir.h9
-rw-r--r--src/compiler/nir/nir_gather_info.c20
3 files changed, 19 insertions, 42 deletions
diff --git a/src/compiler/nir/nir.c b/src/compiler/nir/nir.c
index 0d8a554bd20..a6240c11f2d 100644
--- a/src/compiler/nir/nir.c
+++ b/src/compiler/nir/nir.c
@@ -1854,34 +1854,32 @@ nir_system_value_from_intrinsic(nir_intrinsic_op intrin)
}
}
-uint64_t
-nir_get_dual_slot_attributes(nir_shader *shader)
+/* OpenGL utility method that remaps the location attributes if they are
+ * doubles. Not needed for vulkan due the differences on the input location
+ * count for doubles on vulkan vs OpenGL
+ *
+ * The bitfield returned in dual_slot is one bit for each double input slot in
+ * the original OpenGL single-slot input numbering. The mapping from old
+ * locations to new locations is as follows:
+ *
+ * new_loc = loc + _mesa_bitcount(dual_slot & BITFIELD64_MASK(loc))
+ */
+void
+nir_remap_dual_slot_attributes(nir_shader *shader, uint64_t *dual_slot)
{
assert(shader->info.stage == MESA_SHADER_VERTEX);
- uint64_t dual_slot = 0;
+ *dual_slot = 0;
nir_foreach_variable(var, &shader->inputs) {
if (glsl_type_is_dual_slot(glsl_without_array(var->type))) {
unsigned slots = glsl_count_attribute_slots(var->type, true);
- dual_slot |= BITFIELD64_MASK(slots) << var->data.location;
+ *dual_slot |= BITFIELD64_MASK(slots) << var->data.location;
}
}
- return dual_slot;
-}
-
-/* OpenGL utility method that remaps the location attributes if they are
- * doubles. Not needed for vulkan due the differences on the input location
- * count for doubles on vulkan vs OpenGL
- */
-void
-nir_remap_dual_slot_attributes(nir_shader *shader, uint64_t dual_slot)
-{
- assert(shader->info.stage == MESA_SHADER_VERTEX);
-
nir_foreach_variable(var, &shader->inputs) {
var->data.location +=
- _mesa_bitcount_64(dual_slot & BITFIELD64_MASK(var->data.location));
+ _mesa_bitcount_64(*dual_slot & BITFIELD64_MASK(var->data.location));
}
}
diff --git a/src/compiler/nir/nir.h b/src/compiler/nir/nir.h
index b9393702097..bf4bd916d27 100644
--- a/src/compiler/nir/nir.h
+++ b/src/compiler/nir/nir.h
@@ -2119,12 +2119,6 @@ typedef struct nir_shader_compiler_options {
*/
bool use_interpolated_input_intrinsics;
- /**
- * Do vertex shader double inputs use two locations? The Vulkan spec
- * requires two locations to be used, OpenGL allows a single location.
- */
- bool vs_inputs_dual_locations;
-
unsigned max_unroll_iterations;
} nir_shader_compiler_options;
@@ -3039,9 +3033,8 @@ bool nir_opt_conditional_discard(nir_shader *shader);
void nir_sweep(nir_shader *shader);
-uint64_t nir_get_dual_slot_attributes(nir_shader *shader);
void nir_remap_dual_slot_attributes(nir_shader *shader,
- uint64_t dual_slot);
+ uint64_t *dual_slot_inputs);
uint64_t nir_get_single_slot_attribs_mask(uint64_t attribs, uint64_t dual_slot);
nir_intrinsic_op nir_intrinsic_from_system_value(gl_system_value val);
diff --git a/src/compiler/nir/nir_gather_info.c b/src/compiler/nir/nir_gather_info.c
index de18c9bd78e..30f0bc721d4 100644
--- a/src/compiler/nir/nir_gather_info.c
+++ b/src/compiler/nir/nir_gather_info.c
@@ -88,21 +88,15 @@ static void
mark_whole_variable(nir_shader *shader, nir_variable *var, bool is_output_read)
{
const struct glsl_type *type = var->type;
- bool is_vertex_input = false;
if (nir_is_per_vertex_io(var, shader->info.stage)) {
assert(glsl_type_is_array(type));
type = glsl_get_array_element(type);
}
- if (!shader->options->vs_inputs_dual_locations &&
- shader->info.stage == MESA_SHADER_VERTEX &&
- var->data.mode == nir_var_shader_in)
- is_vertex_input = true;
-
const unsigned slots =
var->data.compact ? DIV_ROUND_UP(glsl_get_length(type), 4)
- : glsl_count_attribute_slots(type, is_vertex_input);
+ : glsl_count_attribute_slots(type, false);
set_io_mask(shader, var, 0, slots, is_output_read);
}
@@ -165,13 +159,7 @@ try_mask_partial_io(nir_shader *shader, nir_variable *var,
return false;
}
- bool is_vertex_input = false;
- if (!shader->options->vs_inputs_dual_locations &&
- shader->info.stage == MESA_SHADER_VERTEX &&
- var->data.mode == nir_var_shader_in)
- is_vertex_input = true;
-
- unsigned offset = get_io_offset(deref, is_vertex_input);
+ unsigned offset = get_io_offset(deref, false);
if (offset == -1)
return false;
@@ -187,10 +175,8 @@ try_mask_partial_io(nir_shader *shader, nir_variable *var,
}
/* double element width for double types that takes two slots */
- if (!is_vertex_input &&
- glsl_type_is_dual_slot(glsl_without_array(type))) {
+ if (glsl_type_is_dual_slot(glsl_without_array(type)))
elem_width *= 2;
- }
if (offset >= num_elems * elem_width * mat_cols) {
/* Constant index outside the bounds of the matrix/array. This could