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authorJuan A. Suarez Romero <[email protected]>2016-12-16 10:24:43 +0100
committerJuan A. Suarez Romero <[email protected]>2017-01-09 10:42:22 +0100
commitc2acf97fcc9b32eaa9778771282758e5652a8ad4 (patch)
treea7c8890b9a6a1532b55170d531310382742cb9de /src/compiler/spirv
parent3551a2d3ad2661477ba3b0a36a13eeb68e28fe85 (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]>
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