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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
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')
-rw-r--r--src/amd/vulkan/radv_shader.c1
-rw-r--r--src/compiler/glsl/glsl_to_nir.cpp14
-rw-r--r--src/compiler/nir/nir.h6
-rw-r--r--src/intel/compiler/brw_compiler.c3
4 files changed, 19 insertions, 5 deletions
diff --git a/src/amd/vulkan/radv_shader.c b/src/amd/vulkan/radv_shader.c
index 620effe50e6..af094e6220f 100644
--- a/src/amd/vulkan/radv_shader.c
+++ b/src/amd/vulkan/radv_shader.c
@@ -67,6 +67,7 @@ static const struct nir_shader_compiler_options nir_options = {
.lower_extract_byte = true,
.lower_extract_word = true,
.lower_ffma = true,
+ .vs_inputs_dual_locations = true,
.max_unroll_iterations = 32
};
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)
diff --git a/src/compiler/nir/nir.h b/src/compiler/nir/nir.h
index 41a07b0b48c..4bb96c3c952 100644
--- a/src/compiler/nir/nir.h
+++ b/src/compiler/nir/nir.h
@@ -1892,6 +1892,12 @@ 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;
diff --git a/src/intel/compiler/brw_compiler.c b/src/intel/compiler/brw_compiler.c
index e89aeacc7d2..e515559acb6 100644
--- a/src/intel/compiler/brw_compiler.c
+++ b/src/intel/compiler/brw_compiler.c
@@ -57,6 +57,7 @@ static const struct nir_shader_compiler_options scalar_nir_options = {
.lower_unpack_snorm_4x8 = true,
.lower_unpack_unorm_2x16 = true,
.lower_unpack_unorm_4x8 = true,
+ .vs_inputs_dual_locations = true,
.max_unroll_iterations = 32,
};
@@ -78,6 +79,7 @@ static const struct nir_shader_compiler_options vector_nir_options = {
.lower_unpack_unorm_2x16 = true,
.lower_extract_byte = true,
.lower_extract_word = true,
+ .vs_inputs_dual_locations = true,
.max_unroll_iterations = 32,
};
@@ -96,6 +98,7 @@ static const struct nir_shader_compiler_options vector_nir_options_gen6 = {
.lower_unpack_unorm_2x16 = true,
.lower_extract_byte = true,
.lower_extract_word = true,
+ .vs_inputs_dual_locations = true,
.max_unroll_iterations = 32,
};