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authorCaio Marcelo de Oliveira Filho <[email protected]>2018-02-27 11:46:51 -0800
committerJason Ekstrand <[email protected]>2018-03-21 14:49:50 -0700
commit12c22b897af1e015cf76b1cfee9e456a0e671f38 (patch)
tree28f16d9f687019d7d2fa6c16b8ce488249eab26f /src
parent5e7c1d05d4f3732c79273b12e37de5d25ef108d5 (diff)
anv/pipeline: don't pass constant view index in multiview
If view mask has only one bit set, view index is effectively a constant, so doesn't need to be passed to the next stages, just always set it. Part of this was in the original patch that added anv_nir_lower_multiview.c but disabled. Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/intel/vulkan/anv_nir_lower_multiview.c17
1 files changed, 11 insertions, 6 deletions
diff --git a/src/intel/vulkan/anv_nir_lower_multiview.c b/src/intel/vulkan/anv_nir_lower_multiview.c
index d2aefdee620..365a70d7579 100644
--- a/src/intel/vulkan/anv_nir_lower_multiview.c
+++ b/src/intel/vulkan/anv_nir_lower_multiview.c
@@ -72,7 +72,8 @@ build_view_index(struct lower_multiview_state *state)
b->cursor = nir_before_block(nir_start_block(b->impl));
assert(state->view_mask != 0);
- if (0 && _mesa_bitcount(state->view_mask) == 1) {
+ if (_mesa_bitcount(state->view_mask) == 1) {
+ /* Set the view index directly. */
state->view_index = nir_imm_int(b, ffs(state->view_mask) - 1);
} else if (state->builder.shader->info.stage == MESA_SHADER_VERTEX) {
/* We only support 16 viewports */
@@ -210,11 +211,15 @@ anv_nir_lower_multiview(nir_shader *shader, uint32_t view_mask)
assert(view_index->parent_instr->block == nir_start_block(entrypoint));
b->cursor = nir_after_instr(view_index->parent_instr);
- nir_variable *view_index_out =
- nir_variable_create(shader, nir_var_shader_out,
- glsl_int_type(), "view index");
- view_index_out->data.location = VARYING_SLOT_VIEW_INDEX;
- nir_store_var(b, view_index_out, view_index, 0x1);
+ /* Unless there is only one possible view index (that would be set
+ * directly), pass it to the next stage. */
+ if (_mesa_bitcount(state.view_mask) != 1) {
+ nir_variable *view_index_out =
+ nir_variable_create(shader, nir_var_shader_out,
+ glsl_int_type(), "view index");
+ view_index_out->data.location = VARYING_SLOT_VIEW_INDEX;
+ nir_store_var(b, view_index_out, view_index, 0x1);
+ }
nir_variable *layer_id_out =
nir_variable_create(shader, nir_var_shader_out,