diff options
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_nir.c | 44 |
1 files changed, 39 insertions, 5 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_nir.c b/src/mesa/drivers/dri/i965/brw_nir.c index 11f111382f4..a7a5eb511cd 100644 --- a/src/mesa/drivers/dri/i965/brw_nir.c +++ b/src/mesa/drivers/dri/i965/brw_nir.c @@ -56,7 +56,8 @@ remap_vs_attrs(nir_block *block, void *closure) } static void -brw_nir_lower_inputs(nir_shader *nir, bool is_scalar) +brw_nir_lower_inputs(const struct brw_device_info *devinfo, + nir_shader *nir, bool is_scalar) { switch (nir->stage) { case MESA_SHADER_VERTEX: @@ -90,11 +91,43 @@ brw_nir_lower_inputs(nir_shader *nir, bool is_scalar) } } break; - case MESA_SHADER_GEOMETRY: - foreach_list_typed(nir_variable, var, node, &nir->inputs) { - var->data.driver_location = var->data.location; + case MESA_SHADER_GEOMETRY: { + if (!is_scalar) { + foreach_list_typed(nir_variable, var, node, &nir->inputs) { + var->data.driver_location = var->data.location; + } + } else { + /* The GLSL linker will have already matched up GS inputs and + * the outputs of prior stages. The driver does extend VS outputs + * in some cases, but only for legacy OpenGL or Gen4-5 hardware, + * neither of which offer geometry shader support. So we can + * safely ignore that. + * + * For SSO pipelines, we use a fixed VUE map layout based on variable + * locations, so we can rely on rendezvous-by-location to make this + * work. + * + * However, we need to ignore VARYING_SLOT_PRIMITIVE_ID, as it's not + * written by previous stages and shows up via payload magic. + */ + struct brw_vue_map input_vue_map; + GLbitfield64 inputs_read = + nir->info.inputs_read & ~VARYING_BIT_PRIMITIVE_ID; + brw_compute_vue_map(devinfo, &input_vue_map, inputs_read, + nir->info.separate_shader); + + /* Start with the slot for the variable's base. */ + foreach_list_typed(nir_variable, var, node, &nir->inputs) { + assert(input_vue_map.varying_to_slot[var->data.location] != -1); + var->data.driver_location = + input_vue_map.varying_to_slot[var->data.location]; + } + + /* Inputs are stored in vec4 slots, so use type_size_vec4(). */ + nir_lower_io(nir, nir_var_shader_in, type_size_vec4); } break; + } case MESA_SHADER_FRAGMENT: assert(is_scalar); nir_assign_var_locations(&nir->inputs, &nir->num_inputs, @@ -187,6 +220,7 @@ brw_create_nir(struct brw_context *brw, bool is_scalar) { struct gl_context *ctx = &brw->ctx; + const struct brw_device_info *devinfo = brw->intelScreen->devinfo; const nir_shader_compiler_options *options = ctx->Const.ShaderCompilerOptions[stage].NirOptions; static const nir_lower_tex_options tex_options = { @@ -230,7 +264,7 @@ brw_create_nir(struct brw_context *brw, /* Get rid of split copies */ nir_optimize(nir, is_scalar); - brw_nir_lower_inputs(nir, is_scalar); + brw_nir_lower_inputs(devinfo, nir, is_scalar); brw_nir_lower_outputs(nir, is_scalar); nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms, |