diff options
Diffstat (limited to 'src/compiler/spirv/vtn_variables.c')
-rw-r--r-- | src/compiler/spirv/vtn_variables.c | 56 |
1 files changed, 51 insertions, 5 deletions
diff --git a/src/compiler/spirv/vtn_variables.c b/src/compiler/spirv/vtn_variables.c index 9b84c970af7..4a6f9788af0 100644 --- a/src/compiler/spirv/vtn_variables.c +++ b/src/compiler/spirv/vtn_variables.c @@ -938,10 +938,19 @@ vtn_get_builtin_location(struct vtn_builder *b, unreachable("invalid stage for SpvBuiltInViewportIndex"); break; case SpvBuiltInTessLevelOuter: + *location = VARYING_SLOT_TESS_LEVEL_OUTER; + break; case SpvBuiltInTessLevelInner: + *location = VARYING_SLOT_TESS_LEVEL_INNER; + break; case SpvBuiltInTessCoord: + *location = SYSTEM_VALUE_TESS_COORD; + set_mode_system_value(mode); + break; case SpvBuiltInPatchVertices: - unreachable("no tessellation support"); + *location = SYSTEM_VALUE_VERTICES_IN; + set_mode_system_value(mode); + break; case SpvBuiltInFragCoord: *location = VARYING_SLOT_POS; assert(*mode == nir_var_shader_in); @@ -1055,6 +1064,11 @@ apply_var_decoration(struct vtn_builder *b, nir_variable *nir_var, vtn_get_builtin_location(b, builtin, &nir_var->data.location, &mode); nir_var->data.mode = mode; + if (builtin == SpvBuiltInTessLevelOuter || + builtin == SpvBuiltInTessLevelInner) { + nir_var->data.compact = true; + } + if (builtin == SpvBuiltInFragCoord || builtin == SpvBuiltInSamplePosition) nir_var->data.origin_upper_left = b->origin_upper_left; @@ -1079,7 +1093,7 @@ apply_var_decoration(struct vtn_builder *b, nir_variable *nir_var, break; /* Do nothing with these here */ case SpvDecorationPatch: - vtn_warn("Tessellation not yet supported"); + nir_var->data.patch = true; break; case SpvDecorationLocation: @@ -1119,6 +1133,15 @@ apply_var_decoration(struct vtn_builder *b, nir_variable *nir_var, } static void +var_is_patch_cb(struct vtn_builder *b, struct vtn_value *val, int member, + const struct vtn_decoration *dec, void *out_is_patch) +{ + if (dec->decoration == SpvDecorationPatch) { + *((bool *) out_is_patch) = true; + } +} + +static void var_decoration_cb(struct vtn_builder *b, struct vtn_value *val, int member, const struct vtn_decoration *dec, void *void_var) { @@ -1135,6 +1158,9 @@ var_decoration_cb(struct vtn_builder *b, struct vtn_value *val, int member, case SpvDecorationInputAttachmentIndex: vtn_var->input_attachment_index = dec->literals[0]; return; + case SpvDecorationPatch: + vtn_var->patch = true; + break; default: break; } @@ -1165,7 +1191,7 @@ var_decoration_cb(struct vtn_builder *b, struct vtn_value *val, int member, } else if (vtn_var->mode == vtn_variable_mode_input || vtn_var->mode == vtn_variable_mode_output) { is_vertex_input = false; - location += VARYING_SLOT_VAR0; + location += vtn_var->patch ? VARYING_SLOT_PATCH0 : VARYING_SLOT_VAR0; } else { unreachable("Location must be on input or output variable"); } @@ -1212,6 +1238,24 @@ var_decoration_cb(struct vtn_builder *b, struct vtn_value *val, int member, } } +static bool +is_per_vertex_inout(const struct vtn_variable *var, gl_shader_stage stage) +{ + if (var->patch || !glsl_type_is_array(var->type->type)) + return false; + + if (var->mode == vtn_variable_mode_input) { + return stage == MESA_SHADER_TESS_CTRL || + stage == MESA_SHADER_TESS_EVAL || + stage == MESA_SHADER_GEOMETRY; + } + + if (var->mode == vtn_variable_mode_output) + return stage == MESA_SHADER_TESS_CTRL; + + return false; +} + void vtn_handle_variables(struct vtn_builder *b, SpvOp opcode, const uint32_t *w, unsigned count) @@ -1311,6 +1355,9 @@ vtn_handle_variables(struct vtn_builder *b, SpvOp opcode, case vtn_variable_mode_input: case vtn_variable_mode_output: { + var->patch = false; + vtn_foreach_decoration(b, val, var_is_patch_cb, &var->patch); + /* For inputs and outputs, we immediately split structures. This * is for a couple of reasons. For one, builtins may all come in * a struct and we really want those split out into separate @@ -1321,8 +1368,7 @@ vtn_handle_variables(struct vtn_builder *b, SpvOp opcode, int array_length = -1; struct vtn_type *interface_type = var->type; - if (b->shader->stage == MESA_SHADER_GEOMETRY && - glsl_type_is_array(var->type->type)) { + if (is_per_vertex_inout(var, b->shader->stage)) { /* In Geometry shaders (and some tessellation), inputs come * in per-vertex arrays. However, some builtins come in * non-per-vertex, hence the need for the is_array check. In |