diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/compiler/nir/nir.h | 5 | ||||
-rw-r--r-- | src/compiler/nir/nir_linking_helpers.c | 109 | ||||
-rw-r--r-- | src/mesa/state_tracker/st_glsl_to_nir.cpp | 120 |
3 files changed, 119 insertions, 115 deletions
diff --git a/src/compiler/nir/nir.h b/src/compiler/nir/nir.h index 8e5102f53d8..3119e656e24 100644 --- a/src/compiler/nir/nir.h +++ b/src/compiler/nir/nir.h @@ -3143,6 +3143,11 @@ void nir_compact_varyings(nir_shader *producer, nir_shader *consumer, void nir_link_xfb_varyings(nir_shader *producer, nir_shader *consumer); bool nir_link_opt_varyings(nir_shader *producer, nir_shader *consumer); + +void nir_assign_io_var_locations(struct exec_list *var_list, + unsigned *size, + gl_shader_stage stage); + typedef enum { /* If set, this forces all non-flat fragment shader inputs to be * interpolated as if with the "sample" qualifier. This requires diff --git a/src/compiler/nir/nir_linking_helpers.c b/src/compiler/nir/nir_linking_helpers.c index faf8a1eaced..d25b350a75e 100644 --- a/src/compiler/nir/nir_linking_helpers.c +++ b/src/compiler/nir/nir_linking_helpers.c @@ -970,3 +970,112 @@ nir_link_opt_varyings(nir_shader *producer, nir_shader *consumer) return progress; } + +/* TODO any better helper somewhere to sort a list? */ + +static void +insert_sorted(struct exec_list *var_list, nir_variable *new_var) +{ + nir_foreach_variable(var, var_list) { + if (var->data.location > new_var->data.location) { + exec_node_insert_node_before(&var->node, &new_var->node); + return; + } + } + exec_list_push_tail(var_list, &new_var->node); +} + +static void +sort_varyings(struct exec_list *var_list) +{ + struct exec_list new_list; + exec_list_make_empty(&new_list); + nir_foreach_variable_safe(var, var_list) { + exec_node_remove(&var->node); + insert_sorted(&new_list, var); + } + exec_list_move_nodes_to(&new_list, var_list); +} + +void +nir_assign_io_var_locations(struct exec_list *var_list, unsigned *size, + gl_shader_stage stage) +{ + unsigned location = 0; + unsigned assigned_locations[VARYING_SLOT_TESS_MAX]; + uint64_t processed_locs[2] = {0}; + + sort_varyings(var_list); + + const int base = stage == MESA_SHADER_FRAGMENT ? + (int) FRAG_RESULT_DATA0 : (int) VARYING_SLOT_VAR0; + + int UNUSED last_loc = 0; + nir_foreach_variable(var, var_list) { + + const struct glsl_type *type = var->type; + if (nir_is_per_vertex_io(var, stage)) { + assert(glsl_type_is_array(type)); + type = glsl_get_array_element(type); + } + + unsigned var_size = glsl_count_attribute_slots(type, false); + + /* Builtins don't allow component packing so we only need to worry about + * user defined varyings sharing the same location. + */ + bool processed = false; + if (var->data.location >= base) { + unsigned glsl_location = var->data.location - base; + + for (unsigned i = 0; i < var_size; i++) { + if (processed_locs[var->data.index] & + ((uint64_t)1 << (glsl_location + i))) + processed = true; + else + processed_locs[var->data.index] |= + ((uint64_t)1 << (glsl_location + i)); + } + } + + /* Because component packing allows varyings to share the same location + * we may have already have processed this location. + */ + if (processed) { + unsigned driver_location = assigned_locations[var->data.location]; + var->data.driver_location = driver_location; + *size += glsl_count_attribute_slots(type, false); + + /* An array may be packed such that is crosses multiple other arrays + * or variables, we need to make sure we have allocated the elements + * consecutively if the previously proccessed var was shorter than + * the current array we are processing. + * + * NOTE: The code below assumes the var list is ordered in ascending + * location order. + */ + assert(last_loc <= var->data.location); + last_loc = var->data.location; + unsigned last_slot_location = driver_location + var_size; + if (last_slot_location > location) { + unsigned num_unallocated_slots = last_slot_location - location; + unsigned first_unallocated_slot = var_size - num_unallocated_slots; + for (unsigned i = first_unallocated_slot; i < num_unallocated_slots; i++) { + assigned_locations[var->data.location + i] = location; + location++; + } + } + continue; + } + + for (unsigned i = 0; i < var_size; i++) { + assigned_locations[var->data.location + i] = location + i; + } + + var->data.driver_location = location; + location += var_size; + } + + *size += location; +} + diff --git a/src/mesa/state_tracker/st_glsl_to_nir.cpp b/src/mesa/state_tracker/st_glsl_to_nir.cpp index 97dfe7a54a2..221c8a030b0 100644 --- a/src/mesa/state_tracker/st_glsl_to_nir.cpp +++ b/src/mesa/state_tracker/st_glsl_to_nir.cpp @@ -109,86 +109,6 @@ st_nir_assign_vs_in_locations(nir_shader *nir) } } -static void -st_nir_assign_var_locations(struct exec_list *var_list, unsigned *size, - gl_shader_stage stage) -{ - unsigned location = 0; - unsigned assigned_locations[VARYING_SLOT_TESS_MAX]; - uint64_t processed_locs[2] = {0}; - - const int base = stage == MESA_SHADER_FRAGMENT ? - (int) FRAG_RESULT_DATA0 : (int) VARYING_SLOT_VAR0; - - int UNUSED last_loc = 0; - nir_foreach_variable(var, var_list) { - - const struct glsl_type *type = var->type; - if (nir_is_per_vertex_io(var, stage)) { - assert(glsl_type_is_array(type)); - type = glsl_get_array_element(type); - } - - unsigned var_size = type_size(type); - - /* Builtins don't allow component packing so we only need to worry about - * user defined varyings sharing the same location. - */ - bool processed = false; - if (var->data.location >= base) { - unsigned glsl_location = var->data.location - base; - - for (unsigned i = 0; i < var_size; i++) { - if (processed_locs[var->data.index] & - ((uint64_t)1 << (glsl_location + i))) - processed = true; - else - processed_locs[var->data.index] |= - ((uint64_t)1 << (glsl_location + i)); - } - } - - /* Because component packing allows varyings to share the same location - * we may have already have processed this location. - */ - if (processed) { - unsigned driver_location = assigned_locations[var->data.location]; - var->data.driver_location = driver_location; - *size += type_size(type); - - /* An array may be packed such that is crosses multiple other arrays - * or variables, we need to make sure we have allocated the elements - * consecutively if the previously proccessed var was shorter than - * the current array we are processing. - * - * NOTE: The code below assumes the var list is ordered in ascending - * location order. - */ - assert(last_loc <= var->data.location); - last_loc = var->data.location; - unsigned last_slot_location = driver_location + var_size; - if (last_slot_location > location) { - unsigned num_unallocated_slots = last_slot_location - location; - unsigned first_unallocated_slot = var_size - num_unallocated_slots; - for (unsigned i = first_unallocated_slot; i < num_unallocated_slots; i++) { - assigned_locations[var->data.location + i] = location; - location++; - } - } - continue; - } - - for (unsigned i = 0; i < var_size; i++) { - assigned_locations[var->data.location + i] = location + i; - } - - var->data.driver_location = location; - location += var_size; - } - - *size += location; -} - static int st_nir_lookup_parameter_index(const struct gl_program_parameter_list *params, const char *name) @@ -550,32 +470,6 @@ st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog, } } -/* TODO any better helper somewhere to sort a list? */ - -static void -insert_sorted(struct exec_list *var_list, nir_variable *new_var) -{ - nir_foreach_variable(var, var_list) { - if (var->data.location > new_var->data.location) { - exec_node_insert_node_before(&var->node, &new_var->node); - return; - } - } - exec_list_push_tail(var_list, &new_var->node); -} - -static void -sort_varyings(struct exec_list *var_list) -{ - struct exec_list new_list; - exec_list_make_empty(&new_list); - nir_foreach_variable_safe(var, var_list) { - exec_node_remove(&var->node); - insert_sorted(&new_list, var); - } - exec_list_move_nodes_to(&new_list, var_list); -} - static void set_st_program(struct gl_program *prog, struct gl_shader_program *shader_program, @@ -914,32 +808,28 @@ st_nir_assign_varying_locations(struct st_context *st, nir_shader *nir) /* Re-lower global vars, to deal with any dead VS inputs. */ NIR_PASS_V(nir, nir_lower_global_vars_to_local); - sort_varyings(&nir->outputs); - st_nir_assign_var_locations(&nir->outputs, + nir_assign_io_var_locations(&nir->outputs, &nir->num_outputs, nir->info.stage); st_nir_fixup_varying_slots(st, &nir->outputs); } else if (nir->info.stage == MESA_SHADER_GEOMETRY || nir->info.stage == MESA_SHADER_TESS_CTRL || nir->info.stage == MESA_SHADER_TESS_EVAL) { - sort_varyings(&nir->inputs); - st_nir_assign_var_locations(&nir->inputs, + nir_assign_io_var_locations(&nir->inputs, &nir->num_inputs, nir->info.stage); st_nir_fixup_varying_slots(st, &nir->inputs); - sort_varyings(&nir->outputs); - st_nir_assign_var_locations(&nir->outputs, + nir_assign_io_var_locations(&nir->outputs, &nir->num_outputs, nir->info.stage); st_nir_fixup_varying_slots(st, &nir->outputs); } else if (nir->info.stage == MESA_SHADER_FRAGMENT) { - sort_varyings(&nir->inputs); - st_nir_assign_var_locations(&nir->inputs, + nir_assign_io_var_locations(&nir->inputs, &nir->num_inputs, nir->info.stage); st_nir_fixup_varying_slots(st, &nir->inputs); - st_nir_assign_var_locations(&nir->outputs, + nir_assign_io_var_locations(&nir->outputs, &nir->num_outputs, nir->info.stage); } else if (nir->info.stage == MESA_SHADER_COMPUTE) { |