From 25efd787cfd842c0b0b900f35399e44a2e01ea39 Mon Sep 17 00:00:00 2001 From: Jason Ekstrand Date: Thu, 30 Aug 2018 15:02:25 -0500 Subject: compiler: Move double_inputs to gl_program::DualSlotInputs MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Previously, we had two field in shader_info: double_inputs_read and double_inputs. Presumably, the one was for all double inputs that are read and the other is all that exist. However, because nir_gather_info regenerates these two values, there is a possibility, if a variable gets deleted, that the value of double_inputs could change over time. This is a problem because double_inputs is used to remap the input locations to a two-slot-per-dvec3/4 scheme for i965. If that mapping were to change between glsl_to_nir and back-end state setup, we would fall over when trying to map the NIR outputs back onto the GL location space. This commit changes the way slot re-mapping works. Instead of the double_inputs field in shader_info, it adds a DualSlotInputs bitfield to gl_program. By having it in gl_program, we more easily guarantee that NIR passes won't touch it after it's been set. It also makes more sense to put it in a GL data structure since it's really a mapping from GL slots to back-end and/or NIR slots and not really a NIR shader thing. Tested-by: Alejandro Piñeiro (ARB_gl_spirv tests) Reviewed-by: Alejandro Piñeiro Reviewed-by: Timothy Arceri --- src/compiler/glsl/glsl_to_nir.cpp | 16 +++++----------- 1 file changed, 5 insertions(+), 11 deletions(-) (limited to 'src/compiler/glsl/glsl_to_nir.cpp') diff --git a/src/compiler/glsl/glsl_to_nir.cpp b/src/compiler/glsl/glsl_to_nir.cpp index f38d280d406..d22f4a58dd4 100644 --- a/src/compiler/glsl/glsl_to_nir.cpp +++ b/src/compiler/glsl/glsl_to_nir.cpp @@ -149,8 +149,11 @@ glsl_to_nir(const struct gl_shader_program *shader_prog, * two locations. For instance, if we have in the IR code a dvec3 attr0 in * 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, options); + if (shader->info.stage == MESA_SHADER_VERTEX) { + sh->Program->DualSlotInputs = nir_get_dual_slot_attributes(shader); + if (options->vs_inputs_dual_locations) + nir_remap_dual_slot_attributes(shader, sh->Program->DualSlotInputs); + } shader->info.name = ralloc_asprintf(shader, "GLSL%d", shader_prog->Name); if (shader_prog->Label) @@ -344,15 +347,6 @@ nir_visitor::visit(ir_variable *ir) var->data.compact = ir->type->without_array()->is_scalar(); } } - - /* Mark all the locations that require two slots */ - if (shader->info.stage == MESA_SHADER_VERTEX && - glsl_type_is_dual_slot(glsl_without_array(var->type))) { - for (unsigned i = 0; i < glsl_count_attribute_slots(var->type, true); i++) { - uint64_t bitfield = BITFIELD64_BIT(var->data.location + i); - shader->info.vs.double_inputs |= bitfield; - } - } break; case ir_var_shader_out: -- cgit v1.2.3