zink: handle shader io vars more generically for use with gs

geometry shaders have more inputs and use a lot of the same codepaths as
vertex shaders, so these changes add the inputs and remove checks for vertex-only
shaders

Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7139>
This commit is contained in:
Mike Blumenkrantz 2020-10-14 10:29:30 -04:00
parent 182f7f9ae8
commit 423a342ae7
1 changed files with 32 additions and 13 deletions

View File

@ -277,8 +277,11 @@ emit_input(struct ntv_context *ctx, struct nir_variable *var)
if (var->name)
spirv_builder_emit_name(&ctx->builder, var_id, var->name);
if (ctx->stage == MESA_SHADER_FRAGMENT) {
unsigned slot = var->data.location;
unsigned slot = var->data.location;
if (ctx->stage == MESA_SHADER_VERTEX)
spirv_builder_emit_location(&ctx->builder, var_id,
var->data.driver_location);
else if (ctx->stage == MESA_SHADER_FRAGMENT) {
switch (slot) {
HANDLE_EMIT_BUILTIN(POS, FragCoord);
HANDLE_EMIT_BUILTIN(PNTC, PointCoord);
@ -293,9 +296,26 @@ emit_input(struct ntv_context *ctx, struct nir_variable *var)
slot = handle_slot(ctx, slot);
spirv_builder_emit_location(&ctx->builder, var_id, slot);
}
} else {
spirv_builder_emit_location(&ctx->builder, var_id,
var->data.driver_location);
} else if (ctx->stage < MESA_SHADER_FRAGMENT) {
switch (slot) {
HANDLE_EMIT_BUILTIN(POS, Position);
HANDLE_EMIT_BUILTIN(PSIZ, PointSize);
HANDLE_EMIT_BUILTIN(LAYER, Layer);
HANDLE_EMIT_BUILTIN(PRIMITIVE_ID, PrimitiveId);
HANDLE_EMIT_BUILTIN(CULL_DIST0, CullDistance);
HANDLE_EMIT_BUILTIN(VIEWPORT, ViewportIndex);
HANDLE_EMIT_BUILTIN(TESS_LEVEL_OUTER, TessLevelOuter);
HANDLE_EMIT_BUILTIN(TESS_LEVEL_INNER, TessLevelInner);
case VARYING_SLOT_CLIP_DIST0:
assert(glsl_type_is_array(var->type));
spirv_builder_emit_builtin(&ctx->builder, var_id, SpvBuiltInClipDistance);
break;
default:
slot = handle_slot(ctx, slot);
spirv_builder_emit_location(&ctx->builder, var_id, slot);
}
}
if (var->data.location_frac)
@ -323,9 +343,8 @@ emit_output(struct ntv_context *ctx, struct nir_variable *var)
if (var->name)
spirv_builder_emit_name(&ctx->builder, var_id, var->name);
if (ctx->stage == MESA_SHADER_VERTEX) {
unsigned slot = var->data.location;
unsigned slot = var->data.location;
if (ctx->stage != MESA_SHADER_FRAGMENT) {
switch (slot) {
HANDLE_EMIT_BUILTIN(POS, Position);
HANDLE_EMIT_BUILTIN(PSIZ, PointSize);
@ -352,7 +371,7 @@ emit_output(struct ntv_context *ctx, struct nir_variable *var)
ctx->outputs[var->data.location] = var_id;
ctx->so_output_gl_types[var->data.location] = var->type;
ctx->so_output_types[var->data.location] = var_type;
} else if (ctx->stage == MESA_SHADER_FRAGMENT) {
} else {
if (var->data.location >= FRAG_RESULT_DATA0) {
spirv_builder_emit_location(&ctx->builder, var_id,
var->data.location - FRAG_RESULT_DATA0);
@ -367,8 +386,8 @@ emit_output(struct ntv_context *ctx, struct nir_variable *var)
break;
default:
spirv_builder_emit_location(&ctx->builder, var_id,
var->data.driver_location);
slot = handle_slot(ctx, slot);
spirv_builder_emit_location(&ctx->builder, var_id, slot);
spirv_builder_emit_index(&ctx->builder, var_id, var->data.index);
}
}
@ -913,7 +932,7 @@ emit_so_outputs(struct ntv_context *ctx,
for (unsigned c = 0; c < so_output.num_components; c++) {
components[c] = so_output.start_component + c;
/* this is the second half of a 2 * vec4 array */
if (ctx->stage == MESA_SHADER_VERTEX && slot == VARYING_SLOT_CLIP_DIST1)
if (slot == VARYING_SLOT_CLIP_DIST1)
components[c] += 4;
}
@ -940,7 +959,7 @@ emit_so_outputs(struct ntv_context *ctx,
uint32_t member[] = { so_output.start_component + c };
SpvId base_type = get_glsl_type(ctx, glsl_without_array(out_type));
if (ctx->stage == MESA_SHADER_VERTEX && slot == VARYING_SLOT_CLIP_DIST1)
if (slot == VARYING_SLOT_CLIP_DIST1)
member[0] += 4;
components[c] = spirv_builder_emit_composite_extract(&ctx->builder, base_type, src, member, 1);
}