st/glsl: fix broken vertex attrib mapping

Here we move the nir_get_single_slot_attribs_mask() call that sets the
inputs_read mask after NIR optimisations have finished and after
st_nir_assign_vs_in_locations() has been called.

Besides fixing a bug where the mappings would be missaligned if
further NIR optimisations resulted in less inputs being read, it
also allows us to drop an additional nir gather info call.

Fixes: 0909a57b63 ("radeonsi/nir: Set vs_inputs_dual_locations and let NIR do the remap")
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/6240

Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17326>
This commit is contained in:
Timothy Arceri 2022-07-01 12:33:08 +10:00 committed by Marge Bot
parent 5d4425ca1c
commit 4e797ac530
1 changed files with 11 additions and 28 deletions

View File

@ -85,19 +85,6 @@ st_nir_fixup_varying_slots(struct st_context *st, nir_shader *shader,
}
}
static void
st_shader_gather_info(nir_shader *nir, struct gl_program *prog)
{
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
/* Copy the info we just generated back into the gl_program */
const char *prog_name = prog->info.name;
const char *prog_label = prog->info.label;
prog->info = nir->info;
prog->info.name = prog_name;
prog->info.label = prog_label;
}
/* input location assignment for VS inputs must be handled specially, so
* that it is aligned w/ st's vbo state.
* (This isn't the case with, for ex, FS inputs, which only need to agree
@ -797,17 +784,6 @@ st_link_nir(struct gl_context *ctx,
if (!st->screen->get_param(st->screen, PIPE_CAP_CULL_DISTANCE_NOCOMBINE))
NIR_PASS_V(nir, nir_lower_clip_cull_distance_arrays);
st_shader_gather_info(nir, shader->Program);
if (shader->Stage == MESA_SHADER_VERTEX) {
/* NIR expands dual-slot inputs out to two locations. We need to
* compact things back down GL-style single-slot inputs to avoid
* confusing the state tracker.
*/
shader->Program->info.inputs_read =
nir_get_single_slot_attribs_mask(nir->info.inputs_read,
shader->Program->DualSlotInputs);
}
if (i >= 1) {
struct gl_program *prev_shader = linked_shader[i - 1]->Program;
@ -881,12 +857,19 @@ st_link_nir(struct gl_context *ctx,
prog->info.num_ssbos = old_info.num_ssbos;
prog->info.num_ubos = old_info.num_ubos;
prog->info.num_abos = old_info.num_abos;
if (prog->info.stage == MESA_SHADER_VERTEX)
prog->info.inputs_read = old_info.inputs_read;
/* Initialize st_vertex_program members. */
if (shader->Stage == MESA_SHADER_VERTEX)
if (prog->info.stage == MESA_SHADER_VERTEX) {
/* NIR expands dual-slot inputs out to two locations. We need to
* compact things back down GL-style single-slot inputs to avoid
* confusing the state tracker.
*/
prog->info.inputs_read =
nir_get_single_slot_attribs_mask(prog->nir->info.inputs_read,
prog->DualSlotInputs);
/* Initialize st_vertex_program members. */
st_prepare_vertex_program(prog);
}
/* Get pipe_stream_output_info. */
if (shader->Stage == MESA_SHADER_VERTEX ||