zink: add ntv handling for ARB_sample_shading

this involves variable handling and decorations as well as a weird bitcast
for the array[1] gl_SampleMask in spirv

Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7192>
This commit is contained in:
Mike Blumenkrantz 2020-10-16 12:18:05 -04:00 committed by Marge Bot
parent 441b32bf3f
commit b009bd9685
1 changed files with 33 additions and 2 deletions

View File

@ -70,7 +70,8 @@ struct ntv_context {
unsigned char shader_slots_reserved;
SpvId front_face_var, instance_id_var, vertex_id_var,
primitive_id_var, invocation_id_var; // geometry
primitive_id_var, invocation_id_var, // geometry
sample_mask_type, sample_id_var, sample_pos_var;
};
static SpvId
@ -298,6 +299,10 @@ emit_input(struct ntv_context *ctx, struct nir_variable *var)
slot = handle_slot(ctx, slot);
spirv_builder_emit_location(&ctx->builder, var_id, slot);
}
if (var->data.centroid)
spirv_builder_emit_decoration(&ctx->builder, var_id, SpvDecorationCentroid);
else if (var->data.sample)
spirv_builder_emit_decoration(&ctx->builder, var_id, SpvDecorationSample);
} else if (ctx->stage < MESA_SHADER_FRAGMENT) {
switch (slot) {
HANDLE_EMIT_BUILTIN(POS, Position);
@ -337,6 +342,10 @@ static void
emit_output(struct ntv_context *ctx, struct nir_variable *var)
{
SpvId var_type = get_glsl_type(ctx, var->type);
/* SampleMask is always an array in spirv */
if (ctx->stage == MESA_SHADER_FRAGMENT && var->data.location == FRAG_RESULT_SAMPLE_MASK)
ctx->sample_mask_type = var_type = spirv_builder_type_array(&ctx->builder, var_type, emit_uint_const(ctx, 32, 1));
SpvId pointer_type = spirv_builder_type_pointer(&ctx->builder,
SpvStorageClassOutput,
var_type);
@ -387,12 +396,18 @@ emit_output(struct ntv_context *ctx, struct nir_variable *var)
spirv_builder_emit_builtin(&ctx->builder, var_id, SpvBuiltInFragDepth);
break;
case FRAG_RESULT_SAMPLE_MASK:
spirv_builder_emit_builtin(&ctx->builder, var_id, SpvBuiltInSampleMask);
break;
default:
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);
}
}
if (var->data.sample)
spirv_builder_emit_decoration(&ctx->builder, var_id, SpvDecorationSample);
}
if (var->data.location_frac)
@ -1611,7 +1626,14 @@ emit_store_deref(struct ntv_context *ctx, nir_intrinsic_instr *intr)
SpvId src = get_src(ctx, &intr->src[1]);
SpvId type = get_glsl_type(ctx, nir_src_as_deref(intr->src[0])->type);
SpvId result = emit_bitcast(ctx, type, src);
nir_variable *var = nir_deref_instr_get_variable(nir_src_as_deref(intr->src[0]));
SpvId result;
if (ctx->stage == MESA_SHADER_FRAGMENT && var->data.location == FRAG_RESULT_SAMPLE_MASK) {
src = emit_bitcast(ctx, type, src);
/* SampleMask is always an array in spirv, so we need to construct it into one */
result = spirv_builder_emit_composite_construct(&ctx->builder, ctx->sample_mask_type, &src, 1);
} else
result = emit_bitcast(ctx, type, src);
spirv_builder_emit_store(&ctx->builder, ptr, result);
}
@ -1735,6 +1757,14 @@ emit_intrinsic(struct ntv_context *ctx, nir_intrinsic_instr *intr)
emit_load_uint_input(ctx, intr, &ctx->invocation_id_var, "gl_InvocationId", SpvBuiltInInvocationId);
break;
case nir_intrinsic_load_sample_id:
emit_load_uint_input(ctx, intr, &ctx->sample_id_var, "gl_SampleId", SpvBuiltInSampleId);
break;
case nir_intrinsic_load_sample_pos:
emit_load_vec_input(ctx, intr, &ctx->sample_pos_var, "gl_SamplePosition", SpvBuiltInSamplePosition, nir_type_float);
break;
case nir_intrinsic_emit_vertex_with_counter:
/* geometry shader emits copied xfb outputs just prior to EmitVertex(),
* since that's the end of the shader
@ -2379,6 +2409,7 @@ nir_to_spirv(struct nir_shader *s, const struct zink_so_info *so_info,
spirv_builder_emit_cap(&ctx.builder, SpvCapabilitySampled1D);
spirv_builder_emit_cap(&ctx.builder, SpvCapabilityImageQuery);
spirv_builder_emit_cap(&ctx.builder, SpvCapabilityDerivativeControl);
spirv_builder_emit_cap(&ctx.builder, SpvCapabilitySampleRateShading);
}
ctx.stage = s->info.stage;