nir: Store some geometry shader data in nir_shader.
This makes it possible for NIR shaders to know the number of output vertices and the number of invocations. Drivers could also access these directly without going through gl_program. We should probably add InputType and OutputType here too, but currently those are stored as GL_* enums, and I wanted to avoid using those in NIR, as I suspect Vulkan/SPIR-V will use different enums. (We should probably make our own.) We could add VerticesIn, but it's easily computable from the input topology, so I'm not sure whether it's worth it. It's also currently not stored in gl_shader (only gl_shader_program), which would require changes to the glsl_to_nir interface or require us to store it there. This is a bit of duplication of data...ideally, we would factor these substructs out of gl_program, gl_shader_program, and nir_shader, creating a gl_geometry_info class...but it would need to go in a new place (in src/glsl?) that isn't mtypes.h nor nir.h. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
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@ -140,6 +140,9 @@ glsl_to_nir(struct gl_shader *sh, const nir_shader_compiler_options *options)
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nir_lower_outputs_to_temporaries(shader);
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shader->gs.vertices_out = sh->Geom.VerticesOut;
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shader->gs.invocations = sh->Geom.Invocations;
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return shader;
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}
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@ -54,6 +54,9 @@ nir_shader_create(void *mem_ctx,
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shader->stage = stage;
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shader->gs.vertices_out = 0;
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shader->gs.invocations = 0;
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return shader;
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}
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@ -1479,6 +1479,14 @@ typedef struct nir_shader {
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/** The shader stage, such as MESA_SHADER_VERTEX. */
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gl_shader_stage stage;
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struct {
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/** The maximum number of vertices the geometry shader might write. */
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unsigned vertices_out;
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/** 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */
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unsigned invocations;
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} gs;
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} nir_shader;
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#define nir_foreach_overload(shader, overload) \
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