st/mesa: Add NIR versions of the clear shaders.

We implement the basic VS and FS, as well as the VS that does layered
clears by writing gl_Layer from the vertex shader.  Drivers which need
a geometry shader for writing layer continue falling back to TGSI, as
I didn't need this and so didn't bother implementing it.  (We certainly
could, however, if people want to add it in the future.)

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Tested-by: Rob Clark <robdclark@gmail.com>
Tested-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Kenneth Graunke 2018-11-02 02:24:00 -07:00
parent 3f28b245b5
commit be492affa8
1 changed files with 67 additions and 13 deletions

View File

@ -48,6 +48,7 @@
#include "st_cb_fbo.h"
#include "st_draw.h"
#include "st_format.h"
#include "st_nir.h"
#include "st_program.h"
#include "pipe/p_context.h"
@ -107,34 +108,81 @@ st_destroy_clear(struct st_context *st)
static inline void
set_fragment_shader(struct st_context *st)
{
if (!st->clear.fs)
st->clear.fs =
util_make_fragment_passthrough_shader(st->pipe, TGSI_SEMANTIC_GENERIC,
TGSI_INTERPOLATE_CONSTANT,
TRUE);
struct pipe_screen *pscreen = st->pipe->screen;
bool use_nir = PIPE_SHADER_IR_NIR ==
pscreen->get_shader_param(pscreen, PIPE_SHADER_VERTEX,
PIPE_SHADER_CAP_PREFERRED_IR);
if (!st->clear.fs) {
if (use_nir) {
unsigned inputs[] = { VARYING_SLOT_VAR0 };
unsigned outputs[] = { FRAG_RESULT_COLOR };
unsigned interpolation[] = { INTERP_MODE_FLAT };
st->clear.fs = st_nir_make_passthrough_shader(st, "clear FS",
MESA_SHADER_FRAGMENT,
1, inputs, outputs,
interpolation, 0);
} else {
st->clear.fs =
util_make_fragment_passthrough_shader(st->pipe,
TGSI_SEMANTIC_GENERIC,
TGSI_INTERPOLATE_CONSTANT,
TRUE);
}
}
cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
}
static void *
make_nir_clear_vertex_shader(struct st_context *st, bool layered)
{
const char *shader_name = layered ? "layered clear VS" : "clear VS";
unsigned inputs[] = {
VERT_ATTRIB_POS,
VERT_ATTRIB_GENERIC0,
SYSTEM_VALUE_INSTANCE_ID,
};
unsigned outputs[] = {
VARYING_SLOT_POS,
VARYING_SLOT_VAR0,
VARYING_SLOT_LAYER
};
return st_nir_make_passthrough_shader(st, shader_name, MESA_SHADER_VERTEX,
layered ? 3 : 2, inputs, outputs,
NULL, (1 << 2));
}
/**
* Helper function to set the vertex shader.
*/
static inline void
set_vertex_shader(struct st_context *st)
{
struct pipe_screen *pscreen = st->pipe->screen;
bool use_nir = PIPE_SHADER_IR_NIR ==
pscreen->get_shader_param(pscreen, PIPE_SHADER_VERTEX,
PIPE_SHADER_CAP_PREFERRED_IR);
/* vertex shader - still required to provide the linkage between
* fragment shader input semantics and vertex_element/buffers.
*/
if (!st->clear.vs)
{
const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
TGSI_SEMANTIC_GENERIC };
const uint semantic_indexes[] = { 0, 0 };
st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
semantic_names,
semantic_indexes,
FALSE);
if (use_nir) {
st->clear.vs = make_nir_clear_vertex_shader(st, false);
} else {
const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
TGSI_SEMANTIC_GENERIC };
const uint semantic_indexes[] = { 0, 0 };
st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
semantic_names,
semantic_indexes,
FALSE);
}
}
cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
@ -146,6 +194,10 @@ static void
set_vertex_shader_layered(struct st_context *st)
{
struct pipe_context *pipe = st->pipe;
struct pipe_screen *pscreen = pipe->screen;
bool use_nir = PIPE_SHADER_IR_NIR ==
pscreen->get_shader_param(pscreen, PIPE_SHADER_VERTEX,
PIPE_SHADER_CAP_PREFERRED_IR);
if (!pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_INSTANCEID)) {
assert(!"Got layered clear, but VS instancing is unsupported");
@ -157,7 +209,9 @@ set_vertex_shader_layered(struct st_context *st)
bool vs_layer =
pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_VS_LAYER_VIEWPORT);
if (vs_layer) {
st->clear.vs_layered = util_make_layered_clear_vertex_shader(pipe);
st->clear.vs_layered =
use_nir ? make_nir_clear_vertex_shader(st, true)
: util_make_layered_clear_vertex_shader(pipe);
} else {
st->clear.vs_layered = util_make_layered_clear_helper_vertex_shader(pipe);
st->clear.gs_layered = util_make_layered_clear_geometry_shader(pipe);