const struct spirv_to_nir_options spirv_options = {
.frag_coord_is_sysval = true,
.lower_ubo_ssbo_access_to_offsets = true,
+ .tess_levels_are_sysvals = true,
+ .lower_tess_levels_to_vec = true,
.caps = {
- .transform_feedback = compiler->gpu_id >= 600,
+ .transform_feedback = true,
+ .tessellation = true,
},
};
const nir_shader_compiler_options *nir_options =
case VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC:
case VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC:
base = layout->set[set].dynamic_offset_start +
- binding_layout->dynamic_offset_offset +
- layout->input_attachment_count;
+ binding_layout->dynamic_offset_offset;
set = MAX_SETS;
break;
default:
const struct tu_descriptor_set_binding_layout *bind_layout =
&layout->set[set].layout->binding[binding];
+ /* input attachments use non bindless workaround */
+ if (bind_layout->type == VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT) {
+ const struct glsl_type *glsl_type = glsl_without_array(var->type);
+ uint32_t idx = var->data.index * 2;
+
+ b->shader->info.textures_used |=
+ ((1ull << (bind_layout->array_size * 2)) - 1) << (idx * 2);
+
+ /* D24S8 workaround: stencil of D24S8 will be sampled as uint */
+ if (glsl_get_sampler_result_type(glsl_type) == GLSL_TYPE_UINT)
+ idx += 1;
+
+ if (deref->deref_type == nir_deref_type_var)
+ return nir_imm_int(b, idx);
+
+ nir_ssa_def *arr_index = nir_ssa_for_src(b, deref->arr.index, 1);
+ return nir_iadd(b, nir_imm_int(b, idx),
+ nir_imul_imm(b, arr_index, 2));
+ }
+
shader->active_desc_sets |= 1u << set;
nir_ssa_def *desc_offset;
unsigned descriptor_stride;
- if (bind_layout->type == VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT) {
- unsigned offset =
- layout->set[set].input_attachment_start +
- bind_layout->input_attachment_offset;
- desc_offset = nir_imm_int(b, offset);
- set = MAX_SETS;
- descriptor_stride = 1;
- } else {
- unsigned offset = 0;
- /* Samplers come second in combined image/sampler descriptors, see
- * write_combined_image_sampler_descriptor().
- */
- if (is_sampler && bind_layout->type ==
- VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER) {
- offset = 1;
- }
- desc_offset =
- nir_imm_int(b, (bind_layout->offset / (4 * A6XX_TEX_CONST_DWORDS)) +
- offset);
- descriptor_stride = bind_layout->size / (4 * A6XX_TEX_CONST_DWORDS);
+ unsigned offset = 0;
+ /* Samplers come second in combined image/sampler descriptors, see
+ * write_combined_image_sampler_descriptor().
+ */
+ if (is_sampler && bind_layout->type ==
+ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER) {
+ offset = 1;
}
+ desc_offset =
+ nir_imm_int(b, (bind_layout->offset / (4 * A6XX_TEX_CONST_DWORDS)) +
+ offset);
+ descriptor_stride = bind_layout->size / (4 * A6XX_TEX_CONST_DWORDS);
if (deref->deref_type != nir_deref_type_var) {
assert(deref->deref_type == nir_deref_type_array);
nir_instr_rewrite_src(&tex->instr, &tex->src[tex_src_idx].src,
nir_src_for_ssa(bindless));
tex->src[tex_src_idx].src_type = nir_tex_src_texture_handle;
+
+ /* for the input attachment case: */
+ if (bindless->parent_instr->type != nir_instr_type_intrinsic)
+ tex->src[tex_src_idx].src_type = nir_tex_src_texture_offset;
}
return true;
align(max, 16) / 16 - tu_shader->push_consts.lo;
}
-/* Gather the InputAttachmentIndex for each input attachment from the NIR
- * shader and organize the info in a way so that draw-time patching is easy.
- */
-static void
-gather_input_attachments(nir_shader *shader, struct tu_shader *tu_shader,
- const struct tu_pipeline_layout *layout)
-{
- nir_foreach_variable(var, &shader->uniforms) {
- const struct glsl_type *glsl_type = glsl_without_array(var->type);
-
- if (!glsl_type_is_image(glsl_type))
- continue;
-
- enum glsl_sampler_dim dim = glsl_get_sampler_dim(glsl_type);
-
- const uint32_t set = var->data.descriptor_set;
- const uint32_t binding = var->data.binding;
- const struct tu_descriptor_set_binding_layout *bind_layout =
- &layout->set[set].layout->binding[binding];
- const uint32_t array_size = bind_layout->array_size;
-
- if (dim == GLSL_SAMPLER_DIM_SUBPASS ||
- dim == GLSL_SAMPLER_DIM_SUBPASS_MS) {
- unsigned offset =
- layout->set[set].input_attachment_start +
- bind_layout->input_attachment_offset;
- for (unsigned i = 0; i < array_size; i++)
- tu_shader->attachment_idx[offset + i] = var->data.index + i;
- }
- }
-}
-
static bool
tu_lower_io(nir_shader *shader, struct tu_shader *tu_shader,
const struct tu_pipeline_layout *layout)
bool progress = false;
gather_push_constants(shader, tu_shader);
- gather_input_attachments(shader, tu_shader, layout);
nir_foreach_function(function, shader) {
if (function->impl)
NIR_PASS_V(nir, nir_opt_combine_stores, nir_var_all);
/* ir3 doesn't support indirect input/output */
+ /* TODO: We shouldn't perform this lowering pass on gl_TessLevelInner
+ * and gl_TessLevelOuter. Since the tess levels are actually stored in
+ * a global BO, they can be directly accessed via stg and ldg.
+ * nir_lower_indirect_derefs will instead generate a big if-ladder which
+ * isn't *incorrect* but is much less efficient. */
NIR_PASS_V(nir, nir_lower_indirect_derefs, nir_var_shader_in | nir_var_shader_out);
NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);