static nir_ssa_def *
build_instance_id(struct lower_multiview_state *state)
{
- assert(state->builder.shader->stage == MESA_SHADER_VERTEX);
+ assert(state->builder.shader->info.stage == MESA_SHADER_VERTEX);
if (state->instance_id == NULL) {
nir_builder *b = &state->builder;
*/
state->instance_id =
nir_idiv(b, nir_load_instance_id(b),
- nir_imm_int(b, _mesa_bitcount(state->view_mask)));
+ nir_imm_int(b, util_bitcount(state->view_mask)));
}
return state->instance_id;
b->cursor = nir_before_block(nir_start_block(b->impl));
assert(state->view_mask != 0);
- if (0 && _mesa_bitcount(state->view_mask) == 1) {
+ if (util_bitcount(state->view_mask) == 1) {
+ /* Set the view index directly. */
state->view_index = nir_imm_int(b, ffs(state->view_mask) - 1);
- } else if (state->builder.shader->stage == MESA_SHADER_VERTEX) {
+ } else if (state->builder.shader->info.stage == MESA_SHADER_VERTEX) {
/* We only support 16 viewports */
assert((state->view_mask & 0xffff0000) == 0);
*/
nir_ssa_def *compacted =
nir_umod(b, nir_load_instance_id(b),
- nir_imm_int(b, _mesa_bitcount(state->view_mask)));
+ nir_imm_int(b, util_bitcount(state->view_mask)));
- if (0 && util_is_power_of_two(state->view_mask + 1)) {
+ if (util_is_power_of_two_or_zero(state->view_mask + 1)) {
/* If we have a full view mask, then compacted is what we want */
state->view_index = compacted;
} else {
}
} else {
const struct glsl_type *type = glsl_int_type();
- if (b->shader->stage == MESA_SHADER_TESS_CTRL ||
- b->shader->stage == MESA_SHADER_GEOMETRY)
- type = glsl_array_type(type, 1);
+ if (b->shader->info.stage == MESA_SHADER_TESS_CTRL ||
+ b->shader->info.stage == MESA_SHADER_GEOMETRY)
+ type = glsl_array_type(type, 1, 0);
nir_variable *idx_var =
nir_variable_create(b->shader, nir_var_shader_in,
type, "view index");
idx_var->data.location = VARYING_SLOT_VIEW_INDEX;
- if (b->shader->stage == MESA_SHADER_FRAGMENT)
+ if (b->shader->info.stage == MESA_SHADER_FRAGMENT)
idx_var->data.interpolation = INTERP_MODE_FLAT;
- if (glsl_type_is_array(type)) {
- nir_deref_var *deref = nir_deref_var_create(b->shader, idx_var);
- nir_deref_array *arr = nir_deref_array_create(b->shader);
- arr->deref.type = glsl_int_type();
- arr->deref_array_type = nir_deref_array_type_direct;
- arr->base_offset = 0;
- deref->deref.child = &arr->deref;
+ nir_deref_instr *deref = nir_build_deref_var(b, idx_var);
+ if (glsl_type_is_array(type))
+ deref = nir_build_deref_array_imm(b, deref, 0);
- state->view_index = nir_load_deref_var(b, deref);
- } else {
- state->view_index = nir_load_var(b, idx_var);
- }
+ state->view_index = nir_load_deref(b, deref);
}
}
bool
anv_nir_lower_multiview(nir_shader *shader, uint32_t view_mask)
{
- assert(shader->stage != MESA_SHADER_COMPUTE);
+ assert(shader->info.stage != MESA_SHADER_COMPUTE);
/* If multiview isn't enabled, we have nothing to do. */
if (view_mask == 0)
* available in the VS. If it's not a fragment shader, we need to pass
* the view index on to the next stage.
*/
- if (shader->stage != MESA_SHADER_FRAGMENT) {
+ if (shader->info.stage != MESA_SHADER_FRAGMENT) {
nir_ssa_def *view_index = build_view_index(&state);
nir_builder *b = &state.builder;
assert(view_index->parent_instr->block == nir_start_block(entrypoint));
b->cursor = nir_after_instr(view_index->parent_instr);
- nir_variable *view_index_out =
- nir_variable_create(shader, nir_var_shader_out,
- glsl_int_type(), "view index");
- view_index_out->data.location = VARYING_SLOT_VIEW_INDEX;
- nir_store_var(b, view_index_out, view_index, 0x1);
+ /* Unless there is only one possible view index (that would be set
+ * directly), pass it to the next stage. */
+ if (util_bitcount(state.view_mask) != 1) {
+ nir_variable *view_index_out =
+ nir_variable_create(shader, nir_var_shader_out,
+ glsl_int_type(), "view index");
+ view_index_out->data.location = VARYING_SLOT_VIEW_INDEX;
+ nir_store_var(b, view_index_out, view_index, 0x1);
+ }
nir_variable *layer_id_out =
nir_variable_create(shader, nir_var_shader_out,