switch (stage) {
case MESA_SHADER_VERTEX:
if (ctx->shader_info->info.needs_multiview_view_index ||
- (!ctx->options->key.vs.as_es && !ctx->options->key.vs.as_ls && ctx->options->key.has_multiview_view_index))
+ (!ctx->options->key.vs.out.as_es && !ctx->options->key.vs.out.as_ls && ctx->options->key.has_multiview_view_index))
return true;
break;
case MESA_SHADER_TESS_EVAL:
- if (ctx->shader_info->info.needs_multiview_view_index || (!ctx->options->key.tes.as_es && ctx->options->key.has_multiview_view_index))
+ if (ctx->shader_info->info.needs_multiview_view_index || (!ctx->options->key.tes.out.as_es && ctx->options->key.has_multiview_view_index))
return true;
break;
case MESA_SHADER_GEOMETRY:
{
add_arg(args, ARG_VGPR, ctx->ac.i32, &ctx->abi.vertex_id);
if (!ctx->is_gs_copy_shader) {
- if (ctx->options->key.vs.as_ls) {
+ if (ctx->options->key.vs.out.as_ls) {
add_arg(args, ARG_VGPR, ctx->ac.i32, &ctx->rel_auto_id);
add_arg(args, ARG_VGPR, ctx->ac.i32, &ctx->abi.instance_id);
} else {
if (needs_view_index)
add_arg(&args, ARG_SGPR, ctx->ac.i32,
&ctx->abi.view_index);
- if (ctx->options->key.vs.as_es) {
+ if (ctx->options->key.vs.out.as_es) {
add_arg(&args, ARG_SGPR, ctx->ac.i32,
&ctx->es2gs_offset);
- } else if (ctx->options->key.vs.as_ls) {
+ } else if (ctx->options->key.vs.out.as_ls) {
/* no extra parameters */
} else {
declare_streamout_sgprs(ctx, stage, &args);
add_arg(&args, ARG_SGPR, ctx->ac.i32,
&ctx->abi.view_index);
- if (ctx->options->key.tes.as_es) {
+ if (ctx->options->key.tes.out.as_es) {
add_arg(&args, ARG_SGPR, ctx->ac.i32, &ctx->oc_lds);
add_arg(&args, ARG_SGPR, ctx->ac.i32, NULL);
add_arg(&args, ARG_SGPR, ctx->ac.i32,
}
if (stage == MESA_SHADER_TESS_CTRL ||
- (stage == MESA_SHADER_VERTEX && ctx->options->key.vs.as_ls) ||
+ (stage == MESA_SHADER_VERTEX && ctx->options->key.vs.out.as_ls) ||
/* GFX9 has the ESGS ring buffer in LDS. */
(stage == MESA_SHADER_GEOMETRY && has_previous_stage)) {
ac_declare_lds_as_pointer(&ctx->ac);
switch (ctx->stage) {
case MESA_SHADER_VERTEX:
- if (ctx->options->key.vs.as_ls)
+ if (ctx->options->key.vs.out.as_ls)
handle_ls_outputs_post(ctx);
- else if (ctx->options->key.vs.as_es)
+ else if (ctx->options->key.vs.out.as_es)
handle_es_outputs_post(ctx, &ctx->shader_info->vs.es_info);
else
- handle_vs_outputs_post(ctx, ctx->options->key.vs.export_prim_id,
- ctx->options->key.vs.export_layer_id,
- ctx->options->key.vs.export_clip_dists,
+ handle_vs_outputs_post(ctx, ctx->options->key.vs.out.export_prim_id,
+ ctx->options->key.vs.out.export_layer_id,
+ ctx->options->key.vs.out.export_clip_dists,
&ctx->shader_info->vs.outinfo);
break;
case MESA_SHADER_FRAGMENT:
handle_tcs_outputs_post(ctx);
break;
case MESA_SHADER_TESS_EVAL:
- if (ctx->options->key.tes.as_es)
+ if (ctx->options->key.tes.out.as_es)
handle_es_outputs_post(ctx, &ctx->shader_info->tes.es_info);
else
- handle_vs_outputs_post(ctx, ctx->options->key.tes.export_prim_id,
- ctx->options->key.tes.export_layer_id,
- ctx->options->key.tes.export_clip_dists,
+ handle_vs_outputs_post(ctx, ctx->options->key.tes.out.export_prim_id,
+ ctx->options->key.tes.out.export_layer_id,
+ ctx->options->key.tes.out.export_clip_dists,
&ctx->shader_info->tes.outinfo);
break;
default:
case MESA_SHADER_GEOMETRY:
return;
case MESA_SHADER_VERTEX:
- if (ctx->options->key.vs.as_ls ||
- ctx->options->key.vs.as_es)
+ if (ctx->options->key.vs.out.as_ls ||
+ ctx->options->key.vs.out.as_es)
return;
outinfo = &ctx->shader_info->vs.outinfo;
break;
case MESA_SHADER_TESS_EVAL:
- if (ctx->options->key.vs.as_es)
+ if (ctx->options->key.vs.out.as_es)
return;
outinfo = &ctx->shader_info->tes.outinfo;
break;
{
if (ctx->options->chip_class <= GFX8 &&
(ctx->stage == MESA_SHADER_GEOMETRY ||
- ctx->options->key.vs.as_es || ctx->options->key.tes.as_es)) {
+ ctx->options->key.vs.out.as_es || ctx->options->key.tes.out.as_es)) {
unsigned ring = ctx->stage == MESA_SHADER_GEOMETRY ? RING_ESGS_GS
: RING_ESGS_VS;
LLVMValueRef offset = LLVMConstInt(ctx->ac.i32, ring, false);
shader_info->tes.spacing = nir->info.tess.spacing;
shader_info->tes.ccw = nir->info.tess.ccw;
shader_info->tes.point_mode = nir->info.tess.point_mode;
- shader_info->tes.as_es = options->key.tes.as_es;
- shader_info->tes.export_prim_id = options->key.tes.export_prim_id;
+ shader_info->tes.as_es = options->key.tes.out.as_es;
+ shader_info->tes.export_prim_id = options->key.tes.out.export_prim_id;
break;
case MESA_SHADER_TESS_CTRL:
shader_info->tcs.tcs_vertices_out = nir->info.tess.tcs_vertices_out;
break;
case MESA_SHADER_VERTEX:
- shader_info->vs.as_es = options->key.vs.as_es;
- shader_info->vs.as_ls = options->key.vs.as_ls;
- shader_info->vs.export_prim_id = options->key.vs.export_prim_id;
+ shader_info->vs.as_es = options->key.vs.out.as_es;
+ shader_info->vs.as_ls = options->key.vs.out.as_ls;
+ shader_info->vs.export_prim_id = options->key.vs.out.export_prim_id;
break;
default:
break;
}
if (nir[MESA_SHADER_TESS_CTRL]) {
- keys[MESA_SHADER_VERTEX].vs.as_ls = true;
+ keys[MESA_SHADER_VERTEX].vs.out.as_ls = true;
keys[MESA_SHADER_TESS_CTRL].tcs.num_inputs = 0;
keys[MESA_SHADER_TESS_CTRL].tcs.input_vertices = key->tess_input_vertices;
keys[MESA_SHADER_TESS_CTRL].tcs.primitive_mode = nir[MESA_SHADER_TESS_EVAL]->info.tess.primitive_mode;
if (nir[MESA_SHADER_GEOMETRY]) {
if (nir[MESA_SHADER_TESS_CTRL])
- keys[MESA_SHADER_TESS_EVAL].tes.as_es = true;
+ keys[MESA_SHADER_TESS_EVAL].tes.out.as_es = true;
else
- keys[MESA_SHADER_VERTEX].vs.as_es = true;
+ keys[MESA_SHADER_VERTEX].vs.out.as_es = true;
}
for(int i = 0; i < MESA_SHADER_STAGES; ++i)
struct radv_shader_module *modules[MESA_SHADER_STAGES] = { 0, };
nir_shader *nir[MESA_SHADER_STAGES] = {0};
struct radv_shader_binary *binaries[MESA_SHADER_STAGES] = {NULL};
- struct radv_shader_variant_key keys[MESA_SHADER_STAGES] = {{{{0}}}};
+ struct radv_shader_variant_key keys[MESA_SHADER_STAGES] = {{{{{0}}}}};
unsigned char hash[20], gs_copy_hash[20];
radv_start_feedback(pipeline_feedback);
}
/* TODO: These are no longer used as keys we should refactor this */
- keys[MESA_SHADER_VERTEX].vs.export_prim_id =
+ keys[MESA_SHADER_VERTEX].vs.out.export_prim_id =
pipeline->shaders[MESA_SHADER_FRAGMENT]->info.info.ps.prim_id_input;
- keys[MESA_SHADER_VERTEX].vs.export_layer_id =
+ keys[MESA_SHADER_VERTEX].vs.out.export_layer_id =
pipeline->shaders[MESA_SHADER_FRAGMENT]->info.info.ps.layer_input;
- keys[MESA_SHADER_VERTEX].vs.export_clip_dists =
+ keys[MESA_SHADER_VERTEX].vs.out.export_clip_dists =
!!pipeline->shaders[MESA_SHADER_FRAGMENT]->info.info.ps.num_input_clips_culls;
- keys[MESA_SHADER_TESS_EVAL].tes.export_prim_id =
+ keys[MESA_SHADER_TESS_EVAL].tes.out.export_prim_id =
pipeline->shaders[MESA_SHADER_FRAGMENT]->info.info.ps.prim_id_input;
- keys[MESA_SHADER_TESS_EVAL].tes.export_layer_id =
+ keys[MESA_SHADER_TESS_EVAL].tes.out.export_layer_id =
pipeline->shaders[MESA_SHADER_FRAGMENT]->info.info.ps.layer_input;
- keys[MESA_SHADER_TESS_EVAL].tes.export_clip_dists =
+ keys[MESA_SHADER_TESS_EVAL].tes.out.export_clip_dists =
!!pipeline->shaders[MESA_SHADER_FRAGMENT]->info.info.ps.num_input_clips_culls;
}