}
static void
-brw_nir_lower_inputs(nir_shader *nir,
- const struct brw_device_info *devinfo,
- bool is_scalar,
- bool use_legacy_snorm_formula,
- const uint8_t *vs_attrib_wa_flags)
+brw_nir_lower_vs_inputs(nir_shader *nir,
+ const struct brw_device_info *devinfo,
+ bool is_scalar,
+ bool use_legacy_snorm_formula,
+ const uint8_t *vs_attrib_wa_flags)
{
- switch (nir->stage) {
- case MESA_SHADER_VERTEX:
- /* Start with the location of the variable's base. */
- foreach_list_typed(nir_variable, var, node, &nir->inputs) {
- var->data.driver_location = var->data.location;
- }
+ /* Start with the location of the variable's base. */
+ foreach_list_typed(nir_variable, var, node, &nir->inputs) {
+ var->data.driver_location = var->data.location;
+ }
- /* Now use nir_lower_io to walk dereference chains. Attribute arrays
- * are loaded as one vec4 per element (or matrix column), so we use
- * type_size_vec4 here.
- */
- nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
+ /* Now use nir_lower_io to walk dereference chains. Attribute arrays
+ * are loaded as one vec4 per element (or matrix column), so we use
+ * type_size_vec4 here.
+ */
+ nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
- /* This pass needs actual constants */
- nir_opt_constant_folding(nir);
+ /* This pass needs actual constants */
+ nir_opt_constant_folding(nir);
- add_const_offset_to_base(nir, nir_var_shader_in);
+ add_const_offset_to_base(nir, nir_var_shader_in);
- brw_nir_apply_attribute_workarounds(nir, use_legacy_snorm_formula,
- vs_attrib_wa_flags);
+ brw_nir_apply_attribute_workarounds(nir, use_legacy_snorm_formula,
+ vs_attrib_wa_flags);
- if (is_scalar) {
- /* Finally, translate VERT_ATTRIB_* values into the actual registers.
- *
- * Note that we can use nir->info.inputs_read instead of
- * key->inputs_read since the two are identical aside from Gen4-5
- * edge flag differences.
- */
- GLbitfield64 inputs_read = nir->info.inputs_read;
+ if (is_scalar) {
+ /* Finally, translate VERT_ATTRIB_* values into the actual registers.
+ *
+ * Note that we can use nir->info.inputs_read instead of
+ * key->inputs_read since the two are identical aside from Gen4-5
+ * edge flag differences.
+ */
+ GLbitfield64 inputs_read = nir->info.inputs_read;
- nir_foreach_function(nir, function) {
- if (function->impl) {
- nir_foreach_block(function->impl, remap_vs_attrs, &inputs_read);
- }
+ nir_foreach_function(nir, function) {
+ if (function->impl) {
+ nir_foreach_block(function->impl, remap_vs_attrs, &inputs_read);
}
}
- break;
- case MESA_SHADER_TESS_CTRL:
- case MESA_SHADER_GEOMETRY: {
- if (!is_scalar && nir->stage == MESA_SHADER_GEOMETRY) {
- foreach_list_typed(nir_variable, var, node, &nir->inputs) {
- var->data.driver_location = var->data.location;
- }
- nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
- } else {
- /* The GLSL linker will have already matched up GS inputs and
- * the outputs of prior stages. The driver does extend VS outputs
- * in some cases, but only for legacy OpenGL or Gen4-5 hardware,
- * neither of which offer geometry shader support. So we can
- * safely ignore that.
- *
- * For SSO pipelines, we use a fixed VUE map layout based on variable
- * locations, so we can rely on rendezvous-by-location to make this
- * work.
- *
- * However, we need to ignore VARYING_SLOT_PRIMITIVE_ID, as it's not
- * written by previous stages and shows up via payload magic.
- */
- struct brw_vue_map input_vue_map;
- GLbitfield64 inputs_read =
- nir->info.inputs_read & ~VARYING_BIT_PRIMITIVE_ID;
- brw_compute_vue_map(devinfo, &input_vue_map, inputs_read,
- nir->info.separate_shader ||
- nir->stage == MESA_SHADER_TESS_CTRL);
-
- foreach_list_typed(nir_variable, var, node, &nir->inputs) {
- var->data.driver_location = var->data.location;
- }
-
- /* Inputs are stored in vec4 slots, so use type_size_vec4(). */
- nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
-
- /* This pass needs actual constants */
- nir_opt_constant_folding(nir);
-
- add_const_offset_to_base(nir, nir_var_shader_in);
+ }
+}
- nir_foreach_function(nir, function) {
- if (function->impl) {
- nir_foreach_block(function->impl, remap_inputs_with_vue_map,
- &input_vue_map);
- }
- }
+static void
+brw_nir_lower_vue_inputs(nir_shader *nir,
+ const struct brw_device_info *devinfo,
+ bool is_scalar)
+{
+ if (!is_scalar && nir->stage == MESA_SHADER_GEOMETRY) {
+ foreach_list_typed(nir_variable, var, node, &nir->inputs) {
+ var->data.driver_location = var->data.location;
}
- break;
- }
- case MESA_SHADER_TESS_EVAL: {
- struct remap_patch_urb_offsets_state state;
- brw_compute_tess_vue_map(&state.vue_map,
- nir->info.inputs_read & ~VARYING_BIT_PRIMITIVE_ID,
- nir->info.patch_inputs_read);
+ nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
+ } else {
+ /* The GLSL linker will have already matched up GS inputs and
+ * the outputs of prior stages. The driver does extend VS outputs
+ * in some cases, but only for legacy OpenGL or Gen4-5 hardware,
+ * neither of which offer geometry shader support. So we can
+ * safely ignore that.
+ *
+ * For SSO pipelines, we use a fixed VUE map layout based on variable
+ * locations, so we can rely on rendezvous-by-location to make this
+ * work.
+ *
+ * However, we need to ignore VARYING_SLOT_PRIMITIVE_ID, as it's not
+ * written by previous stages and shows up via payload magic.
+ */
+ struct brw_vue_map input_vue_map;
+ GLbitfield64 inputs_read =
+ nir->info.inputs_read & ~VARYING_BIT_PRIMITIVE_ID;
+ brw_compute_vue_map(devinfo, &input_vue_map, inputs_read,
+ nir->info.separate_shader ||
+ nir->stage == MESA_SHADER_TESS_CTRL);
foreach_list_typed(nir_variable, var, node, &nir->inputs) {
var->data.driver_location = var->data.location;
}
+ /* Inputs are stored in vec4 slots, so use type_size_vec4(). */
nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
/* This pass needs actual constants */
nir_foreach_function(nir, function) {
if (function->impl) {
- nir_builder_init(&state.b, function->impl);
- nir_foreach_block(function->impl, remap_patch_urb_offsets, &state);
+ nir_foreach_block(function->impl, remap_inputs_with_vue_map,
+ &input_vue_map);
}
}
- break;
}
+}
+
+static void
+brw_nir_lower_tes_inputs(nir_shader *nir)
+{
+ struct remap_patch_urb_offsets_state state;
+ brw_compute_tess_vue_map(&state.vue_map,
+ nir->info.inputs_read & ~VARYING_BIT_PRIMITIVE_ID,
+ nir->info.patch_inputs_read);
+
+ foreach_list_typed(nir_variable, var, node, &nir->inputs) {
+ var->data.driver_location = var->data.location;
+ }
+
+ nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
+
+ /* This pass needs actual constants */
+ nir_opt_constant_folding(nir);
+
+ add_const_offset_to_base(nir, nir_var_shader_in);
+
+ nir_foreach_function(nir, function) {
+ if (function->impl) {
+ nir_builder_init(&state.b, function->impl);
+ nir_foreach_block(function->impl, remap_patch_urb_offsets, &state);
+ }
+ }
+}
+
+static void
+brw_nir_lower_fs_inputs(nir_shader *nir)
+{
+ nir_assign_var_locations(&nir->inputs, &nir->num_inputs, type_size_scalar);
+ nir_lower_io(nir, nir_var_shader_in, type_size_scalar);
+}
+
+static void
+brw_nir_lower_inputs(nir_shader *nir,
+ const struct brw_device_info *devinfo,
+ bool is_scalar,
+ bool use_legacy_snorm_formula,
+ const uint8_t *vs_attrib_wa_flags)
+{
+ switch (nir->stage) {
+ case MESA_SHADER_VERTEX:
+ brw_nir_lower_vs_inputs(nir, devinfo, is_scalar, use_legacy_snorm_formula,
+ vs_attrib_wa_flags);
+ break;
+ case MESA_SHADER_TESS_CTRL:
+ case MESA_SHADER_GEOMETRY:
+ brw_nir_lower_vue_inputs(nir, devinfo, is_scalar);
+ break;
+ case MESA_SHADER_TESS_EVAL:
+ brw_nir_lower_tes_inputs(nir);
+ break;
case MESA_SHADER_FRAGMENT:
assert(is_scalar);
- nir_assign_var_locations(&nir->inputs, &nir->num_inputs,
- type_size_scalar);
- nir_lower_io(nir, nir_var_shader_in, type_size_scalar);
+ brw_nir_lower_fs_inputs(nir);
break;
case MESA_SHADER_COMPUTE:
/* Compute shaders have no inputs. */
}
static void
-brw_nir_lower_outputs(nir_shader *nir,
- const struct brw_device_info *devinfo,
- bool is_scalar)
+brw_nir_lower_vue_outputs(nir_shader *nir,
+ bool is_scalar)
{
- switch (nir->stage) {
- case MESA_SHADER_VERTEX:
- case MESA_SHADER_TESS_EVAL:
- case MESA_SHADER_GEOMETRY:
- if (is_scalar) {
- nir_assign_var_locations(&nir->outputs, &nir->num_outputs,
- type_size_vec4_times_4);
- nir_lower_io(nir, nir_var_shader_out, type_size_vec4_times_4);
- } else {
- nir_foreach_variable(var, &nir->outputs)
- var->data.driver_location = var->data.location;
- nir_lower_io(nir, nir_var_shader_out, type_size_vec4);
- }
- break;
- case MESA_SHADER_TESS_CTRL: {
- struct remap_patch_urb_offsets_state state;
- brw_compute_tess_vue_map(&state.vue_map, nir->info.outputs_written,
- nir->info.patch_outputs_written);
-
- nir_foreach_variable(var, &nir->outputs) {
+ if (is_scalar) {
+ nir_assign_var_locations(&nir->outputs, &nir->num_outputs,
+ type_size_vec4_times_4);
+ nir_lower_io(nir, nir_var_shader_out, type_size_vec4_times_4);
+ } else {
+ nir_foreach_variable(var, &nir->outputs)
var->data.driver_location = var->data.location;
- }
-
nir_lower_io(nir, nir_var_shader_out, type_size_vec4);
+ }
+}
- /* This pass needs actual constants */
- nir_opt_constant_folding(nir);
+static void
+brw_nir_lower_tcs_outputs(nir_shader *nir)
+{
+ struct remap_patch_urb_offsets_state state;
+ brw_compute_tess_vue_map(&state.vue_map, nir->info.outputs_written,
+ nir->info.patch_outputs_written);
- add_const_offset_to_base(nir, nir_var_shader_out);
+ nir_foreach_variable(var, &nir->outputs) {
+ var->data.driver_location = var->data.location;
+ }
- nir_foreach_function(nir, function) {
- if (function->impl) {
- nir_builder_init(&state.b, function->impl);
- nir_foreach_block(function->impl, remap_patch_urb_offsets, &state);
- }
+ nir_lower_io(nir, nir_var_shader_out, type_size_vec4);
+
+ /* This pass needs actual constants */
+ nir_opt_constant_folding(nir);
+
+ add_const_offset_to_base(nir, nir_var_shader_out);
+
+ nir_foreach_function(nir, function) {
+ if (function->impl) {
+ nir_builder_init(&state.b, function->impl);
+ nir_foreach_block(function->impl, remap_patch_urb_offsets, &state);
}
- break;
}
+}
+
+static void
+brw_nir_lower_fs_outputs(nir_shader *nir)
+{
+ nir_assign_var_locations(&nir->outputs, &nir->num_outputs,
+ type_size_scalar);
+ nir_lower_io(nir, nir_var_shader_out, type_size_scalar);
+}
+
+static void
+brw_nir_lower_outputs(nir_shader *nir, bool is_scalar)
+{
+ switch (nir->stage) {
+ case MESA_SHADER_VERTEX:
+ case MESA_SHADER_TESS_EVAL:
+ case MESA_SHADER_GEOMETRY:
+ brw_nir_lower_vue_outputs(nir, is_scalar);
+ break;
+ case MESA_SHADER_TESS_CTRL:
+ brw_nir_lower_tcs_outputs(nir);
+ break;
case MESA_SHADER_FRAGMENT:
- nir_assign_var_locations(&nir->outputs, &nir->num_outputs,
- type_size_scalar);
- nir_lower_io(nir, nir_var_shader_out, type_size_scalar);
+ brw_nir_lower_fs_outputs(nir);
break;
case MESA_SHADER_COMPUTE:
/* Compute shaders have no outputs. */
OPT_V(brw_nir_lower_inputs, devinfo, is_scalar,
use_legacy_snorm_formula, vs_attrib_wa_flags);
- OPT_V(brw_nir_lower_outputs, devinfo, is_scalar);
+ OPT_V(brw_nir_lower_outputs, is_scalar);
return nir;
}