*/
NIR_INTRINSIC_RANGE = 5,
+ /**
+ * The Vulkan descriptor set for vulkan_resource_index intrinsic.
+ */
+ NIR_INTRINSIC_DESC_SET = 6,
+
+ /**
+ * The Vulkan descriptor set binding for vulkan_resource_index intrinsic.
+ */
+ NIR_INTRINSIC_BINDING = 7,
+
NIR_INTRINSIC_NUM_INDEX_FLAGS,
} nir_intrinsic_index_flag;
INTRINSIC_IDX_ACCESSORS(stream_id, STREAM_ID, unsigned)
INTRINSIC_IDX_ACCESSORS(ucp_id, UCP_ID, unsigned)
INTRINSIC_IDX_ACCESSORS(range, RANGE, unsigned)
+INTRINSIC_IDX_ACCESSORS(desc_set, DESC_SET, unsigned)
+INTRINSIC_IDX_ACCESSORS(binding, BINDING, unsigned)
/**
* \group texture information
INTRINSIC(image_samples, 0, ARR(0), true, 1, 1, 0, xx, xx, xx,
NIR_INTRINSIC_CAN_ELIMINATE | NIR_INTRINSIC_CAN_REORDER)
+/*
+ * Vulkan descriptor set intrinsic
+ *
+ * The Vulkan API uses a different binding model from GL. In the Vulkan
+ * API, all external resources are represented by a tuple:
+ *
+ * (descriptor set, binding, array index)
+ *
+ * where the array index is the only thing allowed to be indirect. The
+ * vulkan_surface_index intrinsic takes the descriptor set and binding as
+ * its first two indices and the array index as its source. The third
+ * index is a nir_variable_mode in case that's useful to the backend.
+ *
+ * The intended usage is that the shader will call vulkan_surface_index to
+ * get an index and then pass that as the buffer index ubo/ssbo calls.
+ */
+INTRINSIC(vulkan_resource_index, 1, ARR(1), true, 1, 0, 2,
+ DESC_SET, BINDING, xx,
+ NIR_INTRINSIC_CAN_ELIMINATE | NIR_INTRINSIC_CAN_REORDER)
+
/*
* variable atomic intrinsics
*
[NIR_INTRINSIC_STREAM_ID] = "stream-id",
[NIR_INTRINSIC_UCP_ID] = "ucp-id",
[NIR_INTRINSIC_RANGE] = "range",
+ [NIR_INTRINSIC_DESC_SET] = "desc-set",
+ [NIR_INTRINSIC_BINDING] = "binding",
};
for (unsigned idx = 1; idx < NIR_INTRINSIC_NUM_INDEX_FLAGS; idx++) {
if (!info->index_map[idx])