From: Marek Olšák Date: Fri, 18 Oct 2019 17:02:15 +0000 (-0400) Subject: st/mesa: assign driver locations for VS inputs for NIR before caching X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=28199aeee5254d195b63a71c290a365da4496f75;p=mesa.git st/mesa: assign driver locations for VS inputs for NIR before caching fix up edge flags in the NIR pass, because st/mesa doesn't touch the inputs after caching Reviewed-by: Kenneth Graunke --- diff --git a/src/compiler/nir/nir_lower_passthrough_edgeflags.c b/src/compiler/nir/nir_lower_passthrough_edgeflags.c index f34078c8999..0afcaa0b125 100644 --- a/src/compiler/nir/nir_lower_passthrough_edgeflags.c +++ b/src/compiler/nir/nir_lower_passthrough_edgeflags.c @@ -39,6 +39,11 @@ lower_impl(nir_function_impl *impl) glsl_vec4_type(), "edgeflag_in"); in->data.location = VERT_ATTRIB_EDGEFLAG; + /* The edge flag is the last input in st/mesa. */ + assert(shader->num_inputs == util_bitcount64(shader->info.inputs_read)); + in->data.driver_location = shader->num_inputs++; + shader->info.inputs_read |= BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG); + out = nir_variable_create(shader, nir_var_shader_out, glsl_vec4_type(), "edgeflag_out"); out->data.location = VARYING_SLOT_EDGE; diff --git a/src/mesa/state_tracker/st_glsl_to_nir.cpp b/src/mesa/state_tracker/st_glsl_to_nir.cpp index 6ec14076b58..67d93d61f1c 100644 --- a/src/mesa/state_tracker/st_glsl_to_nir.cpp +++ b/src/mesa/state_tracker/st_glsl_to_nir.cpp @@ -83,9 +83,12 @@ st_nir_fixup_varying_slots(struct st_context *st, struct exec_list *var_list) * (This isn't the case with, for ex, FS inputs, which only need to agree * on varying-slot w/ the VS outputs) */ -static void -st_nir_assign_vs_in_locations(nir_shader *nir) +void +st_nir_assign_vs_in_locations(struct nir_shader *nir) { + if (nir->info.stage != MESA_SHADER_VERTEX) + return; + bool removed_inputs = false; nir->num_inputs = util_bitcount64(nir->info.inputs_read); @@ -93,10 +96,7 @@ st_nir_assign_vs_in_locations(nir_shader *nir) /* NIR already assigns dual-slot inputs to two locations so all we have * to do is compact everything down. */ - if (var->data.location == VERT_ATTRIB_EDGEFLAG) { - /* bit of a hack, mirroring st_translate_vertex_program */ - var->data.driver_location = nir->num_inputs++; - } else if (nir->info.inputs_read & BITFIELD64_BIT(var->data.location)) { + if (nir->info.inputs_read & BITFIELD64_BIT(var->data.location)) { var->data.driver_location = util_bitcount64(nir->info.inputs_read & BITFIELD64_MASK(var->data.location)); @@ -851,9 +851,6 @@ void st_nir_assign_varying_locations(struct st_context *st, nir_shader *nir) { if (nir->info.stage == MESA_SHADER_VERTEX) { - /* Needs special handling so drvloc matches the vbo state: */ - st_nir_assign_vs_in_locations(nir); - nir_assign_io_var_locations(&nir->outputs, &nir->num_outputs, nir->info.stage); diff --git a/src/mesa/state_tracker/st_nir.h b/src/mesa/state_tracker/st_nir.h index a46422413d9..21358419aa9 100644 --- a/src/mesa/state_tracker/st_nir.h +++ b/src/mesa/state_tracker/st_nir.h @@ -51,6 +51,7 @@ bool st_link_nir(struct gl_context *ctx, struct gl_shader_program *shader_program); +void st_nir_assign_vs_in_locations(struct nir_shader *nir); void st_nir_assign_varying_locations(struct st_context *st, struct nir_shader *nir); diff --git a/src/mesa/state_tracker/st_nir_builtins.c b/src/mesa/state_tracker/st_nir_builtins.c index 7e52e5a8f11..b09d470bf3a 100644 --- a/src/mesa/state_tracker/st_nir_builtins.c +++ b/src/mesa/state_tracker/st_nir_builtins.c @@ -56,6 +56,7 @@ st_nir_finish_builtin_shader(struct st_context *st, nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir)); + st_nir_assign_vs_in_locations(nir); st_nir_assign_varying_locations(st, nir); st_nir_lower_samplers(screen, nir, NULL, NULL); diff --git a/src/mesa/state_tracker/st_program.c b/src/mesa/state_tracker/st_program.c index e60a9924f81..21252492fc5 100644 --- a/src/mesa/state_tracker/st_program.c +++ b/src/mesa/state_tracker/st_program.c @@ -400,6 +400,8 @@ st_finalize_nir_before_variants(struct nir_shader *nir) } else if (nir->info.stage == MESA_SHADER_FRAGMENT) { NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, true); } + + st_nir_assign_vs_in_locations(nir); } /**