From: Jason Ekstrand Date: Fri, 18 Sep 2015 02:54:18 +0000 (-0700) Subject: nir/spirv: Add better location handling X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=616db92b01deb93674dff24eceb254ef780fbae5;p=mesa.git nir/spirv: Add better location handling Previously, our location handling was focussed on either no location (usually implicit 0) or a builting. Unfortunately, if you gave it a location, it would blow it away and just not care. This worked fine with crucible and our meta shaders but didn't work with the CTS. The new code uses the "data.explicit_location" field to denote that it has a "final" location (usually from a builtin) and, otherwise, the location is considered to be relative to the base for that shader stage. --- diff --git a/src/glsl/nir/spirv_to_nir.c b/src/glsl/nir/spirv_to_nir.c index e6fe74de9e8..60e7a338ee1 100644 --- a/src/glsl/nir/spirv_to_nir.c +++ b/src/glsl/nir/spirv_to_nir.c @@ -760,7 +760,6 @@ var_decoration_cb(struct vtn_builder *b, struct vtn_value *val, int member, var->data.read_only = true; break; case SpvDecorationLocation: - var->data.explicit_location = true; var->data.location = dec->literals[0]; break; case SpvDecorationComponent: @@ -781,6 +780,7 @@ var_decoration_cb(struct vtn_builder *b, struct vtn_value *val, int member, nir_variable_mode mode; vtn_get_builtin_location(dec->literals[0], &var->data.location, &mode); + var->data.explicit_location = true; var->data.mode = mode; if (mode == nir_var_shader_in || mode == nir_var_system_value) var->data.read_only = true; @@ -830,6 +830,7 @@ get_builtin_variable(struct vtn_builder *b, nir_variable_mode mode; vtn_get_builtin_location(builtin, &var->data.location, &mode); + var->data.explicit_location = true; var->data.mode = mode; var->name = ralloc_strdup(var, "builtin"); @@ -1282,23 +1283,27 @@ vtn_handle_variables(struct vtn_builder *b, SpvOp opcode, val->deref = nir_deref_var_create(b, var); val->deref_type = type; - if (b->execution_model == SpvExecutionModelFragment && - var->data.mode == nir_var_shader_out) { - var->data.location += FRAG_RESULT_DATA0; - } else if (b->execution_model == SpvExecutionModelVertex && - var->data.mode == nir_var_shader_in) { - var->data.location += VERT_ATTRIB_GENERIC0; - } else if (var->data.mode == nir_var_shader_in || - var->data.mode == nir_var_shader_out) { - var->data.location += VARYING_SLOT_VAR0; - } - - /* We handle decorations last because decorations might cause us to - * over-write other things such as the variable's location and we want - * those changes to stick. + /* We handle decorations first because decorations might give us + * location information. We use the data.explicit_location field to + * note that the location provided is the "final" location. If + * data.explicit_location == false, this means that it's relative to + * whatever the base location is. */ vtn_foreach_decoration(b, val, var_decoration_cb, var); + if (!var->data.explicit_location) { + if (b->execution_model == SpvExecutionModelFragment && + var->data.mode == nir_var_shader_out) { + var->data.location += FRAG_RESULT_DATA0; + } else if (b->execution_model == SpvExecutionModelVertex && + var->data.mode == nir_var_shader_in) { + var->data.location += VERT_ATTRIB_GENERIC0; + } else if (var->data.mode == nir_var_shader_in || + var->data.mode == nir_var_shader_out) { + var->data.location += VARYING_SLOT_VAR0; + } + } + /* If this was a uniform block, then we're not going to actually use the * variable (we're only going to use it to compute offsets), so don't * declare it in the shader.