intel: emit is_indexed_draw in the same VE than gl_DrawID

The Vertex Elements are now:
* VE 1: <BaseVertex/firstvertex, BaseInstance, VertexID, InstanceID>
* VE 2: <DrawID, is-indexed-draw, 0, 0>

VE1 is it kept as it was before, VE2 additionally contains the new
system value.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit is contained in:
Antia Puentes
2018-04-28 14:09:20 +02:00
parent 6ba9088d9c
commit 0cbf29fa55
7 changed files with 78 additions and 48 deletions

View File

@@ -116,6 +116,7 @@ emit_system_values_block(nir_block *block, fs_visitor *v)
case nir_intrinsic_load_vertex_id_zero_base:
case nir_intrinsic_load_base_vertex:
case nir_intrinsic_load_is_indexed_draw:
case nir_intrinsic_load_first_vertex:
case nir_intrinsic_load_instance_id:
case nir_intrinsic_load_base_instance:
@@ -2460,6 +2461,7 @@ fs_visitor::nir_emit_vs_intrinsic(const fs_builder &bld,
}
case nir_intrinsic_load_first_vertex:
case nir_intrinsic_load_is_indexed_draw:
unreachable("lowered by brw_nir_lower_vs_inputs");
default:

View File

@@ -266,6 +266,7 @@ brw_nir_lower_vs_inputs(nir_shader *nir,
case nir_intrinsic_load_base_instance:
case nir_intrinsic_load_vertex_id_zero_base:
case nir_intrinsic_load_instance_id:
case nir_intrinsic_load_is_indexed_draw:
case nir_intrinsic_load_draw_id: {
b.cursor = nir_after_instr(&intrin->instr);
@@ -293,11 +294,15 @@ brw_nir_lower_vs_inputs(nir_shader *nir,
nir_intrinsic_set_component(load, 3);
break;
case nir_intrinsic_load_draw_id:
/* gl_DrawID is stored right after gl_VertexID and friends
* if any of them exist.
case nir_intrinsic_load_is_indexed_draw:
/* gl_DrawID and IsIndexedDraw are stored right after
* gl_VertexID and friends if any of them exist.
*/
nir_intrinsic_set_base(load, num_inputs + has_sgvs);
nir_intrinsic_set_component(load, 0);
if (intrin->intrinsic == nir_intrinsic_load_draw_id)
nir_intrinsic_set_component(load, 0);
else
nir_intrinsic_set_component(load, 1);
break;
default:
unreachable("Invalid system value intrinsic");

View File

@@ -2833,6 +2833,13 @@ brw_compile_vs(const struct brw_compiler *compiler, void *log_data,
nr_attribute_slots++;
}
/* gl_DrawID and IsIndexedDraw share its very own vec4 */
if (shader->info.system_values_read &
(BITFIELD64_BIT(SYSTEM_VALUE_DRAW_ID) |
BITFIELD64_BIT(SYSTEM_VALUE_IS_INDEXED_DRAW))) {
nr_attribute_slots++;
}
if (shader->info.system_values_read &
BITFIELD64_BIT(SYSTEM_VALUE_BASE_VERTEX))
prog_data->uses_basevertex = true;
@@ -2857,12 +2864,9 @@ brw_compile_vs(const struct brw_compiler *compiler, void *log_data,
BITFIELD64_BIT(SYSTEM_VALUE_INSTANCE_ID))
prog_data->uses_instanceid = true;
/* gl_DrawID has its very own vec4 */
if (shader->info.system_values_read &
BITFIELD64_BIT(SYSTEM_VALUE_DRAW_ID)) {
prog_data->uses_drawid = true;
nr_attribute_slots++;
}
BITFIELD64_BIT(SYSTEM_VALUE_DRAW_ID))
prog_data->uses_drawid = true;
/* The 3DSTATE_VS documentation lists the lower bound on "Vertex URB Entry
* Read Length" as 1 in vec4 mode, and 0 in SIMD8 mode. Empirically, in