st/glsl_to_nir: add gs support to st_nir_assign_var_locations()

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Timothy Arceri
2017-11-22 17:37:32 +11:00
parent c86baf71fb
commit 164b6d4aeb

View File

@@ -122,26 +122,34 @@ st_nir_assign_vs_in_locations(struct gl_program *prog, nir_shader *nir)
}
static void
st_nir_assign_var_locations(struct exec_list *var_list, unsigned *size)
st_nir_assign_var_locations(struct exec_list *var_list, unsigned *size,
gl_shader_stage stage)
{
unsigned location = 0;
unsigned assigned_locations[VARYING_SLOT_MAX];
uint64_t processed_locs = 0;
nir_foreach_variable(var, var_list) {
const struct glsl_type *type = var->type;
if (nir_is_per_vertex_io(var, stage)) {
assert(glsl_type_is_array(type));
type = glsl_get_array_element(type);
}
/* Because component packing allows varyings to share the same location
* we may have already have processed this location.
*/
if (var->data.location >= VARYING_SLOT_VAR0 &&
processed_locs & ((uint64_t)1 << var->data.location)) {
var->data.driver_location = assigned_locations[var->data.location];
*size += type_size(var->type);
*size += type_size(type);
continue;
}
assigned_locations[var->data.location] = location;
var->data.driver_location = location;
location += type_size(var->type);
location += type_size(type);
processed_locs |= ((uint64_t)1 << var->data.location);
}
@@ -644,15 +652,18 @@ st_finalize_nir(struct st_context *st, struct gl_program *prog,
sort_varyings(&nir->outputs);
st_nir_assign_var_locations(&nir->outputs,
&nir->num_outputs);
&nir->num_outputs,
nir->info.stage);
st_nir_fixup_varying_slots(st, &nir->outputs);
} else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
sort_varyings(&nir->inputs);
st_nir_assign_var_locations(&nir->inputs,
&nir->num_inputs);
&nir->num_inputs,
nir->info.stage);
st_nir_fixup_varying_slots(st, &nir->inputs);
st_nir_assign_var_locations(&nir->outputs,
&nir->num_outputs);
&nir->num_outputs,
nir->info.stage);
} else if (nir->info.stage == MESA_SHADER_COMPUTE) {
/* TODO? */
} else {