intel/blorp: Handle NIR clear inputs the same way as blit inputs

By using offsetof() we can ensure that adding fiels to wm_inputs is always
safe as long as we maintain alignment.

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
This commit is contained in:
Jason Ekstrand
2016-10-21 14:15:03 -07:00
parent 570a0e844b
commit 21943c35f7
3 changed files with 17 additions and 11 deletions

View File

@@ -67,13 +67,7 @@ brw_blorp_blit_vars_init(nir_builder *b, struct brw_blorp_blit_vars *v,
assert(!key->use_kill || !(key->blend && key->blit_scaled));
#define LOAD_INPUT(name, type)\
v->v_##name = nir_variable_create(b->shader, nir_var_shader_in, \
type, #name); \
v->v_##name->data.interpolation = INTERP_MODE_FLAT; \
v->v_##name->data.location = VARYING_SLOT_VAR0 + \
offsetof(struct brw_blorp_wm_inputs, name) / (4 * sizeof(float)); \
v->v_##name->data.location_frac = \
(offsetof(struct brw_blorp_wm_inputs, name) / sizeof(float)) % 4;
v->v_##name = BLORP_CREATE_NIR_INPUT(b->shader, name, type);
LOAD_INPUT(discard_rect, glsl_vec4_type())
LOAD_INPUT(rect_grid, glsl_vec4_type())

View File

@@ -60,10 +60,8 @@ blorp_params_get_clear_kernel(struct blorp_context *blorp,
nir_builder_init_simple_shader(&b, mem_ctx, MESA_SHADER_FRAGMENT, NULL);
b.shader->info->name = ralloc_strdup(b.shader, "BLORP-clear");
nir_variable *v_color = nir_variable_create(b.shader, nir_var_shader_in,
glsl_vec4_type(), "v_color");
v_color->data.location = VARYING_SLOT_VAR0;
v_color->data.interpolation = INTERP_MODE_FLAT;
nir_variable *v_color =
BLORP_CREATE_NIR_INPUT(b.shader, clear_color, glsl_vec4_type());
nir_variable *frag_color = nir_variable_create(b.shader, nir_var_shader_out,
glsl_vec4_type(),

View File

@@ -122,6 +122,8 @@ struct blorp_surf_offset {
struct brw_blorp_wm_inputs
{
uint32_t clear_color[4];
struct brw_blorp_discard_rect discard_rect;
struct brw_blorp_rect_grid rect_grid;
struct brw_blorp_coord_transform coord_transform[2];
@@ -138,6 +140,18 @@ struct brw_blorp_wm_inputs
uint32_t pad[1];
};
#define BLORP_CREATE_NIR_INPUT(shader, name, type) ({ \
nir_variable *input = nir_variable_create((shader), nir_var_shader_in, \
type, #name); \
if ((shader)->stage == MESA_SHADER_FRAGMENT) \
input->data.interpolation = INTERP_MODE_FLAT; \
input->data.location = VARYING_SLOT_VAR0 + \
offsetof(struct brw_blorp_wm_inputs, name) / (4 * sizeof(float)); \
input->data.location_frac = \
(offsetof(struct brw_blorp_wm_inputs, name) / sizeof(float)) % 4; \
input; \
})
static inline unsigned
brw_blorp_get_urb_length(const struct brw_wm_prog_data *prog_data)
{