spirv: Handle tessellation execution modes.

v2: Use info->tess.
v3: Handle more things in either TCS/TES.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Dave Airlie <airlied@redhat.com> [v1]
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> [v1]
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit is contained in:
Kenneth Graunke
2016-09-25 14:23:55 -07:00
parent 5edc338162
commit 23710e17f8

View File

@@ -2753,8 +2753,13 @@ vtn_handle_execution_mode(struct vtn_builder *b, struct vtn_value *entry_point,
break; /* Nothing to do with this */
case SpvExecutionModeOutputVertices:
assert(b->shader->stage == MESA_SHADER_GEOMETRY);
b->shader->info->gs.vertices_out = mode->literals[0];
if (b->shader->stage == MESA_SHADER_TESS_CTRL ||
b->shader->stage == MESA_SHADER_TESS_EVAL) {
b->shader->info->tess.tcs_vertices_out = mode->literals[0];
} else {
assert(b->shader->stage == MESA_SHADER_GEOMETRY);
b->shader->info->gs.vertices_out = mode->literals[0];
}
break;
case SpvExecutionModeInputPoints:
@@ -2764,11 +2769,14 @@ vtn_handle_execution_mode(struct vtn_builder *b, struct vtn_value *entry_point,
case SpvExecutionModeInputTrianglesAdjacency:
case SpvExecutionModeQuads:
case SpvExecutionModeIsolines:
if (b->shader->stage == MESA_SHADER_GEOMETRY) {
if (b->shader->stage == MESA_SHADER_TESS_CTRL ||
b->shader->stage == MESA_SHADER_TESS_EVAL) {
b->shader->info->tess.primitive_mode =
gl_primitive_from_spv_execution_mode(mode->exec_mode);
} else {
assert(b->shader->stage == MESA_SHADER_GEOMETRY);
b->shader->info->gs.vertices_in =
vertices_in_from_spv_execution_mode(mode->exec_mode);
} else {
assert(!"Tesselation shaders not yet supported");
}
break;
@@ -2781,12 +2789,39 @@ vtn_handle_execution_mode(struct vtn_builder *b, struct vtn_value *entry_point,
break;
case SpvExecutionModeSpacingEqual:
assert(b->shader->stage == MESA_SHADER_TESS_CTRL ||
b->shader->stage == MESA_SHADER_TESS_EVAL);
b->shader->info->tess.spacing = TESS_SPACING_EQUAL;
break;
case SpvExecutionModeSpacingFractionalEven:
assert(b->shader->stage == MESA_SHADER_TESS_CTRL ||
b->shader->stage == MESA_SHADER_TESS_EVAL);
b->shader->info->tess.spacing = TESS_SPACING_FRACTIONAL_EVEN;
break;
case SpvExecutionModeSpacingFractionalOdd:
assert(b->shader->stage == MESA_SHADER_TESS_CTRL ||
b->shader->stage == MESA_SHADER_TESS_EVAL);
b->shader->info->tess.spacing = TESS_SPACING_FRACTIONAL_ODD;
break;
case SpvExecutionModeVertexOrderCw:
assert(b->shader->stage == MESA_SHADER_TESS_CTRL ||
b->shader->stage == MESA_SHADER_TESS_EVAL);
/* Vulkan's notion of CCW seems to match the hardware backends,
* but be the opposite of OpenGL. Currently NIR follows GL semantics,
* so we set it backwards here.
*/
b->shader->info->tess.ccw = true;
break;
case SpvExecutionModeVertexOrderCcw:
assert(b->shader->stage == MESA_SHADER_TESS_CTRL ||
b->shader->stage == MESA_SHADER_TESS_EVAL);
/* Backwards; see above */
b->shader->info->tess.ccw = false;
break;
case SpvExecutionModePointMode:
assert(!"TODO: Add tessellation metadata");
assert(b->shader->stage == MESA_SHADER_TESS_CTRL ||
b->shader->stage == MESA_SHADER_TESS_EVAL);
b->shader->info->tess.point_mode = true;
break;
case SpvExecutionModePixelCenterInteger: