intel/compiler: remove NV_mesh_shader support

Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24071>
This commit is contained in:
Marcin Ślusarz
2023-07-10 14:05:37 +02:00
committed by Marge Bot
parent 87dd96bbbe
commit 36ff6c0004
3 changed files with 7 additions and 21 deletions

View File

@@ -7715,11 +7715,7 @@ fs_visitor::emit_work_group_id_setup()
bld.MOV(offset(id, bld, 1), r0_6);
bld.MOV(offset(id, bld, 2), r0_7);
} else {
/* NV Task/Mesh have a single Workgroup ID dimension in the HW. */
assert(gl_shader_stage_is_mesh(stage));
assert(nir->info.mesh.nv);
bld.MOV(offset(id, bld, 1), brw_imm_ud(0));
bld.MOV(offset(id, bld, 2), brw_imm_ud(0));
unreachable("workgroup id should not be used in non-compute stage");
}
return id;

View File

@@ -788,12 +788,6 @@ struct index_packing_state {
static bool
brw_can_pack_primitive_indices(nir_shader *nir, struct index_packing_state *state)
{
/* NV_mesh_shader primitive indices are stored as a flat array instead
* of an array of primitives. Don't bother with this for now.
*/
if (nir->info.mesh.nv)
return false;
/* can single index fit into one byte of U888X format? */
if (nir->info.mesh.max_vertices_out > 255)
return false;
@@ -1549,19 +1543,16 @@ fs_visitor::nir_emit_task_mesh_intrinsic(const fs_builder &bld,
bld.MOV(dest, payload.extended_parameter_0);
break;
case nir_intrinsic_load_local_invocation_index:
case nir_intrinsic_load_local_invocation_id:
unreachable("local invocation id should have been lowered earlier");
break;
case nir_intrinsic_load_local_invocation_index:
dest = retype(dest, BRW_REGISTER_TYPE_UD);
bld.MOV(dest, payload.local_index);
/* Task/Mesh only use one dimension. */
if (instr->intrinsic == nir_intrinsic_load_local_invocation_id) {
bld.MOV(offset(dest, bld, 1), brw_imm_uw(0));
bld.MOV(offset(dest, bld, 2), brw_imm_uw(0));
}
break;
case nir_intrinsic_load_num_workgroups:
assert(!nir->info.mesh.nv);
dest = retype(dest, BRW_REGISTER_TYPE_UD);
bld.MOV(offset(dest, bld, 0), brw_uw1_grf(0, 13)); /* g0.6 >> 16 */
bld.MOV(offset(dest, bld, 1), brw_uw1_grf(0, 8)); /* g0.4 & 0xffff */

View File

@@ -1174,7 +1174,7 @@ brw_nir_link_shaders(const struct brw_compiler *compiler,
if (producer->info.stage == MESA_SHADER_MESH &&
consumer->info.stage == MESA_SHADER_FRAGMENT) {
uint64_t fs_inputs = 0, ms_outputs = 0;
/* gl_MeshPerPrimitiveNV[].gl_ViewportIndex, gl_PrimitiveID and gl_Layer
/* gl_MeshPerPrimitiveEXT[].gl_ViewportIndex, gl_PrimitiveID and gl_Layer
* are per primitive, but fragment shader does not have them marked as
* such. Add the annotation here.
*/
@@ -1286,8 +1286,7 @@ brw_nir_link_shaders(const struct brw_compiler *compiler,
}
if (producer->info.stage == MESA_SHADER_TASK &&
consumer->info.stage == MESA_SHADER_MESH &&
!consumer->info.mesh.nv) {
consumer->info.stage == MESA_SHADER_MESH) {
for (unsigned i = 0; i < 3; ++i)
assert(producer->info.mesh.ts_mesh_dispatch_dimensions[i] <= UINT16_MAX);