i965: Fix scalar vertex shader struct outputs.

While we correctly set output[] for composite varyings, we set completely
bogus values for output_components[], making emit_urb_writes() output
zeros instead of the actual values.

Unfortunately, our simple approach goes out the window, and we need to
recurse into structs to get the proper value of vector_elements for each
field.

Together with the previous patch, this fixes rendering in an upcoming
game from Feral Interactive.

v2: Use pointers instead of pass-by-mutable-reference (Jason, Matt).

Cc: "11.1 11.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This commit is contained in:
Kenneth Graunke
2015-11-24 21:33:01 -08:00
parent 3e9003e9cf
commit 3810c15614
2 changed files with 34 additions and 8 deletions

View File

@@ -223,6 +223,8 @@ public:
void emit_nir_code();
void nir_setup_inputs();
void nir_setup_single_output_varying(fs_reg *reg, const glsl_type *type,
unsigned *location);
void nir_setup_outputs();
void nir_setup_uniforms();
void nir_emit_system_values();

View File

@@ -85,6 +85,32 @@ fs_visitor::nir_setup_inputs()
}
}
void
fs_visitor::nir_setup_single_output_varying(fs_reg *reg,
const glsl_type *type,
unsigned *location)
{
if (type->is_array() || type->is_matrix()) {
const struct glsl_type *elem_type = glsl_get_array_element(type);
const unsigned length = glsl_get_length(type);
for (unsigned i = 0; i < length; i++) {
nir_setup_single_output_varying(reg, elem_type, location);
}
} else if (type->is_record()) {
for (unsigned i = 0; i < type->length; i++) {
const struct glsl_type *field_type = type->fields.structure[i].type;
nir_setup_single_output_varying(reg, field_type, location);
}
} else {
assert(type->is_scalar() || type->is_vector());
this->outputs[*location] = *reg;
this->output_components[*location] = type->vector_elements;
*reg = offset(*reg, bld, 4);
(*location)++;
}
}
void
fs_visitor::nir_setup_outputs()
{
@@ -95,17 +121,13 @@ fs_visitor::nir_setup_outputs()
nir_foreach_variable(var, &nir->outputs) {
fs_reg reg = offset(nir_outputs, bld, var->data.driver_location);
int vector_elements = var->type->without_array()->vector_elements;
switch (stage) {
case MESA_SHADER_VERTEX:
case MESA_SHADER_GEOMETRY:
for (int i = 0; i < type_size_vec4(var->type); i++) {
int output = var->data.location + i;
this->outputs[output] = offset(reg, bld, 4 * i);
this->output_components[output] = vector_elements;
}
case MESA_SHADER_GEOMETRY: {
unsigned location = var->data.location;
nir_setup_single_output_varying(&reg, var->type, &location);
break;
}
case MESA_SHADER_FRAGMENT:
if (var->data.index > 0) {
assert(var->data.location == FRAG_RESULT_DATA0);
@@ -125,6 +147,8 @@ fs_visitor::nir_setup_outputs()
} else if (var->data.location == FRAG_RESULT_SAMPLE_MASK) {
this->sample_mask = reg;
} else {
int vector_elements = var->type->without_array()->vector_elements;
/* gl_FragData or a user-defined FS output */
assert(var->data.location >= FRAG_RESULT_DATA0 &&
var->data.location < FRAG_RESULT_DATA0+BRW_MAX_DRAW_BUFFERS);