intel/fs: Allow multiple slots for position
Change brw_compute_vue_map() to also take the number of pos slots. If more than one slot is used, the VARYING_SLOT_POS is treated as an array. When using Primitive Replication, instead of a single position, the VUE must contain an array of positions. Padding might be necessary (after clip distance) to ensure rest of attributes start aligned. v2: Add note about array in the commit message and assert that pos_slots >= 1 to make clear 0 is invalid. (Jason) Move padding to be after the clip distance. v3: Apply the correct offset when gathering the sources from outputs. Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> [v2] Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/2313>
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@@ -60,7 +60,8 @@ void
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brw_compute_vue_map(const struct gen_device_info *devinfo,
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struct brw_vue_map *vue_map,
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uint64_t slots_valid,
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bool separate)
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bool separate,
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uint32_t pos_slots)
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{
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/* Keep using the packed/contiguous layout on old hardware - we only need
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* the SSO layout when using geometry/tessellation shaders or 32 FS input
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@@ -133,11 +134,27 @@ brw_compute_vue_map(const struct gen_device_info *devinfo,
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*/
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assign_vue_slot(vue_map, VARYING_SLOT_PSIZ, slot++);
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assign_vue_slot(vue_map, VARYING_SLOT_POS, slot++);
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/* When using Primitive Replication, multiple slots are used for storing
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* positions for each view.
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*/
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assert(pos_slots >= 1);
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if (pos_slots > 1) {
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for (int i = 1; i < pos_slots; i++) {
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vue_map->slot_to_varying[slot++] = VARYING_SLOT_POS;
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}
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}
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if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0))
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assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST0, slot++);
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if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1))
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assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST1, slot++);
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/* Vertex URB Formats table says: "Vertex Header shall be padded at the
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* end so that the header ends on a 32-byte boundary".
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*/
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slot += slot % 2;
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/* front and back colors need to be consecutive so that we can use
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* ATTRIBUTE_SWIZZLE_INPUTATTR_FACING to swizzle them when doing
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* two-sided color.
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