spirv: handle ViewportMaskNV builtin/cap from SPV_NV_mesh_shader
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> Reviewed-by: Caio Oliveira <caio.oliveira@intel.com> Acked-by: Timur Kristóf <timur.kristof@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14263>
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@@ -85,6 +85,7 @@ struct spirv_supported_capabilities {
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bool float_controls;
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bool shader_clock;
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bool shader_viewport_index_layer;
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bool shader_viewport_mask_nv;
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bool sparse_residency;
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bool stencil_export;
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bool storage_8bit;
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@@ -4805,6 +4805,10 @@ vtn_handle_preamble_instruction(struct vtn_builder *b, SpvOp opcode,
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spv_check_supported(mesh_shading_nv, cap);
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break;
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case SpvCapabilityShaderViewportMaskNV:
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spv_check_supported(shader_viewport_mask_nv, cap);
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break;
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default:
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vtn_fail("Unhandled capability: %s (%u)",
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spirv_capability_to_string(cap), cap);
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@@ -864,6 +864,10 @@ vtn_get_builtin_location(struct vtn_builder *b,
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else
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vtn_fail("invalid stage for SpvBuiltInViewportIndex");
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break;
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case SpvBuiltInViewportMaskNV:
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*location = VARYING_SLOT_VIEWPORT_MASK;
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*mode = nir_var_shader_out;
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break;
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case SpvBuiltInTessLevelOuter:
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*location = VARYING_SLOT_TESS_LEVEL_OUTER;
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break;
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