i965: Use NIR to lower legacy userclipping.

This allows us to drop legacy userclip plane handling in both the vec4
and FS backends, and simplifies a few interfaces.

v2 (Jason Ekstrand):
 - Move brw_nir_lower_legacy_clipping to brw_nir_uniforms.cpp because
   it's i965-specific.
 - Handle adding the params in brw_nir_lower_legacy_clipping
 - Call brw_nir_lower_legacy_clipping from brw_codegen_vs_prog

Co-authored-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Kenneth Graunke
2017-05-21 01:36:14 -07:00
committed by Jason Ekstrand
parent d10de25309
commit 517005b4cf
9 changed files with 64 additions and 158 deletions

View File

@@ -563,87 +563,6 @@ fs_visitor::emit_fb_writes()
inst->eot = true;
}
void
fs_visitor::setup_uniform_clipplane_values()
{
const struct brw_vs_prog_key *key =
(const struct brw_vs_prog_key *) this->key;
if (key->nr_userclip_plane_consts == 0)
return;
assert(stage_prog_data->nr_params == uniforms);
brw_stage_prog_data_add_params(stage_prog_data,
key->nr_userclip_plane_consts * 4);
for (int i = 0; i < key->nr_userclip_plane_consts; i++) {
this->userplane[i] = fs_reg(UNIFORM, uniforms);
for (int j = 0; j < 4; ++j) {
stage_prog_data->param[uniforms + j] =
BRW_PARAM_BUILTIN_CLIP_PLANE(i, j);
}
uniforms += 4;
}
}
/**
* Lower legacy fixed-function and gl_ClipVertex clipping to clip distances.
*
* This does nothing if the shader uses gl_ClipDistance or user clipping is
* disabled altogether.
*/
void fs_visitor::compute_clip_distance()
{
struct brw_vue_prog_data *vue_prog_data = brw_vue_prog_data(prog_data);
const struct brw_vs_prog_key *key =
(const struct brw_vs_prog_key *) this->key;
/* Bail unless some sort of legacy clipping is enabled */
if (key->nr_userclip_plane_consts == 0)
return;
/* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special Variables):
*
* "If a linked set of shaders forming the vertex stage contains no
* static write to gl_ClipVertex or gl_ClipDistance, but the
* application has requested clipping against user clip planes through
* the API, then the coordinate written to gl_Position is used for
* comparison against the user clip planes."
*
* This function is only called if the shader didn't write to
* gl_ClipDistance. Accordingly, we use gl_ClipVertex to perform clipping
* if the user wrote to it; otherwise we use gl_Position.
*/
gl_varying_slot clip_vertex = VARYING_SLOT_CLIP_VERTEX;
if (!(vue_prog_data->vue_map.slots_valid & VARYING_BIT_CLIP_VERTEX))
clip_vertex = VARYING_SLOT_POS;
/* If the clip vertex isn't written, skip this. Typically this means
* the GS will set up clipping. */
if (outputs[clip_vertex].file == BAD_FILE)
return;
setup_uniform_clipplane_values();
const fs_builder abld = bld.annotate("user clip distances");
this->outputs[VARYING_SLOT_CLIP_DIST0] = vgrf(glsl_type::vec4_type);
this->outputs[VARYING_SLOT_CLIP_DIST1] = vgrf(glsl_type::vec4_type);
for (int i = 0; i < key->nr_userclip_plane_consts; i++) {
fs_reg u = userplane[i];
const fs_reg output = offset(outputs[VARYING_SLOT_CLIP_DIST0 + i / 4],
bld, i & 3);
abld.MUL(output, outputs[clip_vertex], u);
for (int j = 1; j < 4; j++) {
u.nr = userplane[i].nr + j;
abld.MAD(output, output, offset(outputs[clip_vertex], bld, j), u);
}
}
}
void
fs_visitor::emit_urb_writes(const fs_reg &gs_vertex_count)
{