v3d/compiler: support swapping R/B channels in vertex attributes.
We will need this in Vulkan to support vertex format VK_FORMAT_B8G8R8A8_UNORM. The hardware doesn't allow to swizzle vertex attribute components, so we need to do it in the shader. v2: - Use nir_intrinsic_io_semantics() to retrieve the location instead of looping through the shader input variables (Eric). - Assert that we only have one component (Eric). Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> (v1) Reviewed-by: Eric Anholt <eric@anholt.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
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5a2ef59963
@@ -412,6 +412,12 @@ struct v3d_vs_key {
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struct v3d_varying_slot used_outputs[V3D_MAX_ANY_STAGE_INPUTS];
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uint8_t num_used_outputs;
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/* A bit-mask indicating if we need to swap the R/B channels for
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* vertex attributes. Since the hardware doesn't provide any
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* means to swizzle vertex attributes we need to do it in the shader.
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*/
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uint16_t va_swap_rb_mask;
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bool is_coord;
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bool per_vertex_point_size;
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bool clamp_color;
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@@ -333,6 +333,34 @@ v3d_nir_lower_end_primitive(struct v3d_compile *c, nir_builder *b,
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nir_instr_remove(&instr->instr);
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}
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/* Some vertex attribute formats may require to apply a swizzle but the hardware
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* doesn't provide means to do that, so we need to apply the swizzle in the
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* vertex shader.
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*
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* This is required at least in Vulkan to support madatory vertex attribute
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* format VK_FORMAT_B8G8R8A8_UNORM.
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*/
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static void
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v3d_nir_lower_vertex_input(struct v3d_compile *c, nir_builder *b,
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nir_intrinsic_instr *instr)
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{
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assert(c->s->info.stage == MESA_SHADER_VERTEX);
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if (!c->vs_key->va_swap_rb_mask)
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return;
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const uint32_t location =
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nir_intrinsic_io_semantics(instr).location - VERT_ATTRIB_GENERIC0;
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assert(location < V3D_MAX_VS_INPUTS / 4);
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if (!(c->vs_key->va_swap_rb_mask & (1 << location)))
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return;
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assert(instr->num_components == 1);
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const uint32_t comp = nir_intrinsic_component(instr);
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if (comp == 0 || comp == 2)
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nir_intrinsic_set_component(instr, (comp + 2) % 4);
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}
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static void
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v3d_nir_lower_io_instr(struct v3d_compile *c, nir_builder *b,
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struct nir_instr *instr,
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@@ -343,6 +371,11 @@ v3d_nir_lower_io_instr(struct v3d_compile *c, nir_builder *b,
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nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
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switch (intr->intrinsic) {
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case nir_intrinsic_load_input:
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if (c->s->info.stage == MESA_SHADER_VERTEX)
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v3d_nir_lower_vertex_input(c, b, intr);
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break;
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case nir_intrinsic_load_uniform:
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v3d_nir_lower_uniform(c, b, intr);
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break;
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