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>
This commit is contained in:
Iago Toral Quiroga
2020-07-07 11:10:57 +02:00
committed by Marge Bot
parent a2538b2520
commit 5a2ef59963
2 changed files with 39 additions and 0 deletions

View File

@@ -412,6 +412,12 @@ struct v3d_vs_key {
struct v3d_varying_slot used_outputs[V3D_MAX_ANY_STAGE_INPUTS];
uint8_t num_used_outputs;
/* A bit-mask indicating if we need to swap the R/B channels for
* vertex attributes. Since the hardware doesn't provide any
* means to swizzle vertex attributes we need to do it in the shader.
*/
uint16_t va_swap_rb_mask;
bool is_coord;
bool per_vertex_point_size;
bool clamp_color;

View File

@@ -333,6 +333,34 @@ v3d_nir_lower_end_primitive(struct v3d_compile *c, nir_builder *b,
nir_instr_remove(&instr->instr);
}
/* Some vertex attribute formats may require to apply a swizzle but the hardware
* doesn't provide means to do that, so we need to apply the swizzle in the
* vertex shader.
*
* This is required at least in Vulkan to support madatory vertex attribute
* format VK_FORMAT_B8G8R8A8_UNORM.
*/
static void
v3d_nir_lower_vertex_input(struct v3d_compile *c, nir_builder *b,
nir_intrinsic_instr *instr)
{
assert(c->s->info.stage == MESA_SHADER_VERTEX);
if (!c->vs_key->va_swap_rb_mask)
return;
const uint32_t location =
nir_intrinsic_io_semantics(instr).location - VERT_ATTRIB_GENERIC0;
assert(location < V3D_MAX_VS_INPUTS / 4);
if (!(c->vs_key->va_swap_rb_mask & (1 << location)))
return;
assert(instr->num_components == 1);
const uint32_t comp = nir_intrinsic_component(instr);
if (comp == 0 || comp == 2)
nir_intrinsic_set_component(instr, (comp + 2) % 4);
}
static void
v3d_nir_lower_io_instr(struct v3d_compile *c, nir_builder *b,
struct nir_instr *instr,
@@ -343,6 +371,11 @@ v3d_nir_lower_io_instr(struct v3d_compile *c, nir_builder *b,
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
switch (intr->intrinsic) {
case nir_intrinsic_load_input:
if (c->s->info.stage == MESA_SHADER_VERTEX)
v3d_nir_lower_vertex_input(c, b, intr);
break;
case nir_intrinsic_load_uniform:
v3d_nir_lower_uniform(c, b, intr);
break;