zink: re-transform gl_Position for gs input

we've transformed this in the vertex output, so we need to undo that here

ideally we'd only be performing this transform once, but that's going to get
complicated later with the halfz extension which requires shader keys on top
of this, so we can get around to simplifying things at that stage

Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7139>
This commit is contained in:
Mike Blumenkrantz
2020-10-14 10:34:06 -04:00
parent ea2279daf1
commit 9671cd9215

View File

@@ -1577,6 +1577,28 @@ emit_load_deref(struct ntv_context *ctx, nir_intrinsic_instr *intr)
ptr);
unsigned num_components = nir_dest_num_components(intr->dest);
unsigned bit_size = nir_dest_bit_size(intr->dest);
if (ctx->stage > MESA_SHADER_VERTEX && ctx->stage <= MESA_SHADER_GEOMETRY &&
(nir_deref_instr_get_variable(nir_src_as_deref(intr->src[0]))->data.location == VARYING_SLOT_POS)) {
/* we previously transformed opengl gl_Position -> vulkan gl_Position in vertex shader,
* so now we have to reverse that and construct a new gl_Position:
gl_Position.z = gl_Position.z * 2 - gl_Position.w
*/
SpvId components[4];
SpvId f_type = get_fvec_type(ctx, 32, 1);
SpvId base_type = get_fvec_type(ctx, 32, 4);
for (unsigned c = 0; c < 4; c++) {
uint32_t member[] = { c };
components[c] = spirv_builder_emit_composite_extract(&ctx->builder, f_type, result, member, 1);
}
components[2] = emit_binop(ctx, SpvOpFMul, f_type, components[2], emit_float_const(ctx, 32, 2.0));
components[2] = emit_binop(ctx, SpvOpFSub, f_type, components[2], components[3]);
result = spirv_builder_emit_composite_construct(&ctx->builder, base_type,
components, 4);
}
result = bitcast_to_uvec(ctx, result, bit_size, num_components);
store_dest(ctx, &intr->dest, result, nir_type_uint);
}