spirv: Only set interface_type on blocks

Instead of setting interface_type to whatever the per-vertex type is, we
only set it on blocks.  This allows later passes to tell the difference
between variables that are in blocks and those that aren't.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
This commit is contained in:
Jason Ekstrand
2019-01-21 16:09:56 -06:00
parent da29594636
commit 9c14440e81

View File

@@ -2022,7 +2022,7 @@ vtn_create_variable(struct vtn_builder *b, struct vtn_value *val,
* able to preserve that information. * able to preserve that information.
*/ */
struct vtn_type *interface_type = var->type; struct vtn_type *per_vertex_type = var->type;
if (is_per_vertex_inout(var, b->shader->info.stage)) { if (is_per_vertex_inout(var, b->shader->info.stage)) {
/* In Geometry shaders (and some tessellation), inputs come /* In Geometry shaders (and some tessellation), inputs come
* in per-vertex arrays. However, some builtins come in * in per-vertex arrays. However, some builtins come in
@@ -2030,24 +2030,40 @@ vtn_create_variable(struct vtn_builder *b, struct vtn_value *val,
* any case, there are no non-builtin arrays allowed so this * any case, there are no non-builtin arrays allowed so this
* check should be sufficient. * check should be sufficient.
*/ */
interface_type = var->type->array_element; per_vertex_type = var->type->array_element;
} }
var->var = rzalloc(b->shader, nir_variable); var->var = rzalloc(b->shader, nir_variable);
var->var->name = ralloc_strdup(var->var, val->name); var->var->name = ralloc_strdup(var->var, val->name);
/* In Vulkan, shader I/O variables don't have any explicit layout but /* In Vulkan, shader I/O variables don't have any explicit layout but
* some layouts may have leaked through due to type deduplication in * some layouts may have leaked through due to type deduplication in
* the SPIR-V. * the SPIR-V. We do, however, keep the layouts in the variable's
* interface_type because we need offsets for XFB arrays of blocks.
*/ */
var->var->type = glsl_get_bare_type(var->type->type); var->var->type = glsl_get_bare_type(var->type->type);
var->var->interface_type = interface_type->type;
var->var->data.mode = nir_mode; var->var->data.mode = nir_mode;
var->var->data.patch = var->patch; var->var->data.patch = var->patch;
if (interface_type->base_type == vtn_base_type_struct && /* Figure out the interface block type. */
interface_type->block) { struct vtn_type *iface_type = per_vertex_type;
if (var->mode == vtn_variable_mode_output &&
(b->shader->info.stage == MESA_SHADER_VERTEX ||
b->shader->info.stage == MESA_SHADER_TESS_EVAL ||
b->shader->info.stage == MESA_SHADER_GEOMETRY)) {
/* For vertex data outputs, we can end up with arrays of blocks for
* transform feedback where each array element corresponds to a
* different XFB output buffer.
*/
while (iface_type->base_type == vtn_base_type_array)
iface_type = iface_type->array_element;
}
if (iface_type->base_type == vtn_base_type_struct && iface_type->block)
var->var->interface_type = iface_type->type;
if (per_vertex_type->base_type == vtn_base_type_struct &&
per_vertex_type->block) {
/* It's a struct. Set it up as per-member. */ /* It's a struct. Set it up as per-member. */
var->var->num_members = glsl_get_length(interface_type->type); var->var->num_members = glsl_get_length(per_vertex_type->type);
var->var->members = rzalloc_array(var->var, struct nir_variable_data, var->var->members = rzalloc_array(var->var, struct nir_variable_data,
var->var->num_members); var->var->num_members);
@@ -2058,9 +2074,9 @@ vtn_create_variable(struct vtn_builder *b, struct vtn_value *val,
} }
/* For inputs and outputs, we need to grab locations and builtin /* For inputs and outputs, we need to grab locations and builtin
* information from the interface type. * information from the per-vertex type.
*/ */
vtn_foreach_decoration(b, vtn_value(b, interface_type->id, vtn_foreach_decoration(b, vtn_value(b, per_vertex_type->id,
vtn_value_type_type), vtn_value_type_type),
var_decoration_cb, var); var_decoration_cb, var);
break; break;