nir: calculate number of vertices in nir_create_passthrough_gs

`nir_create_passthrough_gs` has been changed to take the type of primitive
as opposed to the number of vertices as an argument.

Acked-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21238>
This commit is contained in:
antonino
2023-02-03 11:23:09 +01:00
committed by Marge Bot
parent edecb66b01
commit a0751e8088
3 changed files with 106 additions and 12 deletions

View File

@@ -24,6 +24,102 @@
#include "nir.h"
#include "nir_builder.h"
static unsigned int
gs_in_prim_for_topology(enum shader_prim prim)
{
switch (prim) {
case SHADER_PRIM_QUADS:
return SHADER_PRIM_LINES_ADJACENCY;
default:
return prim;
}
}
static enum shader_prim
gs_out_prim_for_topology(enum shader_prim prim)
{
switch (prim) {
case SHADER_PRIM_POINTS:
return SHADER_PRIM_POINTS;
case SHADER_PRIM_LINES:
case SHADER_PRIM_LINE_LOOP:
case SHADER_PRIM_LINES_ADJACENCY:
case SHADER_PRIM_LINE_STRIP_ADJACENCY:
case SHADER_PRIM_LINE_STRIP:
return SHADER_PRIM_LINE_STRIP;
case SHADER_PRIM_TRIANGLES:
case SHADER_PRIM_TRIANGLE_STRIP:
case SHADER_PRIM_TRIANGLE_FAN:
case SHADER_PRIM_TRIANGLES_ADJACENCY:
case SHADER_PRIM_TRIANGLE_STRIP_ADJACENCY:
case SHADER_PRIM_POLYGON:
return SHADER_PRIM_TRIANGLE_STRIP;
case SHADER_PRIM_QUADS:
case SHADER_PRIM_QUAD_STRIP:
case SHADER_PRIM_PATCHES:
default:
return SHADER_PRIM_QUADS;
}
}
static unsigned int
vertices_for_prim(enum shader_prim prim)
{
switch (prim) {
case SHADER_PRIM_POINTS:
return 1;
case SHADER_PRIM_LINES:
case SHADER_PRIM_LINE_LOOP:
case SHADER_PRIM_LINES_ADJACENCY:
case SHADER_PRIM_LINE_STRIP_ADJACENCY:
case SHADER_PRIM_LINE_STRIP:
return 2;
case SHADER_PRIM_TRIANGLES:
case SHADER_PRIM_TRIANGLE_STRIP:
case SHADER_PRIM_TRIANGLE_FAN:
case SHADER_PRIM_TRIANGLES_ADJACENCY:
case SHADER_PRIM_TRIANGLE_STRIP_ADJACENCY:
case SHADER_PRIM_POLYGON:
return 3;
case SHADER_PRIM_QUADS:
case SHADER_PRIM_QUAD_STRIP:
return 4;
case SHADER_PRIM_PATCHES:
default:
unreachable("unsupported primitive for gs input");
}
}
static unsigned int
array_size_for_prim(enum shader_prim prim)
{
switch (prim) {
case SHADER_PRIM_POINTS:
return 1;
case SHADER_PRIM_LINES:
case SHADER_PRIM_LINE_LOOP:
case SHADER_PRIM_LINE_STRIP:
return 2;
case SHADER_PRIM_LINES_ADJACENCY:
case SHADER_PRIM_LINE_STRIP_ADJACENCY:
return 4;
case SHADER_PRIM_TRIANGLES:
case SHADER_PRIM_TRIANGLE_STRIP:
case SHADER_PRIM_TRIANGLE_FAN:
case SHADER_PRIM_POLYGON:
return 3;
case SHADER_PRIM_TRIANGLES_ADJACENCY:
case SHADER_PRIM_TRIANGLE_STRIP_ADJACENCY:
return 6;
case SHADER_PRIM_QUADS:
case SHADER_PRIM_QUAD_STRIP:
return 4;
case SHADER_PRIM_PATCHES:
default:
unreachable("unsupported primitive for gs input");
}
}
/*
* A helper to create a passthrough GS shader for drivers that needs to lower
* some rendering tasks to the GS.
@@ -32,18 +128,18 @@
nir_shader *
nir_create_passthrough_gs(const nir_shader_compiler_options *options,
const nir_shader *prev_stage,
enum shader_prim primitive_type,
unsigned vertices)
enum shader_prim primitive_type)
{
unsigned int vertices_out = vertices_for_prim(primitive_type);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_GEOMETRY,
options,
"gs passthrough");
nir_shader *nir = b.shader;
nir->info.gs.input_primitive = primitive_type;
nir->info.gs.output_primitive = primitive_type;
nir->info.gs.vertices_in = vertices;
nir->info.gs.vertices_out = vertices;
nir->info.gs.input_primitive = gs_in_prim_for_topology(primitive_type);
nir->info.gs.output_primitive = gs_out_prim_for_topology(primitive_type);
nir->info.gs.vertices_in = vertices_out;
nir->info.gs.vertices_out = vertices_out;
nir->info.gs.invocations = 1;
nir->info.gs.active_stream_mask = 1;
@@ -63,7 +159,7 @@ nir_create_passthrough_gs(const nir_shader_compiler_options *options,
nir_variable *in = nir_variable_create(nir, nir_var_shader_in,
glsl_array_type(var->type,
vertices,
array_size_for_prim(primitive_type),
false),
name);
in->data.location = var->data.location;
@@ -98,7 +194,7 @@ nir_create_passthrough_gs(const nir_shader_compiler_options *options,
}
unsigned int start_vert = 0;
unsigned int end_vert = vertices;
unsigned int end_vert = vertices_out;
unsigned int vert_step = 1;
switch (primitive_type) {
case PIPE_PRIM_LINES_ADJACENCY: