spirv: Add tessellation varying and built-in support.

We need to:
- handle the extra array level for per-vertex varyings
- handle the patch qualifier correctly
- assign varying locations

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit is contained in:
Kenneth Graunke
2016-09-25 14:23:55 -07:00
parent 23710e17f8
commit bb04b84114
3 changed files with 52 additions and 6 deletions

View File

@@ -938,10 +938,19 @@ vtn_get_builtin_location(struct vtn_builder *b,
unreachable("invalid stage for SpvBuiltInViewportIndex");
break;
case SpvBuiltInTessLevelOuter:
*location = VARYING_SLOT_TESS_LEVEL_OUTER;
break;
case SpvBuiltInTessLevelInner:
*location = VARYING_SLOT_TESS_LEVEL_INNER;
break;
case SpvBuiltInTessCoord:
*location = SYSTEM_VALUE_TESS_COORD;
set_mode_system_value(mode);
break;
case SpvBuiltInPatchVertices:
unreachable("no tessellation support");
*location = SYSTEM_VALUE_VERTICES_IN;
set_mode_system_value(mode);
break;
case SpvBuiltInFragCoord:
*location = VARYING_SLOT_POS;
assert(*mode == nir_var_shader_in);
@@ -1055,6 +1064,11 @@ apply_var_decoration(struct vtn_builder *b, nir_variable *nir_var,
vtn_get_builtin_location(b, builtin, &nir_var->data.location, &mode);
nir_var->data.mode = mode;
if (builtin == SpvBuiltInTessLevelOuter ||
builtin == SpvBuiltInTessLevelInner) {
nir_var->data.compact = true;
}
if (builtin == SpvBuiltInFragCoord || builtin == SpvBuiltInSamplePosition)
nir_var->data.origin_upper_left = b->origin_upper_left;
@@ -1079,7 +1093,7 @@ apply_var_decoration(struct vtn_builder *b, nir_variable *nir_var,
break; /* Do nothing with these here */
case SpvDecorationPatch:
vtn_warn("Tessellation not yet supported");
nir_var->data.patch = true;
break;
case SpvDecorationLocation:
@@ -1118,6 +1132,15 @@ apply_var_decoration(struct vtn_builder *b, nir_variable *nir_var,
}
}
static void
var_is_patch_cb(struct vtn_builder *b, struct vtn_value *val, int member,
const struct vtn_decoration *dec, void *out_is_patch)
{
if (dec->decoration == SpvDecorationPatch) {
*((bool *) out_is_patch) = true;
}
}
static void
var_decoration_cb(struct vtn_builder *b, struct vtn_value *val, int member,
const struct vtn_decoration *dec, void *void_var)
@@ -1135,6 +1158,9 @@ var_decoration_cb(struct vtn_builder *b, struct vtn_value *val, int member,
case SpvDecorationInputAttachmentIndex:
vtn_var->input_attachment_index = dec->literals[0];
return;
case SpvDecorationPatch:
vtn_var->patch = true;
break;
default:
break;
}
@@ -1165,7 +1191,7 @@ var_decoration_cb(struct vtn_builder *b, struct vtn_value *val, int member,
} else if (vtn_var->mode == vtn_variable_mode_input ||
vtn_var->mode == vtn_variable_mode_output) {
is_vertex_input = false;
location += VARYING_SLOT_VAR0;
location += vtn_var->patch ? VARYING_SLOT_PATCH0 : VARYING_SLOT_VAR0;
} else {
unreachable("Location must be on input or output variable");
}
@@ -1212,6 +1238,24 @@ var_decoration_cb(struct vtn_builder *b, struct vtn_value *val, int member,
}
}
static bool
is_per_vertex_inout(const struct vtn_variable *var, gl_shader_stage stage)
{
if (var->patch || !glsl_type_is_array(var->type->type))
return false;
if (var->mode == vtn_variable_mode_input) {
return stage == MESA_SHADER_TESS_CTRL ||
stage == MESA_SHADER_TESS_EVAL ||
stage == MESA_SHADER_GEOMETRY;
}
if (var->mode == vtn_variable_mode_output)
return stage == MESA_SHADER_TESS_CTRL;
return false;
}
void
vtn_handle_variables(struct vtn_builder *b, SpvOp opcode,
const uint32_t *w, unsigned count)
@@ -1311,6 +1355,9 @@ vtn_handle_variables(struct vtn_builder *b, SpvOp opcode,
case vtn_variable_mode_input:
case vtn_variable_mode_output: {
var->patch = false;
vtn_foreach_decoration(b, val, var_is_patch_cb, &var->patch);
/* For inputs and outputs, we immediately split structures. This
* is for a couple of reasons. For one, builtins may all come in
* a struct and we really want those split out into separate
@@ -1321,8 +1368,7 @@ vtn_handle_variables(struct vtn_builder *b, SpvOp opcode,
int array_length = -1;
struct vtn_type *interface_type = var->type;
if (b->shader->stage == MESA_SHADER_GEOMETRY &&
glsl_type_is_array(var->type->type)) {
if (is_per_vertex_inout(var, b->shader->stage)) {
/* In Geometry shaders (and some tessellation), inputs come
* in per-vertex arrays. However, some builtins come in
* non-per-vertex, hence the need for the is_array check. In