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>
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@@ -525,7 +525,6 @@ struct_member_decoration_cb(struct vtn_builder *b,
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break;
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case SpvDecorationPatch:
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vtn_warn("Tessellation not yet supported");
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break;
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case SpvDecorationSpecId:
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@@ -280,6 +280,7 @@ struct vtn_variable {
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unsigned descriptor_set;
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unsigned binding;
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unsigned input_attachment_index;
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bool patch;
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nir_variable *var;
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nir_variable **members;
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@@ -938,10 +938,19 @@ vtn_get_builtin_location(struct vtn_builder *b,
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unreachable("invalid stage for SpvBuiltInViewportIndex");
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break;
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case SpvBuiltInTessLevelOuter:
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*location = VARYING_SLOT_TESS_LEVEL_OUTER;
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break;
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case SpvBuiltInTessLevelInner:
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*location = VARYING_SLOT_TESS_LEVEL_INNER;
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break;
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case SpvBuiltInTessCoord:
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*location = SYSTEM_VALUE_TESS_COORD;
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set_mode_system_value(mode);
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break;
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case SpvBuiltInPatchVertices:
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unreachable("no tessellation support");
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*location = SYSTEM_VALUE_VERTICES_IN;
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set_mode_system_value(mode);
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break;
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case SpvBuiltInFragCoord:
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*location = VARYING_SLOT_POS;
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assert(*mode == nir_var_shader_in);
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@@ -1055,6 +1064,11 @@ apply_var_decoration(struct vtn_builder *b, nir_variable *nir_var,
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vtn_get_builtin_location(b, builtin, &nir_var->data.location, &mode);
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nir_var->data.mode = mode;
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if (builtin == SpvBuiltInTessLevelOuter ||
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builtin == SpvBuiltInTessLevelInner) {
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nir_var->data.compact = true;
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}
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if (builtin == SpvBuiltInFragCoord || builtin == SpvBuiltInSamplePosition)
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nir_var->data.origin_upper_left = b->origin_upper_left;
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@@ -1079,7 +1093,7 @@ apply_var_decoration(struct vtn_builder *b, nir_variable *nir_var,
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break; /* Do nothing with these here */
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case SpvDecorationPatch:
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vtn_warn("Tessellation not yet supported");
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nir_var->data.patch = true;
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break;
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case SpvDecorationLocation:
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@@ -1118,6 +1132,15 @@ apply_var_decoration(struct vtn_builder *b, nir_variable *nir_var,
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}
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}
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static void
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var_is_patch_cb(struct vtn_builder *b, struct vtn_value *val, int member,
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const struct vtn_decoration *dec, void *out_is_patch)
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{
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if (dec->decoration == SpvDecorationPatch) {
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*((bool *) out_is_patch) = true;
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}
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}
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static void
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var_decoration_cb(struct vtn_builder *b, struct vtn_value *val, int member,
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const struct vtn_decoration *dec, void *void_var)
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@@ -1135,6 +1158,9 @@ var_decoration_cb(struct vtn_builder *b, struct vtn_value *val, int member,
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case SpvDecorationInputAttachmentIndex:
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vtn_var->input_attachment_index = dec->literals[0];
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return;
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case SpvDecorationPatch:
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vtn_var->patch = true;
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break;
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default:
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break;
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}
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@@ -1165,7 +1191,7 @@ var_decoration_cb(struct vtn_builder *b, struct vtn_value *val, int member,
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} else if (vtn_var->mode == vtn_variable_mode_input ||
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vtn_var->mode == vtn_variable_mode_output) {
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is_vertex_input = false;
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location += VARYING_SLOT_VAR0;
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location += vtn_var->patch ? VARYING_SLOT_PATCH0 : VARYING_SLOT_VAR0;
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} else {
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unreachable("Location must be on input or output variable");
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}
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@@ -1212,6 +1238,24 @@ var_decoration_cb(struct vtn_builder *b, struct vtn_value *val, int member,
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}
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}
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static bool
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is_per_vertex_inout(const struct vtn_variable *var, gl_shader_stage stage)
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{
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if (var->patch || !glsl_type_is_array(var->type->type))
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return false;
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if (var->mode == vtn_variable_mode_input) {
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return stage == MESA_SHADER_TESS_CTRL ||
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stage == MESA_SHADER_TESS_EVAL ||
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stage == MESA_SHADER_GEOMETRY;
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}
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if (var->mode == vtn_variable_mode_output)
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return stage == MESA_SHADER_TESS_CTRL;
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return false;
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}
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void
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vtn_handle_variables(struct vtn_builder *b, SpvOp opcode,
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const uint32_t *w, unsigned count)
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@@ -1311,6 +1355,9 @@ vtn_handle_variables(struct vtn_builder *b, SpvOp opcode,
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case vtn_variable_mode_input:
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case vtn_variable_mode_output: {
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var->patch = false;
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vtn_foreach_decoration(b, val, var_is_patch_cb, &var->patch);
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/* For inputs and outputs, we immediately split structures. This
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* is for a couple of reasons. For one, builtins may all come in
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* a struct and we really want those split out into separate
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@@ -1321,8 +1368,7 @@ vtn_handle_variables(struct vtn_builder *b, SpvOp opcode,
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int array_length = -1;
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struct vtn_type *interface_type = var->type;
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if (b->shader->stage == MESA_SHADER_GEOMETRY &&
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glsl_type_is_array(var->type->type)) {
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if (is_per_vertex_inout(var, b->shader->stage)) {
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/* In Geometry shaders (and some tessellation), inputs come
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* in per-vertex arrays. However, some builtins come in
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* non-per-vertex, hence the need for the is_array check. In
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